Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

MOBAFire's first Mini Guide Contest of Season 14 is here! Create or update guides for the 30 featured champions and compete for up to $200 in prizes! 🏆
Yuumi Build Guide by Wicked Cherry

Support [WIP] Yuumi - Catching enemies like fish.

Support [WIP] Yuumi - Catching enemies like fish.

Updated on April 23, 2023
8.6
1054
Votes
83
Vote Vote
gold
League of Legends Build Guide Author Wicked Cherry Build Guide By Wicked Cherry 1054 83 1,577,513 Views 99 Comments
1054 83 1,577,513 Views 99 Comments League of Legends Build Guide Author Wicked Cherry Yuumi Build Guide By Wicked Cherry Updated on April 23, 2023
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Precision runes

1 2 3 4
Sorcery
Summon Aery
Manaflow Band
Absolute Focus
Scorch

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: Heal

Heal

LoL Summoner Spell: Ignite

Ignite



Cheers,
I'm Wicked Cherry. I'm playing Support since Season 4 mainly, and this is my third guide. Ever since the predicted release of a new Support Champion I've been wanting to play Yuumi. After the PBE Release, I mainly played her, in case you're wondering how reliable my experiences with her may be.

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. :)


+ High utility
+ Compatible with about every ADC
+ High sustain due of heals & shields
+ Quite adaptive play style
+ Can disengage herself quickly
+ Recall timer shortens when attaching to recalling allies
+ Attack speed buff with E Zoomies
+ She's got Book! :)
- Can't really start teamfights
- Needs at least one frontliner
- Mana-hungry when played aggressively
- Extremely squishy
- Falls off mid game
- Vulnerable to CC & immobile when alone
- Relies heavily on ADC/friend




Passive
Yuumi's Passive will heal herself whenever she attacks an enemy and this passive is not on cooldown. If she attaches to an ally right after she has attacked an enemy, Yuumi will also heal the attached ally.
While attached: to an ally, the heal will instead be traded to that ally. Whenever this ally kills an enemy or a minion, Yuumi's Friendship with this one ally will grow. The ally with the highest friendship becomes your Best Friend. However, she can only be best friends with one ally and swapping over to another other than the one you started with - so very most likely your ADC takes quite a lot of time and effort. It's near impossible.

Quick notes regarding Feline Friendship:




Q
Yuumi shoots a magical missile into a target direction and deal magic damage to the first target hit. It will slightly slow that target.

While attached: Yuumi will be able to direct to missile to a target direction for a short while. After that the missile will pick up speed and become incontrollable but also deal more damage if it hits a unit. The slow will also increase.

Best Friend Bonus: Their damage will be increased by magic damage and the slow will also be enhanced. Your best friend also benefits from more on-hit damage depending on their crit chances.

Quick notes regarding Prowling Projectile:
  • Your basic poke ability
  • Slow either enables your team a takedown in team fights or forces the enemy to use a gap closer or Summoner Spell
  • Relatively low mana costs
  • Can be comboed with auto-attacks
  • While attached, you can chase the enemy with it its flight direction can be easily re-directed




W
Passive: Yuumi and her "Friend" (that's the attached ally) gain increased heal and shield power. Furthermore, Yuumi will start with a point in You and Me! while Prowling Projectile will have 6 points to add in to.

Best Friend Bonus: Your best friend also gains increased on-hit healing.

Active 1: After a short cast time, Yuumi will dash to an ally and attach to them. While attached, she will be untargetable for enemies. Only Turrets will be able to deal damage to her.

Active 2: Yuumi is able to switch allies to attach to at no cooldown costs. If her "Friend" (attached ally) however dies, the attachment ends as well. You can also reactivate the ability to detach from an ally ("Anchor") and dash 250 units into a target direction. Don't forget that from then on you're able to be attacked freely from just anyone. Once you're unattached and exposed to immobilizing effects, this ability will be placed at a 5 second cooldown! So be careful when unattached.

Quick notes regarding You and Me!:
  • Higher cooldown early game, so beware of risky maneuvers
  • Enables you to be untargetable while attached (except for turrets)
  • Provides extra stats (AP and/or AD) to your attached ally
  • Allows you to switch between allies in team, even while using your Q Prowling Projectile and ultimate Final Chapter
  • Low cooldown in late game (less than 1 second)
  • Immobilizing effects will place ability on a 5 second cooldown

But what precisely are immobilizing effects?




E
Shielding herself will grant her attack and movenment speed that will decay when the shield does.

While attached: Her ally will receive the shield and attack and movement speed instead as long as the shield is active or until it has absorbed enough damage and breaks apart. The amount of your shield scales with the amount of AP you've got.
Yuumi will also restore her friend's mana based on their missing mana.


