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Recommended Items
Runes: Precision runes
1
2
3
4
Sorcery
Precision
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Standard
Heal
Ignite
Items
Ability Order Standard
Feline Friendship (PASSIVE)
Yuumi Passive Ability

Guide Information![]() → Summary → Famous Last Words → Change Log → To Do List |
Champion Details![]() → About Yuumi → Pros & Cons → Abilities → Combos |
Pre Game ![]() → Synergies → Threats → Runes → Summoner Spells |
Gameplay![]() → Items → Teamwork → Warding → Gameplay |

Cheers, I'm Wicked Cherry. I'm playing ![]() ![]() ![]() So I hope you'll enjoy this guide and learn a lot. Please let me know if there are questions in the discussion part. It would be really great if you could not just half-heartedly downvote this guide but let me know what you dislike about it in the Discussion-part so I can take your opinion into consideration. Thanks a lot and enjoy. :) |
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Ability Order
With patch 9.24, I found it the best option to level your E




Standard ability order
Depending on your current matchup, you can also go for more harass by leveling up your Q ![]() ![]() ![]() ![]() ![]() |

Healing & Utility
After landing an auto attack against an enemy,


After attaching yourself to an ally, you can heal them instead of yourself by using


This combo will allow you to heal multiple allies. It is really functional during teamfights because you can hop from your carry to, for instance, a tank, and hop back to the backline within seconds.
Note: For this combo, it is always crucial to keep in mind that you'll have to have enough cooldown reduction by items for





Peeling & Crowd Control
This combo is another pretty basic one. While attached you will be able to direct your Q

Note: If you feel like the enemy might escape (for instance because they used


After attaching to an ally (I usually prefer bruisers or mainly the fronline of my team for this combo), you will want to slow an enemy carry with



Note: Taking


Nope, this is not a typo. You actually can switch the ally you're attached to while casting your ultimate

Note: This also works with


Main rune tree
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Secondary rune tree options
Precision runes
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Aggressive runes
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Inspiration runes
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Resolve runes
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Alternative options
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This summoner spell is quite strong right now due to its effects and low cooldown. Unless you're facing a pretty hard lane or quite a few counters, I would always pick this spell. It really provides you with additional lane pressure thanks to its true damage output, healing reduction and low cooldown. It's helpful against healing and utility supports, such as ![]() ![]() ![]() ![]() ![]() |
Exhaust is somewhat weak at the moment compared to other Summoner Spells. I would recommend playing at against on-hit and burst champions like ![]() ![]() ![]() ![]() ![]() |
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Choosing Heal is a bit uncommon but you can pick it if your
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I haven't played a single game with ![]() ![]() ![]() ![]() ![]() ![]() I really do not advice taking this Summoner Spell with you. |
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The idea behind these choices is that your ADC would be able to either pick up ![]() ![]() - Why Barrier? ![]() ![]() |
Furthermore, ![]() ![]() ![]() This combination should be your most preferred one, but it can differ depending on who you're playing with and against. |
The ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() But please practice this before heading to ranked. |
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You will find more specific information in the Threats and Synergies chapters below or click on the hyperlinked words. |

