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Yuumi Build Guide by Xyea

Support "You and me, We Got This!" | In-Depth Yuumi Guide

Support "You and me, We Got This!" | In-Depth Yuumi Guide

Updated on October 16, 2021
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League of Legends Build Guide Author Xyea Build Guide By Xyea 133 16 148,688 Views 16 Comments
133 16 148,688 Views 16 Comments
League of Legends Build Guide Author Xyea Yuumi Build Guide By Xyea Updated on October 16, 2021
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Runes: OPTION 1

1 2 3
Sorcery
Summon Aery
Manaflow Band
Transcendence
Gathering Storm

Precision
Presence of Mind
Cut Down
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Standard
LoL Summoner Spell: Exhaust

Exhaust

LoL Summoner Spell: Ignite

Ignite

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Support Role
Ranked #12 in
Support Role
Win 50%
Get More Stats
Support Role Ranked #12 in
Support Role
Win 50%
More Yuumi Runes
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Champion Build Guide

"You and me, We Got This!" | In-Depth Yuumi Guide

By Xyea

I started playing League of Legends at the beginning of season 7. Ever since Yuumi came out, she has been my most played champion by far. So far this season, I have been able to reach Platinum 2 with a 68% win rate on her. Hopefully, this guide will be able to teach you all there is to know about this champion. She is truly worth learning ♡
Heals, bonus movement and attack speed, adaptive force, AOE CC, she has it all. . . Yuumi is an extremely versatile champion. She can choose to play back and peel for her allies or charge right into the heat of the battle, empowering a trusty bruiser and rendering them unkillable. Although she is not the hardest mechanically, she can be deceptively hard to play effectively. Despite popular belief, her unique playstyle gives the champion a steep learning curve, akin to that of Akali and Qiyana. Recognising when to attach and detach, understanding how to play the laning phase correctly, and knowing how and when to ward safely are just some of the intrinsics of playing her.


Yuumi fares best into enemy comps where there isn't an overabundance of hard CC to reset her ability You and Me! on cooldown. She is also a solid pick when your team consists of bruisers/divers. Her kit excels at enabling an ally to chase and lock down enemies due to her movement speed boosts and AOE root, essentially negating their entire weakness. Yuumi paired with a hyper carry can also make an unstoppable force. Their late-game power is further spiked thanks to her bonus adaptive force and buffs, elevating them to an insurmountable strength.

Picking Yuumi into a heavy CC comp is unwise. This could mean the overall team or a bot lane matchup, such as Leona or Alistar. When Yuumi is affected by any sort of hard CC, her ability You and Me! resets its cooldown, leaving her vulnerable to being burst down. It can be challenging to track cooldowns during teamfights, making it dangerous to proc your passive or switch anchors. Since Yuumi herself doesn't provide much damage, it can also be unwise to choose her into a comp that only consists of one damage type. Picking a mage or AD support would be a wiser choice.


Godly late game
Yuumi scales extremely well into late game, especially if paired with another hyper carry or bruiser.

High utility and sustain
With her kit providing slows, heals, CC, movement and attack speed, and bonus adaptive damage, Yuumi is packed with high utility and sustain that can aid her team or make bruisers invincible.

Permanant untargetability
You and Me! allows Yuumi to be untargetable, allowing her to focus on buffing and healing her team whilst being impossible for enemies to kill or focus her while attached.
Heavily relies on team
Yuumi cannot 1v9 on her own, and requires at least one good teammate to succeed. If all lanes are losing or playing badly, then it's GG.

Vulnerable to CC
Going up against champions or a team comp with lots of hard CC will give Yuumi a hard time as it resets You and Me!, leaving her extremely vulnerable with no escape tools.

Extremely squishy
With one of the lowest base health in the game, getting caught out spells death in practically all situations, especially if You and Me! is on cooldown.


INNATE: Periodically, Yuumi's next basic attack against an enemy Champion has an uncancelable windup, gains 50 bonus range, turns into a non-projectile, restores 25 − 100 (based on level) (+ 8% maximum mana) Mana and grants her a 60 − 400 (based on level) (+ 30% AP) Hybrid resistances shield that lasts until it is broken.
While attached, the shield transfers to her Anchor.

tips and tricks


ACTIVE: Yuumi fires a missile in the target direction that deals 50 / 80 / 110 / 140 / 170 / 200 (+30% of ability power) (+2%-8% of the target's current health) in magic damage to the first enemy hit.

If the missile is in flight for 1 second, it deals increased magic damage, and if the target is a champion, slows by 20% for 1 second.

While attached, Yuumi instead channels for up to 2 seconds, directing the trajectory of the missile, after which it fizzles.

tips and tricks





PASSIVE: The Anchor gains either a flat and percentage amount of their bonus attack damage or a flat and percentage amount of their ability power, based on whichever was initially higher. The percentage bonus of You and Me! also benefits from its flat bonus.

Yuumi then gains flat adaptive force plus an amount based on a percentage of the Anchor's current bonus attack damage or ability power, whichever is higher. Additionally, Yuumi starts with a point in You and Me! and prowling projectilProwling Projectile instead has 6 ranks.

ACTIVE: Yuumi channels for 0.25 seconds, then dashes to the target allied champion upon completion and attaches to them upon arrival. While attached, Yuumi is untargetable (except from turrets and in-flight projectiles targeting her) and casts her spells from the Anchor's position. The cooldown starts upon completing the channel. You and Me! can be recast after 0.5 seconds of attachment.

Yuumi will be knocked down by any immobilizing crowd control during the dash.

tips and tricks


ACTIVE: Yuumi heals herself for 70 / 94 / 118 / 142 / 166 / 190 (+40% of ability power) and gains 15% (+ 10% per 100 AP) bonus movement speed and 25 / 30 / 35 / 40 / 45% bonus attack speed for 3 seconds.

While attached, the Anchor is affected by the ability instead.


tips and tricks


ACTIVE: Yuumi and Book channel for up to 3.5 seconds, launching 7 waves in the target direction over the duration, each dealing 60 / 100 / 140 (+20% of ability power) magic damage over 3.5 seconds. Enemy champions hit take only 50% damage from subsequent waves, and when they are struck by three waves, they become rooted for 1.75 seconds. This may only occur once per target.

tips and tricks






Hold onto your first skill point until you get to lane. Starting with Prowling Projectile is generally most ideal, but in case of an invade or bush cheese, Zoomies is almost always the preferred choice and can potentially even turn fights around. Its heal and movement speed is extremely vital in escaping and/or healing your wounded allies.

During the laning phase, alternate between levelling up Prowling Projectile and Zoomies. The adaptive force that You and Me! provides is negligible during the early stages. Putting points in your main source of damage and sustain allows for far more effective trades and lane presence. Put a point into Final Chapter upon reaching level 6. Your ultimate unlocks a ton of kill pressure and can be used to peel or set up kills and ganks.

notes

After the laning phase is over, the standard option is to continue maxing Prowling Projectile and Zoomies alternatively. The 8% max health damage from your Q is nothing to scoff at, and the utility that Zoomies provides is one of the core parts of her kit.

Another option (and my personal preference) is to completely focus on maxing Zoomies, then You and Me!. Mid-late game is when team fights will become all the more common. The extra damage from Prowling Projectile becomes less relevant during the late game and its main priority should be used as a utility tool due to its slow. You and Me! becomes much more game-changing as the bonus adaptive force scales with the amount of AP/AD your ally has. As always, put points into your ultimate Final Chapter whenever possible.




SORCERY PRECISION

Summon Aery is the perfect rune for Yuumi. It provides a mix of both consistent poke during laning phase and bonus shielding which proves extremely useful for added survivability. Yuumi can simply proc the shield by attaching onto her anchor using You and Me! without any cost. The shield also procs item passives such as Shurelya's Battlesong and Ardent Censer.

Manaflow Band provides bonus mana and mana regeneration, the latter of which is especially important on Yuumi due to her heavy mana consumption. Bonus mana just doesn't cut it due to Zoomies costing % max mana. Mana regeneration gives you the capability to dish out more abilities during teamfights without completely depleting your mana reserves.

Transcendence provides bonus ability haste upon reaching certain levels and reduces ability cooldowns after takedowns. This rune is useful as you'll want to be consistently spamming your abilities during team fights in order to buff your allies and keep them alive.

Gathering Storm provides bonus adaptive damage every ten minutes, making it more of a late-game choice. This rune is best taken into hard matchups where your win condition is to scale up into the late game and dominate from there. You should also consider your own team comp and the enemy's team comp. If you have more of a scaling comp, then definitely look to choose Gathering Storm.

Presence of Mind restores 15% maximum mana after takedowns and increases mana regeneration whenever you damage an enemy. Due to Yuumi's extremely mana-hungry kit, she'll be wanting to regenerate mana as much as possible during both laning phase and teamfights in order to be constantly using her abilities.

Yuumi has one of the lowest base health in the game. Cut Down amplifies your damage to champions with more max health than you, meaning almost all champions will be dealt increased damage from your abilities. This rune pairs perfectly with an aggressive playstyle, as it provides more solid poke during the laning phase.

Taking double adaptive force rune shards is most common on Yuumi. This provides her with the most bonus ability power which is always useful for early game aggression. For the third rune shard, either take bonus armour or magic resist depending on the enemy composition. Choosing bonus health is most optimal when the opposing team contains mixed damage.