Quick notes regarding Zoomies:
  • Quite mana-consuming in the early game
  • Decent shield power in late game
  • Shielding improves with more ability power
  • Additional attack & movement speed can help allies dodge skill shots and other abilities and also allow them to punish the enemies




Ultimate
As the name Final Chapter implies, Yuumi will flip through the pages to the last one. Book will then dish out 5 waves of magic damage within 3.5 seconds. Every champion hit will be slowed which will stack up per wave hit. Yuumi herself can move freely toward a target location while casting, or attach ( You and Me!) to an ally or cast Zoomies without having to stop Final Chapter midway - unless she is CCed which will end her ultimate. If Yuumi was initially attached while casting her ult, she can steer the waves following her mouse. She can also cast You & Me! while casting her ult but it will lock the waves in place. Zoomies can also be cast while casting Final Chapter without side effects.

Every ally hit by a wave will be healed instead of taking damage. Excess healing converts into a shield.

Best Friend Bonus: Massively increased healing.

Quick notes regarding Final Chapter:
  • Great slowes that forces enemies to react in order not to get massively slowed.
  • Massive heals for all the allies that are close to you.
  • Works extremely well with Zoomies due to the additional movement speed
  • Can't be stopped (unless you've been killed) and only cleaned with Cleanse, Black Shield etc.
  • Range can be changed by switching between attached allies



Ability Order
With patch 9.24, I found it the best option to level your E Zoomies and your Q Prowling Projectile equally, as your E Zoomies now provides your ally with additional attack speed. If you were to level up your E Zoomies first completely, I've experienced that you're usually facing mana problems, which is why I'm advising you to level them equally.

Standard ability order
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
E
Q
E
Q
R
Q
E
Q
E
R
Q
E
W
W
R
W
W


Depending on your current matchup, you can also go for more harass by leveling up your Q Prowling Projectile first or your E Zoomies when facing lane bullies and counters. If you decide to level up your E Zoomies first though, make sure to rush Bandleglass Mirror and Forbidden Idol for more mana regeneration.



Healing & Utility
AA >

After landing an auto attack against an enemy, Yuumi's passive Feline Friendship will activate and heal you from damage. After attaching you will transfer this heal to your attached ally.


After attaching yourself to an ally, you can heal them instead of yourself by using Zoomies. This is a basic combo you can use whenever needed. Another nice side effect of that combo is the movement speed your ally will gain. So if you feel like the enemy might escape but your ally will only need one more auto attack, Zoomies can do the trick and get that ally.

> > >

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 Zoomies to cast - otherwise you will not be able to heal multiple allies. Also, items like Ardent Censer, Moonstone Renewer and Spirit Visage (that one should be build by one of your allies) will help you a lot to improve your heals.


Peeling & Crowd Control

This combo is another pretty basic one. While attached you will be able to direct your Q Prowling Projectile to a target location instead of it being a skillshot while unattached. This makes it a lot harder for the enemy to dodge your ability.
Note: If you feel like the enemy might escape (for instance because they used Flash) and your ally might not be able to catch them although they are super low, you can speed up your ally by using your E Zoomies.

> >

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 Prowling Projectile. After you did succeed in that, make sure to immediately cast your ultimate Final Chapter. You will want to hit that slowed enemy with three waves of your ultimate in order to activate the root. The enemy will most likely not be able to escape - unless they Flash or use gap closers.
Note: Taking Flash of an enemy (especially the carry) is always a win for you because your ultimate has a way lower cooldown compared to Flash's cooldown. So don't be miserable if you cannot always pick up kills or assists with that combo - you'll probably be able to do so with your next.

> >

Nope, this is not a typo. You actually can switch the ally you're attached to while casting your ultimate Final Chapter. This will allow you to expand the range of of your ultimate and hit as many enemies with is as possible.
Note: This also works with Zoomies!


Main rune tree



Since Summon Aery consists of two components: Damage and Shield power, it's what you'd consider as perfect match with Yuumi's playstyle. Aery gives her the early game aggressiveness that you need and the ability to improve heals from your passive Feline Friendship and potential other item-shields on your allies.


This rune will help you out especially in early game and allow you to either harass the enemies a bit more or heal your team mates up when it’s essential. However, it can present to be a vital choice even in late game as you’ll receive more mana regeneration and therefore will be able to spam your abilities.


Absolute Focus will provide adaptive damage while you’re above 70% health. Since Yuumi spends a relatively large amount of time attached, managing to achieve being over 70% of your current maximum health will surely not be a hard thing to pull off. And the extra damage will be in your favor in order to gain lane priority.


Basically, this would be your damage rune for a little more aggressive gameplay. It will allow you to deal enough magical damage with your whole kit, but especially with Prowling Projectile and Final Chapter. Furthermore, even if you’re being forced to go completely defensive, you’ll still have at least the damage from this rune - even while attached.


