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Runes: Rune Page 1
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Exhaust
Heal
Items
Ability Order Only Build Order
Feline Friendship (PASSIVE)
Yuumi Passive Ability
Threats & Synergies
Blitzcrank
Ban him unless you are playing with an Ezreal. Grabs are bad. (He can E away from Blitzcrank's grabs if he's good).
Ezreal
Ezreal arguably has the safest laning phase out of any adc in the game, and Yuumi acts as a sort of further steroid for his strengths. Not only is his laning made substantially safer with our e, but the long range poke Ezreal sometimes relies on is made stronger with Yuumi's q. A yuumi ezreal bot lane will almost never die, but it should also be noted that they have a weak all-in and depending on the matchup, have to sacrifice lane prio in the early game
Ezreal
Ezreal arguably has the safest laning phase out of any adc in the game, and Yuumi acts as a sort of further steroid for his strengths. Not only is his laning made substantially safer with our e, but the long range poke Ezreal sometimes relies on is made stronger with Yuumi's q. A yuumi ezreal bot lane will almost never die, but it should also be noted that they have a weak all-in and depending on the matchup, have to sacrifice lane prio in the early game
♥ Untargetable Because of You and Me!
♥ Mid/late Game Potential
♥ Powerful Heal
♥ Good Crowd Control with Final Chapter and Prowling Projectile
Yuumi has a lot to offer in every stage of the game, especially during the mid/late game with her crowd control, Final Chapter and Prowling Projectile. Also, Zoomies is one of the most powerful heals in the game, and it gets stronger with Staff of Flowing Water and Ardent Censer.
Cons
♥ Very Squishy
♥ High Mana Costs on Zoomies
♥ High Cooldown on Zoomies
Yuumi has gone through a bunch of changes since her release, mostly with Zoomies. You have to use it sparingly because of its high cooldown along with high mana costs that can cost more than your ultimate. Also, she's quite squishy with little sustain. However, she has Bop 'n' Block to help with that.

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Then for extra runes, you go +9 Adaptive, +9 Adaptive, and +6 Armor.
The reason for this is more damage and more healing, more damage and more healing, and you go armor instead of health because of Cut down, Cut down will do less damage the more health you have. So armor is good because it can help you with the health problem without doing less damage.









Then for extra runes, you go ++8 Ability Haste, +9 Adaptive, and +6 Armor.
The reason for this is more ability haste means more healing and since you have gathering storm you can afford to remove one AP, more damage and more healing, and you go armor instead of health because of Cut down, Cut down will do less damage the more health you have. So armor is good because it can help you with the health problem without doing less damage.

-This is the best support item because it gives extra AP which is good for your healing and early game poke is also good. Another reason you go spellthief's edge is for the mana regen, why do we need mana regen? Good answer because Yuumi has a mana problem early game because Q and E are mana expensive.

-Then you should go control ward because you don't need health pots, the reason you don't need health pots is because if you are low just jump on your ally.
Normal Back(685 Gold)


- You should not back before you have enough gold for these items because Faerie Charm helps with your mana problem and Amplifying Tome helps your E heal more. The reason you shouldn't get one without the other is that it won't really do anything. Yes, your E heals more but you get fewer heals because of mana. Yes, you can heal more but it gives less health. So getting both helps A LOT.
Fed Back(950 Gold)

- More AP which makes your heals heal more, more ability haste which makes your heals come faster, and more mana regen which makes you able to heal when it comes up. Also, your Q comes faster, does more damage, and it won't interfere with your E because of mana regen. Build into all of Yuumi's first items.
"Moonstone Renewer" and "Ardent Censer"


- When you are against an adc you want to go Moonstone Renewer and Ardent Censer because adcs can do super high damage so you want to utilize Ardent Censer for the extra shield. Another reason you want to go Ardent Censer is that it gives you more AP which means more healing and it boosts healing power by 10%, it also boosts shield power by 10%(Your summon aery rune). The reason you want Moonstone Renewer is that it just boosts your healing, poke, mana, and it not only heals one person but if there is another low health person near you it heals them as well. If there is just you and your ally, then it gives them the extra heal(unless your missing health is lower than theirs).
"Moonstone Renewer" and "Staff of Flowing Water"


- The reason you go Staff of Flowing Water against an apc, is because they are very squishy and this item increases your adc's damage output. And it increases your own poke output. The reason you want Moonstone Renewer is that it just boosts your healing, poke, mana, and it not only heals one person but if there is another low health person near you it heals them as well. If there is just you and your ally, then it gives them the extra heal(unless your missing health is lower than theirs).
"Imperial Mandate" and "Chemtech Putrifier"


- The reason you would go these two items is to output high damage. If your ally has a good all in then these items are really good because Chemtech applies grievous wounds which reduces the effects of healing items so that your ally can kill them easier. The reason you go Imperial Mandate is so that your ally can do extra damage. Remember your Q slows them and when you slow or stun someone Imperial Mandate marks them and that mark "explodes" when an ally hits them and when it "explodes" it does extra damage.
Full Build (HIGH POKE [AGAINST HEALING CHAMPS])






- The reason this build is good against healing champs is that it focuses on Yuumi's damage output. It is a really good build if you need to poke hard, I would suggest going Rune Page 2 with this build. It also has items for damage buffs like Staff of Flowing Water and Imperial Mandate. This build is good for team fights as well because using your ult will stun all of the champs and when you do this Imperial Mandate will mark all of the champs you stun which will make your teammates do bonus damage.
Full Build (HIGH HEALING AND BUFFS)






- This build is good because it has two items with Unique Actives. One being Mikael's Blessing which removes all crowd control debuffs (except Airborne, Blind, Disarm, Ground, Nearsight, and Suppression). And the other being Redemption which is an AOE active. What it does is in that area that you used it, ally champs get healed and enemy champs get 10% of their maximum health taken away(True damage). This Active is good in team fights and can be used after you're dead(Don't wait until you're dead to use it though). And the rest of the items make you heal more, make your allies damage the enemy more, and lastly make your shields more effective. You should usually go this build if the enemy team has a lot of cc debuffs and your own team keeps dying because of it.
Full Build (MY FAVORITE BUILD [CHOOSE BETWEEN REDEMPTION AND MIKAEL'S])







- Just a balanced build for any situation that doesn't need special items like the other two builds. Balanced poke and heal, and you can choose between Mikael's Blessing or Redemption depending on what your team needs.
(Q)(W)(Auto)(W)



- Use this when you need mana and you have enough to use your Q. The reason Q is helpful is because Yuumi is slow and you need to Q so that they are slowed. This is also for if they are far away and you want to push them back with your ally.
(W)(Auto)(W)


- If the enemies are close you can just use this instead of using Q because you wouldn't need the slow.
(Q)(E)(Exhaust)(W)(Auto)(W)





- This is if your enemy flashed, is running away, or is just plainly fast. Q for the slow, Exhaust for the slow and it makes it harder for the enemy to kill your ally. E for the heal and so they can move faster, Auto for a little extra damage.
(Q)(Exhaust)(Ult)



- You can use this for one, two, three, four, or five people. But you may not get all five of them. You should q one person exhaust a different person then ult the entire group. You are really guaranteed two assists/kills.
(Q)(Exhaust)(Ult)(W)




- Same thing as before but with the added W if you need to aim better.
(Q)(E)(Ult)



- For a guaranteed kill, use on someone with a high bounty.
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