Take this rune when looking for early game aggression. It's better taken into enemies Yuumi can more safely and reliably poke, such as enchanter supports. It provides more damage during the early game than its counterpart Gathering Storm. However, it falls off later on. Since Yuumi spends a lot of her time untargetable, remaining healthy is generally a much easier feat to achieve. This rune is always an option when looking for more damage and/or early game aggression. The catch is that it generally falls off mid-late game. As previously explained, adapt your choices based on the enemy composition and preferred play style. If you value ability haste over increased damage, taking the ability haste shard instead of double adaptive force is an option. Heavy AP ➜ magic resist. Heavy AD ➜ armour. Mixed damage ➜ health.

Exhaust is extremely versatile. Use it defensively at the beginning of a fight to reduce incoming damage or offensively to chase down enemies as they attempt to run away. Always take Exhaust into tougher lane matchups where you'll be looking to augment your survivability or an enemy comp that consists of multiple assassins and/or divers. 40% damage reduction and the ability to slow your enemies movement speed in order to escape can easily be the difference between life and death. Exhaust has the ability to shut down their burst and stick potential.


Ignite is a solid option when looking to play aggressive or assert more lane pressure. This summoner spell deals damage over time and applies grievous wounds to your target, thus reducing all healing effects by 40%. As such, it allows for stronger all-ins. Take Ignite into enemy bot lanes with strong healing capabilities such Soraka or Nami or when the enemy bot lane doesn't pose enough of a threat to you to warrant more defensive summoner spells. It is important to use Ignite before your enemy has the chance to heal. Therefore, use it at the very beginning of the fight or all-in.


Only take Heal as a replacement for your ADC when they decide to opt for a different summoner spell. This could be for a multitude of reasons, such as choosing to take Cleanse into heavy CC matchups, or Barrier for the extra survivability. When paired with Twitch, it is a common occurrence for Yuumi to take Heal, while Twitch takes Ignite. Not only does this summoner spell provide shared healing to another ally, but it also gives a boost of movement speed which is useful for both escaping or chasing down enemies. Heal can also proc Summon Aery, providing your ally bonus shielding.

TIP: Never take double Heal as the subsequent Heal is reduced by half. You are also losing out on another valuable summoner spell that will be far more impactful.



You'll always want to be starting Spellthief's Edge as a gold-generating item. The bonus stats that this item provides such as mana regeneration and ability power are both extraordinarily useful on Yuumi. As such, she profits most from taking this item in comparison to the other starters. It enables her poke to hit harder and reduces the speed at which she runs out of mana. Yuumi also has no issue consuming charges thanks to her ability Prowling Projectile and passive Bop 'n' Block. This item will eventually upgrade into Shard of True Ice, providing you with a further amount of stats.


Grab Health Potion when you are up against heavy poke lanes as you'll most likely want to be trading auto-attacks, especially when your passive Bop 'n' Block is up. Since you may often be taking poke back, you'll want to heal up any damage without using Zoomies due to its extreme mana costs. It enables you to conserve this ability for your ADC instead. Depending on how poke-heavy the opposing bot lane is and/or how aggressive you want to play, you can either opt for one or two Health Potion, but one is generally most ideal. Health Potion's are often a bandage for taking bad trades. If you play smart and not too reckless, there are very few cases where you'll actually need two.


Always opt for a Control Ward as a starting item when up against an engage or heavy CC support. During these matchups, you'll be spending a significant portion of the lane attached to your ADC due to the risky nature of getting caught out. As such, purchasing a Health Potion is a complete waste, coupled with the fact that it is useless in saving you from burst damage. Rather, use the Control Ward to both deny and gain extra vision during the early stages of the laning phase. You can use this denial of vision to set up ganks from your jungler. Always be looking to purchase this item whenever you back.




Purchasing Faerie Charm on your first back is always a solid option. The bonus mana regen will enable you to spam more abilities in lane without completely depleting your mana bar as fast. Always opt for this item if you find yourself having mana issues.

Consider buying this component first if you are hard-winning lane and/or aren't coming across any mana issues. Bonus damage can help further amplify your lead through increased lane presence and kill presssure.

Always be looking to complete Bandleglass Mirror before purchasing any other component. This item provides you a mix of mana regeneration, ability haste, and ability damage— three vital, must-have stats on Yuumi. Completing this component gives you a significant spike in power during the laning phase as you'll not only be able to poke harder but use your abilities more often and without running out of mana as quickly.

Never grab this item component first. Health is the least useful stat on Yuumi due to her untargetability. Only buy Ruby Crystal once you've purchased Bandleglass Mirror as you'll need this component regardless to complete your mythic.

As stated previously, you should only be purchasing this item once you have completed Bandleglass Mirror and have enough gold. However, the added benefit of this item is that it provides bonus ability haste which is far more advantageous on Yuumi than just simply health. You'll only need this item to complete your mythic.


If you are even or ahead in lane, always look to purchase Dark Seal. The potential bonus AP that this item provides enables Yuumi to dish out both stronger heals and damage. Gaining and maintaining Dark Seal stacks is also a much easier feat compared to most other champions due to her innate safety and ability to effortlessly pick up free assists.


Although uncommon, Refillable Potion is an option if you are struggling against heavy poke. It allows you to heal up the damage without the use Zoomies which is extremely mana-costly.


Oracle Lens gives you the ability to clear out enemy vision without the use of a Control Ward. This enables you to set up ganks and deny vision on objectives or your jungler's pathing. Only once have you upgraded your support item, look to replace Stealth Ward with Oracle Lens. In the rare scenarios you come across a Teemo or Shaco support, an earlier swap may be warranted. However, you must make up for the lack of wards by not overextending. This is a must-have on a support and remains relevant in all stages of the game.





Moonstone Renewer is best purchased when both teams consist of beefy or sustain-heavy champions (which have a tendency to lack burst damage). This mythic ramps up its heal and shielding power over time. As a result, long, extended teamfights are more favourable as it enables you to unlock the full benefits of this item. The strong healing this mythic provides aids in keeping your allies alive for longer periods of time, and thus, can easily swing the game in your favour. Yuumi is easily able to proc the passive simply by attaching onto an ally. She is more likely to get the most value from this mythic due to her innate safety, enabling her to stay alive longer during teamfights. However, Moonstone Renewer's passive can be easily countered by burst comps as they are able to end team fights before this item can reach its full potential. As such, it is not recommended choosing this mythic when up against multiple assassins or burst mages.


Shurelya's Battlesong provides a strong burst of movement speed to your whole team. As a result, this mythic is a particularly good choice when you need to kite away from divers and/or your team lacks engage and disengage. Its passive also grants bonus movement speed when you heal, shield or buff an ally. When Yuumi uses Zoomies on an ally, they are given movement speed from both the ability and the mythic passive, granting insane movement speed. If you have a well-fed ally that benefits strongly with increased mobility such as Darius or Hecarim, purchasing this item to further buff your win condition can be a solid choice. It also helps allies traverse the map significantly faster— due to Summon Aery, continuously hopping off and back on procs the mythic passive each time as long as you wait for the cooldown.


This item is strictly situational as it synergises best with a poke and/or burst comp. The bonus damage and movement speed this mythic provides to your allies enables your assassins to quickly eliminate and move onto the next target. When considering purchasing this mythic with a poke comp in mind, you have to be picky because it is the only mythic you won't have any control over how effective it is. It heavily relies on your allies' abilities to hit their skillshots or have a reliable way of landing them. If you have a mix of both burst and poke damage, then Imperial Mandate is always a solid option.





Always include Ardent Censer in one of your purchases if you have at least one ally that can benefit from bonus attack speed. However, since you'll most often be paired with a traditional ADC, you'll be looking to buy this item the majority of games. The exception to this rule is if you are paired with a non-traditional ADC such as Ezreal or an APC that primarily relies on casting abilities as opposed to basic attacks. Ardent Censer synergises particularly well with hyper carries and bruisers that rely heavily on auto-attacks to dish out damage. For example, Master Yi, Twitch, or Darius just to name a few. The bonus on-hit magic damage further amplifies their damage output.


Only look to include Staff of Flowing Water in one of your purchases if you have at least one ally that can benefit from bonus ability power. If the majority of your team's damage output relies on dealing magic damage, then prioritise purchasing this item over Ardent Censer or any other item. Yuumi can easily proc the item passive by shielding or healing an ally, thus providing them with the bonus ability power. If your team comp consists purely of attack damage, then leave this one out of the purchase list. Staff of Flowing Water is never worth buying solely for the extra ability haste.


Always look to purchase Mikael's Blessing if the enemy comp consists of heavy crowd control that can easily lock your allies down, or even if there are only a few specific abilities that may pose a huge threat to your carries. Mikael's Blessing enables you to remove certain crowd control debuffs from your ally whilst also providing a small heal that may come in clutch. This item will often save your allies that end up getting caught out, letting them escape and evade harm's way. Furthermore, the raw stats this item provides is always beneficial on Yuumi.