Secondary rune tree options

Precision runes

Presence of Mind is the most played rune on Yuumi right now. Thanks to its mana refunds per takedown and attack. It works nicely with her passive and helps in team fights a lot. You can barely do anything wrong with rune at the moment. However, if you're bored or look to try out something new, feel free to try out the Domination runes.
Yuumi is one of the (if not the) squishiest champions in game right now. It doesn't really make sense to build health on her, since you're attached and therefore untargettable for a good amount of the game. So this rune makes sense, since it will amplify your dealt damage to every champion with more health than you - so pretty much every champion. So it's a real a nice rune for aggressive play style. It's also one of the most used runes with her. The reason, why I decided that recommend the Domination tree secondary over the Precision one is that Ultimate Hunter provides you with more utility due to the permanent ultimate cooldown and Eyeball Collection doesn't so much focus on the opponent's health but will provide you with flat and permanent adaptive damage. It may be a bit lower than the maximum of 15% of this rune, but if you're facing squishy teams or the enemies aren't building health, this rune somewhat forfeits its strength.

Click to open rune page



Aggressive runes


This rune may seem unusual at first glance but I would like to encourage you trying it out before judging. Here’s two reasons why:
First of all, every takedown - be it a kill you land or an assist - will reduce your ultimate Final Chapter's cooldown which mainly means you’ll be able to dish out additional damage, more CC and be even more annoying because your ultimate will be up quicker. This comes in handy especially in late game when team fights tend to grow longer or picking up a kill on the enemy’s carry can turn the game in your favor.
Secondly, with more potential ultimates, you will become so much more of a threat to the enemies because they will fear and hate your ultimate!
If you choose to play with the Domination path, you will want to go for more vision. More aggressive plays require more vision and planning ahead of time. You don't want to get caught in the enemy jungle (or your own) due to a lack of vision.

It will provide you with more wards that do not count against your maximum of placed wards but into your vision score. Once you've successfully managed to upgrade your Spellthief's Edge into Frostfang, you want to change your yellow trinket into Oracle Lens to deny vision for the enemies while also enabling your team plays around vision. After attacking (not killing!) an enemy ward, a Zombie ward will be left in its place without an expiration counter. If the enemy kills such ward, they will only gain 1 Gold. It's highly beneficial for you and it also counts into your vision score. Don't miss out.

Click to open rune page



Inspiration runes

You want more cooldown reduction on pretty much everything? More damage? More heals? More ults? Then you will want to pick up this very rune. However, you will be limited to the rest of the Inspiration runes at display: Hextech Flashtraption, Magical Footwear, Perfect Timing, Minion Dematerializer, Approach Velocity (movement speed doesn't transfer to attached allies) and Time Warp Tonic can't be really properly used on Yuumi. Biscuit Delivery can be viable rune but I have personally experienced that health potions (especially if you're starting with two at the beginning of the game) will stay in your inventory for quite a while. Therefore Future's Market is the only remaining good option.
This rune allows you to buy new items faster without having to wait until you actually have enough gold. In other words, you will be able to reach your power spike a little earlier. Compensatory, you will be "indebted" then until you've paid off these debts by earning gold. But even if behind, you will be able to rush items faster. The in-debt-rate raises in 5 minutes intervals.

In general, I would mainly advice picking Inspiration runes against hard to lane enemies who usually have hard crowd control effects on display. There's best for playing (semi-)defensively.

Click to open rune page



Resolve runes

So basically, this rune will mark an enemy who's movement has been impaired by you. This rune works pretty well with your ultimate Final Chapter. On top of that, every ally who attacks a marked enemy will heal slightly. It's not a bad choice, but personally, I prefer runes that work better with your whole kit, rather than only one ability.

If you're deciding to go for this rune though, make sure to build items that amplify your slows - Rylai's Crystal Scepter should therefore be on your shopping list.
It's just the round up of a perfect combo together with all the heals ( Feline Friendship) and healing ( Zoomies and Redemption) you'll do. It's a pretty standard rune for utility supports. Defensive plays, especially against high damage supports (e. g. Zileanor Vel'Koz) and some hard CC champions (such as Leona or Thresh) can be countered and outsustained thanks to the heal and shield improvements.

Click to open rune page



Alternative options

The additional free cooldown reduction will allow you to either buy a rather aggressive item instead of another CDR item. Also, if you exceed the limit, the abundant amount of CDR will transform into adaptive magical damage which should also be something you can’t really decline. You would swap this rune for Absolute Focus, meaning you might want to play more with your passive to regain mana, even if it’s risky and you accept taking damage. It definitely works on Yuumi better than Scorch if you’re playing a lot with your passive. However, watch out because detaching makes you vulnerable, especially in CC heavy teams.