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Mythic Item Choices
You only get to pick one mythic item per game so you want to make a wise decision and try think ahead of the game - selling and rebuilding an item is expensive and time-consuming, so you might as well just want to stick with it even if it has turned out to not be the best choice.
Shurelya's Battlesong will enhance your heals and shields. Especially since the rework, this is a nice option to save a bit of mana and still heal and shield allies appropriately. Additional movement speed is also always welcome because you can either follow an escaping enemy or use it to get out of risky team fights and position mistakes. It's especially effective against (mainly AP) burst and artillery champions like
Zoe,
Syndra,
Lux or
Vel'Koz since your heals are stronger but you can also run out of their attack range faster or dodge abilities they rely on (e. g.
Syndra's E
Scatter the Weak or
Vel'Koz's
Tectonic Disruption). But it's also quite nice against poke champions like
Jayce or
Nidalee and those who deal damage over time like
Twitch,
Brand or
Darius. You're basically playing the Ambulance Soraka but untargettable style.
Moonstone Renewer is your second choice after
Shurelya's Battlesong or if you prefer the safe, heal-focused play style. It offers ability power and some ability haste and also a very decent amount of passive healing.
Luden's Tempest used to be my favorite pick before they reworked
Yuumi as I prefered the burst damage play style. However, it's not that strong on her as it used to be but it is still a viable pick. But usually, I prefer
Shurelya's Battlesong over
Luden's Tempest currently because it just gives
Yuumi more utility and you can build it in most situations and matchups whereas you should be have at least a fed late game carry for
Luden's Tempest in your team nowadays.
But anyway, reasons for this item: More burst means less pressure on your damage dealers, more healing from your side as your healing scales with ability power and also more ability power and attack damage for your anchors. On top of that, you also gain an impressive amount of magic penetration which will always come in handy in your early game scaling, as it secures a lot of damage against squishy targets. Another reason why you really wanna build this item is certainly ability haste and the magic penetration which will help you out in the late game. On top, you will gain additional 5 magic penetration per legendary item you are building. Ability haste enables you to enhance your heals and pokes while also reducing your cooldowns and granting you a stronger early game. Additionally,Lost Chapter is somewhat easy to build and once you finished it, you will gain mana per level which takes care of potential mana shortcomings in your early game play.
Everfrost is a great item for aggressive choices - not only because of the ability power it provides but also thanks to its mythic passive that optimizes your stats by 15 AP for every legendary item you have. However, it's a mythic item and you can only have one which means you would swap this one out for
Moonstone Renewer. It would be your most preferred choice when your team is lacking AP and/or CC or the enemy team has many dashes and jumps and therefore can easily engage and disengage. It's a very nice item choice for aggressive builds, however you'd probably want to pick up a few ability haste items.
The problem about this item is the large amount of mana it provides and will drastically increase the cost ofZoomies.
Imperial Mandate is like the middle way between going aggressive with
Everfrost and "making sure everything's alright" with
Moonstone Renewer. It provides more AP with its mythic passive but also has the mark that it applies to a slowed enemy that will detonate once another ally attacks it. It is a really strong pick against squishy champions that do not have gap closers. It works awesome with and without
Font of Life and is a really nice alternative to
Moonstone Renewer.
Aggressive Choices
Chemtech Putrifier is great against heavy healing champions like
Soraka,
Dr. Mundo or
Sona thanks to the grievous wounds that reduce all incoming healing. It is arguably better than
Morellonomicon because it provides you with better stats and its anti-healing is easier applied. It also gives you more ability haste which allows you to cast your spells more often and therefore you will be able to go through your rotations and can save your allies and make you more obnoxious for your enemies.
Morellonomicon is somewhat similar to
Chemtech Putrifier. It offers more ability power but no ability haste. It's great a team with healers (e. g.
Kayle,
Fiora or
Nami) or life steal (e. g.
Vayne,
Olaf or
Akali) champions. The grievous wounds will reduce those effects for a short time which means those champions are potentially more vulnerable to your team with this item than without. However, if your mid laner is a mage, make sure to ask if they are planning on building this item. Ideally, you don't want to have more than two grievous wounds items in your team and preferably two different ones if possible.
Staff of Flowing Water is amazing when your carries use ability power in soe way - this does not necessarily have to mean that it works only with champions who pretty much exclusively build ability power. For example, this item works incredibly well with
Varus who mainly builds attack damage but his W
Blighted Quiver's passive and active scale with ability power. Another example is
Kai'Sa who also has ability scalings for her ultimate
Killer Instinct, Q
Icathian Rain and W
Void Seeker. So it's quite worthwhile building this item whenever your carries got ability scalings.
Rabadon's Deathcap is listed as late game option. You will want to pick one or both of them as your 5th or 6th item to keep your AP scaling in check and amplify your E
Zoomies's healing. They are okay option but not the most optimal and you should only build them if you're far ahead or the game takes long enough to build them: I usually only build Ability Power items when I notice that the game might turn out in our favor, my team lacks AP champs or that the enemies aren't buying Magic Resistance. However, keep in mind that your E
Zoomies also scales with your ability power. More AP = More healing!
Mejai's Soulstealer is an item I mainly recommend building when your early games develops extremely to your advantage and you can afford going for a fully aggressive build. Sell it in late game for another item, like
Rabadon's Deathcap or another situational item.
Defensive item choices
Spirit Visage is not an item you should build but it amplifies healing effects. So if your team is tanky or only has one tank that can start a team fight (e. g.
Malphite or
Udyr), make sure to ask this person to build this item if they haven't done so yet. You will be able to protect and heal them while also being able to dish your your abilities from the front row. But also keep an eye on your backline carries. You don't want to sacrifice them to sneaky assassins or backdooring.

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In the following two chapters (Synergies & Threats) I will try to suggest some runes and items depending on the champions you're about to face. The runes mainly stay the same for the primary tree and only change in the secondary rune trees.
As for items, I didn't include the core items
































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