Redemption is best purchased when team fights have tendency to be long and drawn out. Redemption's active provides an AOE heal after a 2.5 second delay, and having the potential to heal all your allies can be completely game changing in a team fight. However, burst mages and assassins easily counter this item by deleting your carries before the active has time to go off. Despite this, it can be exceptionally useful in many other scenarios and can be used in a multitude of ways. For example, saving team mates across the map, damaging enemies, sieging, and so on. The raw stats that Redemption provides is also exceptionally useful on Yuumi.


Purchase Chemtech Putrifier if the enemy team has any sort of excessive healing. This item applies grievous wounds which reduces the amount of healing and regeneration received up to 60%. Chemtech Putrifier hard counters any champion that relies heavily on lifesteal, drain-tanking, health regeneration, or can provide significant healing to allies (looking at you, Soraka). Sitting on an Oblivion Orb until you complete your primary core items is often adequate enough, but if you find the enemy team out healing your damage during team fights, look for an early upgrade into Chemtech Putrifier. This item can easily turn the tides in battle. Nowadays, the rift is rampant with excessive healing, so you will often find yourself having to purchase this item.


Look to purchase Mejai's Soulstealer if you're either substantially ahead or find yourself surviving enough fights to warrant the upgrade from Dark Seal. Mejai's Soulstealer becomes gold efficient with at least six charges on your Dark Seal. As you rack up enough assists without dying, upgrading to this item is often worth it. Mejai's Soulstealer not only enables your damage to hit harder but is exceptionally useful in increasing the strength of your healing as it scales with ability power. This item still counts as a full item, despite having one of the cheapest costs. As a result, it still provides you with mythic passive effects.


A solid end game option. Vigilant Wardstone automatically upgrades from Watchful Wardstone. It enables you to exceed to cap on the amount of Control Wards you can purchase while providing some basic stats. Instead of being able to store two Control Wards, you'll be able to store three. Gaining and denying vision is essential in all stages of the game, but it in the later stages of the game it is often not worth giving up an entire items' worth of stats for a Control Ward. Vigilant Wardstone can be your answer to all your problems. Look to purchase Vigilant Wardstone once you've completed the majority of your other situational items. This item is exceptionanly useful into champions that rely heavily on stealth such Twitch and Evelynn. Control Wards are able to reveal their location, potentially catching out a flank.
important note







Level one, you'll want to be hard poking him with auto-attacks. Alistar is basically a sitting duck as he has not unlocked his full combo yet. Try to whittle him down as much as possible before he poses threat to you.

After he reaches level two, do not detach until Alistar has used all his hard CC. This is an exceptionally harder matchup as Alistar is one of the few champions whose CC abilities are not only targeted but cannot be blocked by minions. If you detach, he will easily be able to land his combo onto you, leading to a swift death.

Once Alistar's CC is on cooldown, detach immediately to proc your passive Bop 'n' Block for the shield which will be useful for reducing some incoming damage for your ADC.

Try to whittle the enemy bot lane down from safety using Prowling Projectile. This reduces the chances of an engage and can potentially be used to set up kills later on.

Freeze the wave near the turret as Alistar will be unable to engage onto you or your ADC. Here, you are free to detach and harass with autos. Punish overextension by calling your jungler over to gank. If this doesn't go to plan, play safe and scale into late game.

summoner spells to take





Be cautious of his Cosmic Binding as it can stun you if it hits another minion or wall. Try to bait out this ability by spacing and positioning correctly. If he misses Cosmic Binding, look to go aggressive on him as that is his only way of protecting himself.

Don't trade auto-attacks with him, especially while his Meeps are empowered. Bard excels at short trades and he will always out damage you and win. Instead, abuse his short range and focus on poking him and his ADC down with Prowling Projectile. Simply negate all the damage he does to your ADC with Zoomies.

Bard will often roam to other lanes. As Yuumi, it is practically impossible to match his roams. Rather, go aggressive on the enemy ADC while he is gone. If the ADC is smart and backs up, zone them from the wave so they will neither be able to gain CS nor EXP.

summoner spells to take




The difficulty in this matchup is all about avoiding his Rocket Grab. Play behind minions— getting hooked by this ability spells death. Because you can't control the positioning of your own ADC adds another layer of difficulty. Yuumi is limited in her capabilities to save her ally if they get hooked. Sometimes, it's just best to ditch the situation unless you think you can turn the situation around. If your ADC dies after getting hooked and you're attached, you're often dead as well.

Stay detached from your ally and focus on poking Blitzcrank and/or his ADC with autos whenever possible. Staying detached technically gives Blitzcrank two targets to focus on instead of one, relieving pressure from your ADC (obviously don't get hooked though). By wearing him and/or his ADC down, he will be less likely to engage or you can set up kills on them instead.

Bait out his Rocket Grab. Zoomies can be useful for this. Re-attach to poke with Prowling Projectile. If he misses this ability and him or his ADC is fairly low, look to all-in.

summoner spells to take





Brand is a poke-reliant champ. Yuumi counters poke to her strong sustain. Simply heal up any damage Brand does to your ADC with Zoomies. Since you'll be heavily relying on mana to do so, always look to proc your passive Bop 'n' Block whenever possible.

Brand's only way of CC'ing you is through his Sear, which will stun you on contact. As long as you position behind minions, you should be in no real danger of getting hit by this ability. As such, only proc your passive/auto-attack behind minions.

Focus on poking him down with Prowling Projectile. Once he is low enough and/or his abilities are on cooldown, look to all-in him as he is squishy and immobile.

You can block Sear by jumping in front of your ADC as he throws out the ability. You should always look to be doing this if your ADC is ablaze (and you aren't) as they will get stunned if hit. This makes it harder for Brand to land any CC during the laning phase.

summoner spells to take




Pre-6, Braum poses no threat to you, as he has no real way of locking you down. If he manages to hit you with Winter's Bite or somehow gets close enough to auto-attack you to proc his passive, simply jump back to your ADC using You and Me!. Just make sure this ability is not on cooldown whenever you are detached.

Hard harass the enemy bot lane with auto-attacks whenever possible but try to stay behind minions to avoid the damage and slow from Winter's Bite. Continue poking with Prowling Projectile to further whittle the enemy down.

If Braum is about to throw Winter's Bite at your ADC, jump off to eat this ability so your ADC cannot be affected. This makes it exceedingly harder for him to lock either one of you down.

Post-6, you need to start being more cautious as his ultimate can knock you up. Do not detach past this level and only do so once his ultimate is down. If he engages onto your ADC using Glacial Fissure, simply respond with your own ultimate Final Chapter to peel off the engage.

summoner spells




Do not detach until Galio has used all his CC. Shield of Durand will taunt you and Justice Punch will knock you up.

Once Galio's CC is on cooldown, detach immediately to proc your passive Bop 'n' Block for the shield which will be useful for reducing some incoming damage for your ADC.

Try to whittle the enemy bot lane down from safety using Prowling Projectile. This reduces the chances of an engage and can potentially be used to set up kills later on.

Freeze the wave near the turret as Galio will be unable to engage onto you or your ADC. Here, you are free to detach and harass with autos. Punish their overextension by calling your jungler over to gank. If this doesn't go to plan, play safe and scale into late game.

summoner spells to take


Janna holds almost no kill pressure against you. You'll be wanting to play extremely aggressively into her as a result. The only ability you need to be cautious of is her Howling Gale which will knock you up and reset You and Me!'s cooldown if it hits you. However, due to its slow moving speed, it is very easy to avoid.

Proc your passive and trade auto attacks once she uses Zephyr and/or Eye Of The Storm. Do not underestimate the bonus damage that comes from her shield. Wait until the shield expires, and then look to trade. Trades tend to heavily favour Yuumi due to the sustain/heals in her kit and a lack thereof in Janna's. You'll almost always come out on top as long as you punish her cooldowns properly and don't trade too recklessly.

You'll want to wittle her healthbar down and then eventual all-in once she is low enough. She is extremely fragile and can easily be burst down before she even has a chance to disengage.

summoner spells to take




Karma will try to poke you and your ADC down with Inner Flame. Simply heal up any damage she does using Zoomies. Make sure to proc your passive Bop 'n' Block whenever possible as you'll be heavily relying on mana to do so. You'll be wanting to spend a good portion of the lane detached and looking for opportunities to poke with auto-attacks. Reattach to poke with Prowling Projectile.

Stay behind minions when looking to proc your passive to avoid Inner Flame. However, do not stand too close as this ability has a small AOE splash on contact with an enemy. When looking to auto-attack poke without your passive up, preferably wait until Inner Flame is on cooldown, then look to trade.

If she uses Focused Resolve on you, simply jump back to your ADC to avoid the tether range. If she uses Focused Resolve on your ADC, use Zoomies to speed them up instead.

You can block Inner Flame for your ADC. If you are getting ganked or your ADC is very low, Karma will try to damage and/or slow your ADC with this ability, especially with the empowered version. Jump in front of your ADC just as she uses this ability.

summoner spells to take




Leona has an abundance of CC that is not blocked by minions. This forces you to stay on your allies 24/7. Do not detach unless her CC is down— this includes level 1! A good Leona will start Zenith Blade against Yuumi and will still hold kill pressure, especially when paired with a strong burst potential ADC such as Draven, Tristana or Kai'Sa.

After Leona has used all her CC, you are free to proc your passive Bop 'n' Block for the shield which will be useful for reducing some incoming damage. Pre-6, if she fails to land Zenith Blade, harass her freely with auto attacks, but still be cautious, as she can Flash + Shield of Daybreak you if her summoner spell is still up.

Set up a freeze on the wave just outside your turret if possible. Leona will not be able to engage and your ADC will be able to farm more safely. Attempt poking Leona or her ADC down with Prowling Projectile in the meantime, making them less likely to engage on you as you may easily be able to turn the situation around.

Play safe and survive until you scale towards late game.

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Lulu is the only enchanter Yuumi struggles to deal with in lane, thanks to her ability Whimsy. Whimsy is a targeted ability that polymorphs an enemy, rendering them unable to cast any abilities or summoner spells during the duration. This also puts Yuumi's You and Me! on cooldown, leaving you open to engage or being burst down by the enemy bot lane.

Do not detach until Whimsy is down. Lulu will win every trade if she polymorphs you. You can detach to quickly proc your passive and reattach as long as you are out of her range.

Focus on poking her down with Prowling Projectile. Lulu has no access to any sustain, so this should at least force out her shield Help, Pix! or you will be able to get off free damage.

Play safe during the laning phase and heal up any poke Lulu does to your ADC. You outscale her late game.

summoner spells to take




Lux can be annoying due to her long range. This makes it difficult to walk up and trade with her without getting punished for it. Only try to proc your passive after she uses Lucent Singularity. If you don't, she can easily throw this ability at you and run away due to the added slow. She will be looking to poke you and your ADC down with her abilities and empowered auto-attacks. Heal up any damage she does with Zoomies.

Be cautious of her Light Binding as it can go through another unit, making it harder to avoid or bait out. Post-6, if you get hit by this ability, she will combo you with her ultimate and you will be dead. If she misses her snare, look to all-in her, as she is squishy and has no other means of defence or escape.

Lux's will often unintentionally push the wave with their abilities, therefore leaving them open to ganks. Focus on poking her down with Prowling Projectile and coordinate with your jungler to set up a gank.

summoner spells to take




Morgana is a relatively easy matchup to play against. It is crucial to avoid her Dark Binding by positioning yourself behind minions or baiting it out. It is extremely easy to dodge/avoid due to its slow projectile speed.

Once her snare is on cooldown, you'll often want to be detached, poking the opposing lane with auto attacks and proccing your passive Bop 'n' Block whenever possible. Re-attach to poke with Prowling Projectile. Morgana has practically no kill pressure against you once Dark Binding is down.

Her Black Shield can be annoying and tricky to play against as it can completely negate your ultimate Final Chapter if she uses it in time. Unless you see an extremely good opportunity to root two targets to guarantee at least one rooted enemy, you'll often want to wait until she uses her shield, and then use Final Chapter.

summoner spells to take




Nami can be an annoying matchup during the laning phase, as her poke and sustain is generally stronger than yours. Harassing her with auto-attacks is also unadvised due to Tidecaller's Blessing giving her or her ADC bonus damage on their own auto-attacks. Instead, focus on poking her down with Prowling Projectile and proc your passive whenever Ebb and Flow is on cooldown. This lane will most likely be focused on farming unless one of the jungler's come to gank.

Bait out her Aqua Prison by spacing correctly. It is a very slow skillshot so dodging it is generally an easy feat, especially with the help of Zoomies. Pre-6, she doesn't hold any threat to you as long as this ability is on cooldown.

Post-6, you need to look out for her ultimate Tidal Wave as it can knock you up, leaving you unable to attach onto an ally. If detached, look for the cast animation, then immediately anchor onto your ally using You and Me!. Respond to her ultimate with your own ultimate Final Chapter to disengage.

summoner spells to take




Whenever detached, always position yourself behind minions as to not get hooked by Dredge Line. Focus on poking Nautilus and/or his ADC down with auto-attacks whenever possible. Further poke with Prowling Projectile. By getting their health bar low enough, they will be less likely to engage onto you and you can set up kills on them instead.

Be cautious of a Flash + Staggering Blow combo. Nautilus can root you by simply getting an auto-attack off, rendering you unable to attach back onto an ally. If he is paired with a strong burst potential ADC such as Draven or Tristana, this spells instant death.

Freeze the wave near the turret as Nautilus will be unable to engage onto you or your ADC. You are also able to detach and harass with autos freely. Punish their overextension by calling your jungler over to gank. If this doesn't go to plan, play safe and scale into late game.

Post-6, never detach. His ultimate Depth Charge is a targeted CC ability that also knock-ups up any enemies it passes through. Even if you attach onto your ally to avoid the knockup, your ADC will be affected by the CC instead. Respond to his ultimate with your own ultimate Final Chapter to combat the engage.

summoner spells to take




Do not detach until Pantheon uses Shield Vault. This ability is targeted and will stun you. Once caught out, Pantheon can easily burst you down with his ADC. Only after Pantheon's CC is on cooldown, you are free to detach and to proc your passive Bop 'n' Block for the shield which will be useful for reducing some incoming damage for your ADC. Escape his Aegis Assault damage using Zoomies. If your ADC is in no danger after he uses his stun, look to hard harass him with auto-attacks as he is walking back as he has no abilities to retaliate with.

Try to whittle the enemy bot lane down from safety using Prowling Projectile. This reduces the chances of an engage and can potentially be used to set up kills or ganks later on.

You can somewhat block the damage from Comet Spear by jumping in front of your ADC just as he uses the ability. Comet Spear does 50% less damage after the first target. This is especially helpful in reducing some of his burst and cleanup potential.

Play safe and scale into late game. if you don't feed Pantheon kills, he falls off hard.

summoner spells to take




Focus on poking the opposing ADC down with Prowling Projectile and auto-attacks rather than Pyke. Pyke can simply regenerate his health after remaining unseen, rendering your poke almost useless.

Bait out Bone Skewer by weaving in and out of the minion wave. His hook has a charge up time, so it makes it exceptionally easier to know when to dip back into the minion wave and dodge the hook as a result. Once his hook is on cooldown, look to hard harass the enemy ADC with auto-attacks. If you get a little too close and the tries to use Phantom Undertow on you, simply re-attach onto your ally to avoid the stun.

Always position behind minions while auto-attacking to avoid his hook. If the minion wave is diminishing, retreat back to your tower with your ADC and wait for the next minion wave as cover. There isn't much you can do to save your ally once they get hooked and stunned as a result, as his burst potential is quite strong.

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Use Zoomies to avoid Grand Entrance. Once Rakan misses his knock-up, immediately look to harass him with auto-attacks before he inevitably retreats back with Battle Dance. You still have multiple seconds until this ability comes off cooldown, so continue to look for poke. Preferably, position behind minions to avoid his Gleaming Quill, which will damage you and provide him and his ADC with a small heal. Once Grand Entrance is up again, poke from the safety of your ADC using Prowling Projectile.

Post-6, do not detach as he will look to charm you using his ultimate The Quickness. He can easily follow this up with a knock-up, resulting in your death. Rather, peel off his engage by using your own ultimate Final Chapter once he engages onto your ADC.

If looking to all-in him, wait until he uses Battle Dance as he can easily move out of range of your ultimate Final Chapter. Rakan can be very slippery, so it can be hard to lock him down.

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Do not detach until Rell has used all her hard CC. This is an exceptionally harder matchup as Rell is one of the few champions whose CC abilities are not blocked by minions. If you detach, she will easily be able to chain CC you, leading to a swift death.

Zoomies can be useful in escaping her knock-up hitbox. Once Rell's CC is on cooldown, detach immediately to proc your passive Bop 'n' Block for the shield which will be useful for reducing some incoming damage. If she misses her combo, look to hard harass her with auto-attacks as she slowly walks back to safety.

Try to whittle the enemy bot lane down from safety using Prowling Projectile. This reduces the chances of an engage and can potentially be used to set up kills later on.

Freeze the wave near the turret as Rell will be unable to engage onto you or your ADC. Here, you are free to detach and harass with autos. Punish their overextension by calling your jungler over to gank. If this doesn't go to plan, play safe and scale into late game.

summoner spells to take




Senna isn't dangerous in the same way a Thresh or Leona is. However, she out damages, out sustains, and outranges you in basically all stages of the game. Her main weakness is hard CC. Unfortunately, Yuumi lacks in that department until level 6. Threat range varies from minor up to extreme depending on how good the enemy is.

It is highly unadvised to trade auto-attacks with her. Not only will she outtrade you, but she also gains a stack of her passive from it and can heal up using her ability Piercing Darkness. It is best to proc your passive Bop 'n' Block while she is preoccupied picking up a soul. As such, pay close attention to the ground. If she manages to get an auto-attack off you, quickly reattach back to your ally to avoid giving her a stack.

While detached, position behind minions to avoid her Last Embrace which will root you after a one-second delay. You can attach onto an ally before the root activates, but it will transfer the root onto them instead. If you're low health, this may save your life but keep in mind it could also get your ally caught out instead.

Due to her lack of mobility and squishiness, she is rather susceptible to getting caught out. Look to coordinate with your jungler to gank if she is pushed up. Post-6, use Final Chapter to root her into place.

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Take note of how many stacks Seraphine currently has. If she has two stacks on her passive, be extremely cautious as she may be able to root you with the next ability using Beat Drop. Pre-6, this is the only kill pressure she has against you. Due to its slow-moving speed, you can either try baiting it out or preferably attach onto your ally until she consumes her stacks.

Once her stacks are down, proc your passive Bop 'n' Block and trade an auto-attack or two. Look to bait out High Note by spacing correctly. Whittle her down with Prowling Projectile until you can all-in her. She is very fragile and can easily be burst down, especially if Surround Sound is on cooldown.

Post-6, it becomes significantly more dangerous to detach due to Encore. If you get hit by any CC, she can easily chain CC onto you. It is much more advisable to stay attached onto your ally and poke using Prowling Projectile.

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Do not detach until Shen has used Flash or his CC is on cooldown. Shen can combo Shadow Dash + Flash, resulting in an instant taunt and catching you off guard. Getting affected by this ability renders you unable to attach onto your ally. Do not underestimate his burst damage during the lower levels. Ward the bushes as Shen will likely be looking to engage with his taunt at a distance. Whittle the enemy bot lane down from safety using Prowling Projectile. This reduces the chances of an engage and can potentially be used to set up kills later on.

Once his Flash is on cooldown, you can look to bait out Shadow Dash Zoomies can be especially useful in avoiding his dash range. Use it on your ally or yourself, but be sure to look out for the cast animation. If he misses his taunt, hard harass the enemy bot lane with auto-attacks. Shen is a sitting duck until his only source of CC goes off cooldown.

If Shen sucesssfully engages with Shadow Dash, detach immediately to proc your passive Bop 'n' Block for the shield. Post-6, peel him off using Final Chapter. If he misses his taunt, immediately lock him down with your ultimate and all-in. He has no other form of mobility and has to walk out of harm's way. However, this is only provided if you've managed to poke him at least to 30% HP beforehand. Shen is a tank and can be hard to burst down from full health and with Spirit's Refuge up.

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Pre-6, Sona poses no threat to you due to her lack of hard CC. You should be spending most of the laning phase detached and focused on poking her down with auto-attacks whenever possible. Re-attach to poke with Prowling Projectile. Your sustain is significantly stronger than hers, thus winning you most trades. If she pokes your ADC, simply heal up any damage she does with Zoomies.

Look out for her empowered Hymn of Valor as it does increased damage, thus generally winning her the trade. In this scenario, reattach and/or wait until your passive is up to trade again. Auto-attacking will activate the shield, eating up the empowered damage. This is more efficient as using Zoomies to heal up the poke is far more costly.

Post-6, you must be extremely cautious of her ultimate Crescendo. This ability will stun you on contact, leaving you unable to attach back onto your ally. Remain attached past this level and primarily poke using Prowling Projectile. Try to get her low enough to eventually all-in her with your own ultimate Final Chapter. She is extremely squishy and immobile, so doing this should be no issue.

summoner spells to take



Soraka holds practically no kill pressure against you or your ADC. The only ability you will need to be cautious of is her Equinox as it will silence you, rendering you unable to attach back onto your allies. Make sure to get out of the zone as soon as possible or you may get rooted as well.

You'll want to be detached the vast majority of the time and play extremely aggressively. Avoid letting her out sustain you by baiting out her Starcall by spacing correctly, and then harassing her and/or her ADC with auto-attacks once this ability is down. Re-attach to then poke with Prowling Projectile. It is crucial to avoid getting hit by Starcall as it will allow her to regenerate her health, thus enabling her to out-sustain and out-trade you.

Soraka is very susceptible to all-ins, so focus on gradually chipping away at her health bar to get it low enough to then all-in with Final Chapter and Ignite once you reach level 6.

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In contrary to hook champions where you'll want to be positioned behind minions, when going up against Swain, you'll want to be positioned in front of minions. This is especially important when looking to proc your passive You and Me!. His ability Nevermove roots the first enemy hit on its way back. As such, standing between minions negates Swain's ability to CC you.

Poke him down using Prowling Projectile. Then, look to bait out his telegraphed ability Nevermove. To dodge, move towards Swain and to the side. Standing at the edge of its range makes it easier for him to hit this ability compared to standing a little closer. When he misses Nevermove, look to all-in if he is already fairly low from your poke. He is immobile and squishy early on.

Ignite counters his ultimate due to grievous wounds. Look to use this summoner spell on him if he ever decides to activate Demonic Ascension.

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Taric poses little to no threat to you as he has no real way of locking you down. You'll want to be detached the vast majority of the lane and hard poking with auto-attacks.

If he begins to channel Dazzle towards you, simply jump back to your ADC using You and Me!. Just make sure this ability is not on cooldown whenever you are detached. Continue poking with Prowling Projectile to further whittle the enemy down. Eventually, you should be able to all-in once you have them low enough.

Post-6, avoid staying under the tower with low health. Taric can easily tower dive with his ultimate Cosmic Radiance up, leading to a swift death. Rather, recall back to base and heal up.

summoner spells to take


Do not detach from an ally until Thresh has used all his hard CC and/or his Flash is down. Both his Death Sentence and Flay will force Yuumi's You and Me! on cooldown, rendering her completely useless and vulnerable. It may be tempting to detach to proc your passive Bop 'n' Block (especially during bot-lane trades/fights or if your ADC gets hooked), but a good Thresh will always save his Flay for Yuumi once she detaches.

Be extremely cautious of Flash + Flay combo – as when you think you are a safe distance from him detached, you are not. Do your best to poke him and his ADC down with Prowling Projectile from the safety of your ADC.

Once Thresh's Flash is down, you are more free to detach and proc your passive, bait out his Death Sentence, and harass with auto attacks. However, be extremely cautious of your spacing – make sure you are not in range of his Flay. Position yourself behind minions while doing so in order to not get hooked.

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Vel'Koz is a poke-reliant champ. Yuumi counters poke to her strong sustain. Help your ADC both dodge his knock-up and heal up any damage with Zoomies. Since you'll be heavily relying on mana to do so, always look to proc your passive Bop 'n' Block whenever possible.

Be cautious when detaching as Vel'Koz can knock you up using Tectonic Disruption, rendering you unable to attach back onto your ally. This is especially dangerous post-6 once he gains access to his ultimate. Try baiting out this ability by spacing correctly or proc your passive once it is on cooldown. Tectonic Disruption is rather telegraphed with a small hitbox, so avoiding the knock-up isn't too much of an issue, especially with the help of Zoomies.

Position behind minions when looking to proc your passive to avoid getting hit by Plasma Fission. Focus on poking him down with Prowling Projectile. Once he is low enough and/or his abilities are on cooldown, look to all-in him as he is squishy and immobile.

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Xerath is a poke-reliant champ. Yuumi counters poke to her strong sustain. Simply heal up any damage Xerath does to your ADC with Zoomies. Since you'll be heavily relying on mana to do so, always look to proc your passive Bop 'n' Block whenever possible.

Xerath's only way of CC'ing you is through his Shocking Orb, which will stun you on contact. As long as you position behind minions, you should be in no real danger of getting caught by this ability. As such, only proc your passive/auto-attack behind minions.

Focus on poking him down with Prowling Projectile. While his abilities are on cooldown, look to harass him with auto-attacks. Once he is low enough and/or his abilities are on cooldown, look to all-in him as he is squishy and immobile.

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Do not detach if Zilean has both his bombs available as he can easily stun you. Look to poke using Prowling Projectile from the safety of your ADC. If he manages to place a bomb onto you, immediately retreat by attaching onto your ADC. Before the bomb goes off, quickly detach and move away from your marksman to avoid transferring the damage onto them. Time Bomb will still go off despite being untargetable.

Once his bombs are on cooldown, look to auto-attack harass and proc your passive Bop 'n' Block.

Once at least one of his bombs are on cooldown, look to bait out the other one by spacing correctly. Even if you manage to get hit, simply heal up the damage using Zoomies. You shouldn't be close enough for him to get his slow off. If he misses, look to all-in. Pre-6, he is squishy and easy to burst down.

Post-6, be extra cautious as he can easily look to bait you with his ultimate. Only go in if you know for a certainty that you will be able to score a kill without putting yourself in danger.

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Zyra is a tough matchup as her CC can go through minions, making it harder to dodge or avoid. Her poke is extremely tough to deal with. Auto-attack harassing even while her main source of CC is down can prove to be difficult. Zyra can easily spawn her plants nearby, thus punishing you for trying to get too close to her without any chance of retaliation.

To play safe, only detach once Grasping Roots is on cooldown. Focus on poking her down with Prowling Projectile from the safety of your ADC. If you are more confident in your ability to dodge skillshots, you can attempt to bait out Grasping Roots. However, if get caught out by this ability, it can often be dangerous or at the very least, you'll be further chunked by the rest of her combo.

Once her Grasping Roots is on cooldown and you manage to get her low enough, look to all-in. Zyra is squishy and immobile and can be quickly burst down. She'll also often be pushing the lane due to her plants, so calling for your jungler to gank can also easily score a kill onto her.

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important note







Pre-6, Yuumi and Aphelios have little synergy. This pair has no form of mobility or peel whatsoever outside of Zoomies and Gravitum, the Gravity Cannon. Any support that has a gap closer can easily stick to the duo with little counterplay. This can often result in summoner spells being blown or even death as Yuumi also has issues peeling off engages. Your goal in the laning phase is to survive and scale into late game.

If you are up against an engage/CC heavy support, always look to play back. Consider asking Aphelios to take Cleanse, while you take Heal and Exhaust. You will most likely need to rely on your jungler to gank to score kills unless the enemy bot lane screws up royally.

Both ultimates pair well together. Root enemies down with Final Chapter, enabling Aphelios to easily land his ultimate Moonlight Vigil. This is exceptionally powerful if Aphelios has Moonlight Vigil, Infernum up, thanks to the AOE burst.

Do not detach if Aphelios has Gravitum, the Gravity Cannon equipped. He will be able to root you if he manages to auto-attack you. If he is paired with an engage support, they will easily be able to chain CC you, often resulting in your death. Enchanter supports are also able to chunk your health bar quite low if you are in close enough proximity to them while being rooted.

Without Gravitum, the Gravity Cannon equipped, you should always be looking to auto-attack harass as much as possible (if the support matchup allows it). He poses no threat to you due to his lack of CC. Reattach to continue poking with Prowling Projectile.

Aphelios is squishy and immobile with no defensive capabilities without Gravitum, the Gravity Cannon equipped. Once you get him low enough, always look to force an all-in as he can't do much to counter it. Post-6, Final Chapter further limits his ability to escape, often resulting in summoner spells being blown or kills.





Whittling the enemy down is often an easy feat due to the combined poke damage from Prowling Projectile and Volley. All-in once they are low enough.

Combined with the slow on her auto-attacks, Zoomies makes it even easier for Ashe to kite away enemies, inhibiting their ability to stick onto her. However, if you are up against a heavy CC bot lane such as Leona, you will always want to play back as they often have abilities to close the gap.

Post-6, lock enemies down for a prolonged period of time by combining the root from your Final Chapter with her ultimate Enchanted Crystal Arrow. This makes it impossible for enemies to escape and is useful for setting up ganks or when deciding to all-in an enemy.

Position behind minions as to not get poked down by Volley. Taking too much needless damage will limit your capabilities to engage onto her. You can use Zoomies only so many times before you run out of mana.

Ashe is squishy and immobile with no defensive capabilities without her ultimate. Once you get her low enough, always look to all-in as she can't do much to counter it.

Post-6, be very cautious when detaching as she can easily stun you using her Enchanted Crystal Arrow. With the help of her support, she will easily be able to burst you down. To play it safe, only detach once she has used her ultimate. To counter her engage, disengage using Final Chapter to peel off the oppposing bot lane.





Caitlyn and Yuumi have little synergy outside of some solid poke. Many Caitlyn's will often play at max range, leaving you many times out of range to hit Prowling Projectile onto the enemy. On the other hand, Caitlyn's strong waveclear can also give more opportunities for you to land this ability on the enemy as it limits the their capability to hide in the minion wave. Therefore, it is especially more important you communicate to Caitlyn to walk up whenever you use this ability.

Look to harass the enemy as much as possible (if the matchup allows it) to capitalise on Caitlyn's strength as a lane bully and pressure exerter. Prowling Projectile can help Caitlyn to land Piltover Peacemaker slightly more easily due to the slow.

Post-6, if the enemy happens to step on a trap, look to follow up with Final Chapter to chain CC, and vice versa. Rooting enemies with your own ultimate also enables Caitlyn to lay down a guaranteed trap. You can often deal a great chunk of their health bar through this way. Caitlyn can often finish them off with Ace in the Hole provided the opposing enemy's ally isn't too close to block it.

Only trade auto-attacks while she is preoccupied in farming a minion, then immediately disengage using You and Me!. Caitlyn's range vastly outranges yours and she can easily kite you back as you look to harass her. Focus on poking her down with Prowling Projectile. When detached, position behind minions as to not get hit by 90 Caliber Net or take full damage from Piltover Peacemaker.

Caitlyn's goal is to shove you under tower and constantly harass while your ADC attemps to farm. Her trap placement is more punishing as it enables her to zone your ally from CS. Help counter this by auto-attacking the wave to match her push. However, make sure your ADC is okay with this.

Be exceptionally cautious of her trap placement. Yordle Snap Trap can still root you mid-air while using You and Me!, rendering you unable to attach onto your ADC. You must always make sure they are not in the way.

Caitlyn will often try to snipe your ADC with Ace in the Hole if they are left critically low after a gank or all-in. Block this ability for your ADC.





You both have opposite goals. Draven wants to take complete control of the laning phase and snowball from there, while Yuumi wants to play back and scale. However, Draven makes up for a lot of Yuumi's weak early game due to his own insane early game power. This generally enables an easier going lane phase.

Yuumi and Draven have strong all-in potential. Draven's burst and movement speed coupled with two combative summoner spells can be exceptionally potent. Poke the enemy first with Prowling Projectile, then look to burst them down once they are low enough. Always all-in at level two if you manage to reach this power spike before your enemies.Post-6, if the enemy is low enough, look to combine Final Chapter with Draven's Stand Aside.
Post-6

Unfortunately, Draven makes the lane almost unplayable. It is hard to find opportunities to proc your passive while Draven's Stand Aside up. This ability will render you unable to attach back onto your ally. Draven will easily be able to chunk your entire health bar down with 3-4 autos. Instead, poke him down from the safety of your ADC using Prowling Projectile.

Let Draven push the lane in. This leaves him susceptible to ganks. Ask your jungler to gank bot lane. Draven has no form of escape other than the movement speed from his Blood Rush. Not only does scoring a kill on him set you ahead, but it also resets the bonus gold from his passive League of Draven. If this doesn't go to plan, simply look to play back and scale. Draven falls off hard late game if you don't give him the opportunity to snowball.





Ezreal's mobility negates much of Yuumi's weaknesses due to the safe nature of the lane. Ezreal can easily reposition if he gets caught out. If up against a tough matchup, he can safely farm from afar using Mystic Shot.

Whittling the enemy down is often an easy feat due to the poke damage from Prowling Projectile and Mystic Shot. All-in once they are low enough. Final Chapter can be used to lock down opponents, making it easier for Ezreal to land his ultimate Trueshot Barrage.

The mobility and repositioning tool that comes from Ezreal's Arcane Shift can often aid in helping Yuumi get off multiple-target roots when using Final Chapter.

Effortlessly catch opponents attempting to escape with Prowling Projectile and Zoomies for both the the slow and movement speed, paired with Ezreal's Arcane Shift. This also works while escaping, too.

Unless Ezreal is paired with a heavy CC support, you should be looking to auto-attack harass as much as possible. He poses little threat to you due to his lack of CC. When attempting to proc your passive Bop 'n' Block or poke using auto-attacks, always position behind minions as to not get hit by Mystic Shot. His damage racks up over time.

Bait out Mystic Shot by weaving in and out of minions.

Always look to block Mystic Shot when it could save your allies. For example, if your ADC is left critically low and trying to flee after a gank or all-in, position yourself between Ezreal and your ally to prevent him from being able to land this skillshot onto them.

Post-6, always wait until he uses Arcane Shift to use Final Chapter. He can easily blink out of the range or the hitbox, essentially making you waste your entire ultimate.





Poking an enemy with Prowling Projectile enables Jhin to root enemies with Deadly Flourish. Prowling Projectile also slows enemies, making it easier for him to land this ability.

Lock enemies down for a prolonged period of time by combining the root from his Deadly Flourish with your ultimate Final Chapter. This is useful for setting up ganks or deciding to all-in an enemy. It makes it exceptionally harder for them to escape the burst damage that will soon become.

Zoomies makes it easier for Jhin to kite away enemies, providing him with a little more needed mobility.

Look to block his ultimate Curtain Call by positioning yourself in front of your ally, particularly in cases where it could save them.

Be cautious of his Deadly Flourish. If you take damage from an enemy before getting hit by this ability, it will root you. Jhin will easily be able to burst you down if you are in somewhat close proximity to him. Immediately attach onto an ally to avoid getting CC'd.

You don't want to be trading auto-attacks or proccing your passive Bop 'n' Block while he has his 4th bullet. It will often result in a lost trade a huge chunk of your health when combined with Dancing Grenade.





Although this combo is particularly weak early, both scale extremely well into the late game. During the laning phase, your entire job is to enable Jinx to farm up as comfortably as possible. Heal up any damage she takes with Zoomies and assert lane pressure by poking the enemy down with Prowling Projectile.

Jinx is susceptible to all-ins due to her lack of mobility. Yuumi is not able to provide much peel until she unlocks her ultimate Final Chapter. If you are up against a heavy CC support, always look to play back and scale for late game.

Zoomies synergises exceptionally well with Jinx's passive. Get Excited! grants Jinx a huge burst of movement speed and attack speed after scoring a takedown. Zoomies grants the exact same thing, elevating this temporary bonus in stats to this to a new level, enabling her to further kite enemies or chase them down with ease.

Jinx has extremely low range without Fishbones, the Rocket Launcher. Look to proc your passive Bop 'n' Block whenever she has Pow-Pow, the Minigun equipped. You will outrange her.

Try to position behind minions when detached as to not get hit by Zap!.

Jinx is squishy and immobile with no defensive capabilities without Flame Chompers!. Once you get her low enough, always look to force an all-in. Post-6, Final Chapter further limits her ability to escape, often resulting in summoner spells being blown or kills.

Jinx will often try to snipe your ADC with Super Mega Death Rocket! if they are left critically low after a gank or all-in. Block this ability for your ADC, but keep in mind it does splash damage. As such, don't stand too close to your ally while doing so.





Kai'Sa and Yuumi do not have the best synergy early game. Kai'Sa is susceptible to all-ins due to her lack of mobility. Yuumi is not able to provide much peel unil she unlocks her ultimate Final Chapter. If you are up against a heavy CC support, always look to play back.

Kai'Sa and Yuumi's ultimate synergise particularly well together. Kai'Sa’s ultimate Killer Instinct allows her to dash a great distance, often putting her in the midst of her enemies. While this often allows her to get kills on the enemy back line, it also isolates her team, a very risky situation for an ADC. But no longer will she have to go in alone. With Yuumi by her side, her chances to get kills while staying alive increase greatly. Immediately use Final Chapter as Kai'Sa dashes in to lock down enemies. Zoomies provides bonus attack and movement speed, further allowing her her to kite back while she dishing out out damage safely.

Unless Kai'Sa is paired with a heavy CC support, you should be looking to auto-attack harass as much as possible. She poses little threat to you due to her lack of CC and range. When doing so, make sure you surround yourself with as many of your minions as possible. Minions will split the damage so you don't get targeted by all bullets. Only trade one or two auto-attacks, then immediately disengage using You and Me!. Avoid taking extended trades due to Kai'Sa's passive which grants her bonus damage for each stack.

Look to all-in once Kai'Sa is low enough. She doesn't have any form of mobility or defensive capabilities other than the bonus movement speed from Supercharge.

Always look to block Void Seeker when it could save your allies. Kai'Sa may try to snipe your ADC using this ability after they are left crically low.





A Yuumi Kalista bot lane should be illegal. Do not ever pick her where you know you'll be laning with this champ. I don't care how much of a one-trick you are. This combo provides no synergy whatsoever. Kalista wants an engage support that she can throw right into the heat of the battle with her ultimate Fate's Call. Yuumi is, well... not quite built for that. Furthermore, Kalista's passive makes her movement unpredictable, significantly making it harder to land Prowling Projectile onto an enemy.

In the unfortunate event that you are paired with this champ, Final Chapter can be useful in locking opponents down so Kalista has time to stack her Rend. This is her main source of damage and the kill potential can be surprisingly strong when combined with two combative summoner spells.

Be exceptionally more careful if Kalista is paired up with any support that has hard CC. 9/10 times you will die if you get caught out, thanks to the burst that comes from Ignite + Rend.

Look to auto-attack harass or proc your passive Bop 'n' Block (if the matchup allows it) when you see her in her passive movement. Because she can't cancel her animation, it makes it harder for her to retaliate in time. If Kalista starts stacking Rend onto you, quickly attach onto your ADC to avoid getting numerous stacks placed on you.

Preferably play back and scale up. Kalista's strengths come from her strong early-mid game. As such, she'll be looking to snowball the phase. Don't give her this opportunity and play safe. She falls off heavily late game.





Kog'Maw generally wants a support that is able to provide thorough peel in order for him to dish out his damage. There is nothing stopping hard engage or an assassin from bursting Kog'Maw through Yuumi's heal, especially if they have grievous wounds. However, if there are other teammates that are able to provide protection through CC and/or shields, then this combo is a late-game monster.

Pre-6, due to their lack of mobility or escape, any support that can easily close the gap and stick to the duo spells trouble. This can often result in death as Yuumi has issues peeling off engages. Look to play far back if you're up against an engage/CC heavy support.

Unless Kog'Maw is paired with a heavy CC support, you should be looking to auto-attack harass as much as possible. He poses little threat to you due to his lack of CC and range. Whenever he has Bio-Arcane Barrage activated, do not trade auto-attacks. Immediately disengage back to your ally using You and Me!. You can often bait out the ability this way.

Kog'Maw is squishy and immobile with no defensive capabilities other than a slow on Void Ooze. Once you get him low enough, always look to force an all-in as he can't do anything to counter it. Post-6, Final Chapter further limits his ability to escape, often resulting in summoner spells being blown or kills.





Yuumi and Lucian have strong all-in potential. Lucian's burst and ability to get close to the enemy coupled with two combative summoner spells can be exceptionally potent. Poke the enemy first with Prowling Projectile, then look to burst them down once they are low enough. Always all-in at level two if you manage to reach this power spike before your enemies.

Lucian's mobility negates much of Yuumi's weaknesses due to his self peel. He is easily able to reposition if caught out or dodge deadly abilities using Relentless Pursuit. Make sure to tell Lucian to play back when this ability is on cooldown.

Lucian and Yuumi's ultimate synergise well together. Use Final Chapter to root enemies in place, while Lucian fires off The Culling. This makes it impossible for the opposing bot lane to avoid the bullets, often ending up in kills or summoner spells being blown.

Be very wise when looking to auto-attack harass. Lucian can dish out damage in quick succession thanks to his passive. Look to proc your passive Bop 'n' Block or auto-attack after he wastes Piercing Light or Relentless Pursuit, then quickly jump back to your ally. Lucian's range is rather low, thus he is susceptible to getting poked out or punished for farming. Focus on whittling him down with just Prowling Projectile while he has his abilities up.

Post-6, always wait until he uses Relentless Pursuit to use Final Chapter. He can easily dash out of the range or hitbox, essentially making you waste your entire ultimate.

Always look to block The Culling when it could save your ADC. For example, if your ally is left critically low and trying to flee, position yourself in front of your ally while Lucian is firing off his ultimate. The Culling only damages the first enemy it hits, thus preventing them from getting targeted.





Yuumi lacks synergy with Miss Fortune until level 6. However, Zoomies can pair nicely with Miss Fortune's Strut, making them a very speedy pair. This can be useful in chasing down fleeing enemies or escaping from a gank.

Due to their lack of mobility or escape otherwise, any support that can easily close the gap and stick to the duo spells trouble. This can often result in death as Yuumi also has issues peeling off engages. Look to play back if you're up against an engage/CC heavy support.

Post-6, your ultimates synergise nicely. Combine your ultimate with her ultimate Bullet Time. Final Chapter will root all enemies in place, leaving the opposing bot lane unable to escape the cone of death. This will often result in kills or summoner spells blown.

While your passive is down, don't trade auto-attacks. Miss Fortune's passive often means she will the trade. Focus on poking her down with Prowling Projectile in the meantime. When Bop 'n' Block comes off cooldown, you can then look to trade a few auto-attacks. The shield from your passive will soak up Miss Fortune's empowered damage.

Do not position behind low health minions. Double Up deals bonus damage if bounces onto to the target behind after killing an enemy. Your health bar will get chunked a significant amount.

Miss Fortune is squishy and immobile with no defensive capabilities. Once you get her low enough, always look to all-in as she can't do much to counter it.





Samira and Yuumi have amazing all-in potential. Samira's burst coupled with two combative summoner spells can be exceptionally potent. Always look to all-in at level two if you manage to reach this power spike before your enemies.

Samira has great self peel thanks to Blade Whirl, denying most enemy all-ins and completely negating many matchups that would otherwise be tough. However, when this ability is down, always ask your ADC to play back until it comes off cooldwn.

Focus on harassing the enemy bot lane with Prowling Projectile and auto-attacks (if the matchup allows it). Once you have them low enough, all-in. Most of the time you'll at least blow multiple summoner spells. Post-6, always use Final Chapter to lock enemies down as Samira dashes in, denying them the ability to flee and giving her time to activate her ultimate Inferno Trigger.

Unless Samira is paired with a heavy CC support, you should be looking to auto-attack harass as much as possible. She poses little threat to you due to her low range and lack of CC. When attempting to proc your passive Bop 'n' Block or poke using auto-attacks, always position behind minions as to not get hit by Flair. You never want to be taking unneccesary damage.

If Samira is paired with a heavy CC support, play very far back and look to scale. Her burst potential and ability to stick onto you with Wild Rush is extremely scary. The last thing you want is for Samira to snowball. Rather, focus on poking her down with Prowling Projectile.

Post-6, when her or her support decides to engage, immediately disengage using Final Chapter. Although Blade Whirl blocks projectiles, your ultimate fires multiple waves, enabling you to still get off the root after her ability ends. You do not want Samira to activate her ultimate.




Sivir and Yuumi synergise extremely well together by removing each other's weaknesses and improving one another's strengths. Spell Shield negates any ability, making it exceptionally harder for the enemy bot lane to engage onto her unless they have more than one way of locking her down (think multiple hard CC abilities). Whenever Spell Shield is on cooldown, tell Sivir to play back.

Whittle enemies down with Prowling Projectile. This should be an easy feat when combined with the poke damage from Sivir's Boomerang Blade. The slow from Prowling Projectile also makes it significantly easier for Sivir to land this ability twice onto the enemy.

Post-6, engage the enemy bot lane by combining ultimates. On The Hunt grants a huge boost of movement speed, making it easier to keep enemies in range of your ultimate.

Unless Sivir is paired with a heavy CC support, you should be looking to auto-attack harass as much as possible. She poses little threat to you due to her low range and lack of CC. Position behind minions to avoid taking potentially full damage from Boomerang Blade. To avoid getting hit both ways, jump to an ally before it comes back. Look to auto-attack her whenever she is going for a minion.

All-in once she wastes her Boomerang Blade. This ability is her main source of damage.

Post-6, when looking to all-in, make sure you are a close enough distance that you will still be in range to root her after three waves with your ultimate. If you are too far away, Sivir will simply activate her ultimate On The Hunt to escape the range with her insane movement speed. Thankfully, Sivir is unable to block Final Chapter with Spell Shield.





Tristana and Yuumi have amazing all-in potential. Tristana's Explosive Charge coupled with two combative summoner spells can be exceptionally potent. Always look to all-in at level two if you manage to reach this power spike before your enemies.

Tristana has self peel thanks to her Rocket Jump, completely negating many matchups that would otherwise be tough. Focus on poking the enemy bot lane down with Prowling Projectile and auto-attacks (if the matchup allows it). Once you have them low enough, look to all-in. Most of the time you'll at least blow multiple summoner spells. Post-6, always use Final Chapter to lock them down as Tristana jumps in, enabling her to get the full stacks of Explosive Charge off.

Be exceptionally more careful if Tristana is paired up with any support that has hard CC. 9/10 times you will die if you get caught out, thanks to the burst that comes from Ignite + Explosive Charge.

If Tristana places her grenade onto you, retreat by attaching onto your ADC. Before the grenade goes off, quickly detach and move away from your marksman to avoid transferring the damage onto them. Explosive Charge will still go off despite being untargetable.

Wait until Tristana uses Rocket Jump to lock her down with Final Chapter. If you try to CC her before she uses this ability, she can easily jump away to safety, completely negating your ultimate.





The ultimate duo. Twitch and Yuumi are exceptionally weak early game but make up for it in late-game power. During the laning phase, your entire job is to enable Twitch to farm up as comfortably as possible. Heal up any damage he takes with Zoomies and assert lane pressure by poking the enemy down with Prowling Projectile.

Yuumi becomes invisible along with Twitch while he is in stealth. This makes ambushing or flanking enemies extremely effective in both teamfights and in general. Look to catch out an opponent farming a side lane or the lone enemy support carrying out their warding duties. The combination of slows + damage + movement speed makes it practically impossible for enemies to escape.

Use Zoomies to grant him additional attack speed which enables him to stack his passive Deadly Venom faster. This especially crucial when playing with AP Twitch as his main source of damage comes from Contaminate.

Yuumi and Twitch's ultimate pair extremely well together. Final Chapter roots all enemies in place, allowing Twitch to land his bolts from Spray and Pray without any chance of avoidance. Since he'll most likely still be camouflaged before he uses his ultimate, immediately start channelling Final Chapter the second he pops out of stealth. This often leaves the enemy little time to react and can completely decimate teamfights. Twitch's late game carry potential is further amplified thanks to the bonus adaptive damage from You and Me!.



Twitch has a weak laning phase and poses little threat to you due to his lack of CC. Whenever you see Twitch waste Contaminate on the minion wave, always look to hard harass with auto-attacks. You can still do this even if this ability is up. If he begins to retaliate, quickly attach back onto your ally to avoid letting him stack Deadly Venom onto you. Contaminate is still able to damage Yuumi despite her untargetability. Wait until his passive expires to detach once again. Never fight him in extended trades— you will always lose.

Buy plenty of Control Wards and stock up every time you back. This denies Twitch the ability to ambush you in lane. Never let him catch you and your ADC off-guard. Drop a Control Ward in the middle of the lane or in a brush to avoid any assassination or escape attempt. Just sure you are able to contest protecting your Control Ward. Look to punish if Twitch or his support tries to destroy it.

Be careful in lane when you see the enemy support alone— Twitch might be trying a sneaky engage if the support is walking towards you. Always back up and do not get baited in.

Post-6, save Final Chapter to disengage after Twitch activates his ultimate. Zoomies also helps your ADC avoid the bolts from Spray and Pray. On the other hand, look to engage with your ultimate whenever Twitch's Contaminate is down. Contaminate is his main trading tool and he often lacks a core portion of his damage without this ability up. Twitch is squishy and immobile with no defensive capabilities, so forcing an all-in should be easy and often results in kills or summoner spells blown.





Focus on whittling the enemy down with Prowling Projectile. This is often an easy feat due to the combined poke damage from Varus's Piercing Arrow. Look to all-in once they are low enough.

Due to their lack of mobility or escape otherwise, any support that can easily close the gap and stick to the duo spells trouble. This can often result in death or summoner spells being blown as Yuumi has issues peeling off engages. Look to play back if you're up against an engage/CC heavy support.

Lock enemies down for a prolonged period of time by combining the root from his Chain of Corruption with your ultimate Final Chapter. This is useful for setting up ganks or when deciding to all-in. It makes it exceptionally harder for the enemy to escape the burst damage, often resulting in their death.

Varus will aim to poke your ADC out of lane or for an eventual all-in. Simply heal up any damage he does with Zoomies. Since you'll be heavily relying on mana to do so, always proc your passive Bop 'n' Block whenever possible.

Don't trade auto-attacks. Varus has the ability to quickly dish out damage due to his abilities Hail of Arrows and Piercing Arrow, often resulting in you hard-losing the trade. Rather, focus on poking him down with Prowling Projectile and proccing Bop 'n' Block when he is preoccupied with farming a minion.

Post-6, be very cautious when detaching as he can easily CC with Chain of Corruption. With the help of his support, he can easily burst you down. Only detach once he has used his ultimate. To counter his engage, disengage using Final Chapter to peel off the opposing bot lane.





Pre-6, Xayah and Yuumi have little synergy. Xayah much prefers a heavy CC support that can completely lock the enemy down, enabling her to effortlessly get her root off. Yuumi provides no hard CC until level 6, making it harder for Xayah to accomplish this goal. Prowling Projectile can somewhat help due to its slow, but it is nowhere near as effective as hard CC.

Yuumi and Xayah's ultimate pair nicely with each other. When looking to all-in, use Final Chapter to CC your enemies in place. Xayah is able to follow up with Featherstorm, allowing for an easy root resulting in some nasty chain CC and burst damage. Often, this results in kills or summoner spells being blown.

You must play close attention to the ground. Position in a way that no more than two feathers will ever hit you. Attack from the sides rather than straight in front of her. If she uses Double Daggers or Deadly Plumage in an attempt to trade or catch you out, immediately disengage using You and Me!.

Be cautious of Bladecaller. If she is paired with any support with hard CC, she will easily be able to chain CC you with her root if you get caught out, often resulting in your death. If she wastes this ability, immediately look to hard trade or all-in if she is low enough. This is a solid portion of her damage and her only self-peeling tool. She is exceptionally more vulernable without it.






Vayne and Yuumi are weak early game but make up for it in late-game power. Pre-6, your entire job is to enable Vayne to farm up as comfortably as possible. Heal up any damage she takes with Zoomies and assert lane pressure by poking the enemy down with Prowling Projectile.

Zoomies grants bonus attack speed, making it easier for Vayne to proc the bonus damage from Silver Bolts.

Vayne's passive coupled with the movement speed from Zoomies and slow from Prowling Projectile makes it exceptionally hard for enemies to flee.

Post-6, Yuumi can become invisible along with Vayne. Root enemies in place with Final Chapter as she activates Final Hour. Watch as your opponents get annilated. Vayne's slippery nature is further amplified due to the CC provided by your ultimate.



Vayne is easy to punish due to her short range. Poke her whenever she goes for a minion. Abuse her weak early game as much as possible. Do not let her get off three consecutive attacks. Before she has time to proc Silver Bolts onto you, immediately disengage back to your ally using You and Me! and wait for the debuff to expire before looking to trade once more. Meanwhile, poke with Prowling Projectile from the safety of your ADC.

Do not position near walls, as Vayne's Condemn will stun you if it knocks you back against a wall. She will easily be able to burst you down along with help from her support.

Post-6, Vayne can easily dodge your ultimate. Her invisibility makes it hard for you to target her direction in order root her in place. Tumble further enables her ability to move out of its range. Preferably, wait until she comes out of invisibility from her Tumble to use Final Chapter, especially if looking to disengage.



Flash is unneeded. Yuumi spends the majority of her time anchored onto an ally, particularly during the mid-late game. This essentially makes Flash suboptimal. If Yuumi happens to find herself in danger, she can easily attach (or switch) to an ally through You and Me!. If she happens to be alone and/or caught out, odds are, Flash isn't going to save her due to her slow movement speed and immobility without any teammates around. You are also losing out on an early game advantage. The power of two combat summoners far outweighs the slim benefits of choosing Flash on Yuumi in both the early game and mid-late game. If your ally dies due to mispositioning, Flash is rarely going to save you as much as an Exhaust would your anchor.

Boots is unneeded. Yuumi has the ability to anchor onto another ally, and spends the vast majority of the game doing so. This allows you to benefit from your ally's movement speed instead, which opens a slot for a far more useful item that could further benefit the team in return.

There are some pros that choose this rune on Yuumi for added damage, but in general, Summon Aery tends to be the stronger option of the two. Unless you decide to go full AP, Riot has previously stated that her win rate drastically fluctuates depending on her rune choices. This also adds up with the data visible on u.gg which shows Arcane Comet’s win rate at 43.51% win rate as opposed to Summon Aery at 50.47%. For the average player base, Summon Aery tends to be the wiser option.
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