This rune is a good alternative rune for Absolute Focus when you know you'll have to face a hard lane match up and will rely on Zoomies a lot. Celerity will increase your movement speed and heals and stack up nicely with Ardent Censer.


I like to go for this rune because as support, as I might have already said, you can’t join a fight too early and the additional movement speed after casting my ultimate has allowed me to either catch up with fleeing enemies or run from them myself (due to the root after the third wave hit). So you can pretty much use this rune for chasing or running. Either way, I consider it as helpful, you can even pass through units. But you would have to swap it for Manaflow Band which will make you quite hungry for mana.


This rune will provide you adaptive damage every ten minuntes. Since Yuumi spikes a little in early (level 2) but mainly in late game, this rune will help you to balance potential shortcomings and have a stable damage output. You would have to swap this rune with Scorch which does work fine. It’s more of a late game rune.




Spellthief's Edge nicely allows you to dish out additional damage with this rune. It rune will increase your healing adaptive to 10% of your current ability power while you're dealing damage. It also works well with Yuumi, but the healing will only affect yourself. Therefore, it works quite well with Absolute Focus because it will be easier for you to stay above 70% health.


This is an alternative rune for an aggressive playstyle because it will ensure you to collect stacks which will reduce the cooldown of your item actives. In other words: More cooldown on Shard of True Ice, Redemption, Locket of the Iron Solari etc. (depending on what you choose to build). With this, you'll basically gain more teamfight advantages by being able to use your items more frequently than any other player in the game without the rune.


Since Yuumi is a pretty squishy champion, you might feel like you would need a little more sustain and damage reduction is always a nice way to accomplish this. In my opinion it's not the best choice on Yuumi though but it works. You will want to pick this rune for a rather defensive play style.




Ignite

Ignite is usually a good indicator for aggressive playstyles. It damages the targeted enemy for 5 seconds, dealing true damage and reducing all healing effects by 40%.
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 Soraka, Lulu or Taric, and works well against squishy damage supports like Zyra or  Xerath.


Exhaust is somewhat weak at the moment compared to other Summoner Spells. I would recommend playing at against on-hit and burst champions like Katarina and Zed that would otherwise kill your whole team within a blink of an eye. It's also a highly valuable pick against heavy CC champions, such as Nautilus, Thresh or Taric: They crowd control effects are only useful when their team is also able to deal tons of damage while you're disabled and therefore not able to trade them back.

Exhaust

Exhaust is a pretty standard support Summoner Spell.
It slows the targeted enemy by 30% and reduces their damage by 40%.



Heal

Stating the obvious, Heal with heal you and your closest ally (to your cursor). All summoners under the influence of this spell will also gain a short movement speed boost by 30%. Allies who have been healed within the previous 35 seconds with another Heal will experience reduced healing by 50%.
Choosing Heal is a bit uncommon but you can pick it if your Marksman decides to go Barrier (or Teleport). However, you two should communicate that matter in advance to rule out any misunderstandings. Double Heal works but you should make sure to try not to use both summoners at the same time. Keep in mind that the second Heal will be reduced by 50%. Barrier is a better alternative in my opinion.
Teleport on your ADC is also not the most optimal option for you because you can't follow teleporting allies. If your ADC chooses to go for Teleport, stay in lane while they return with a more powerful item. But again, some communication in advance is needed here.


I haven't played a single game with Flash on Yuumi. Since you will be attached and therefore untargetable for quite a large amount of time (compared to other champions), Flash somewhat becomes a spell that is not very optimal with Yuumi. Your W You and Me!'s range is also quite large and if you got yourself into a risky situation, you should be able make it out by reattaching yourself. However, be careful when fighting against champions with disables as they can set your W You and Me! on a 5 second cooldown.

I really do not advice taking this Summoner Spell with you.

What about Flash?

Your champion will jump a very short distance toward your cursor's location. Its cooldown is relatively high with 300 seconds. It's a standard Summoner Spell for almost every champion.



Ignite + Heal


The idea behind these choices is that your ADC would be able to either pick up Heal (for more sustain) or, preferably, Barrier.
- Why Barrier?
Barrier has a pretty nice synergy with heal or can even prevent using Heal in general. Since its cooldown is lower your ADC will be able to get an additional shield more often. Since it provides a flat amount of health for a short amount of time, it's in most equal situations more useful against an ADC or other player who can use heal or none of the likes. But your ADC will have to be comfortable with its usage. Please make sure to communicate it with your ADC in advance.
Furthermore, Ignite got a relatively low cooldown with 180 seconds compared to other summoner spells. Its true damage provides you with more lane pressure and it also reduces healing effects which mainly counters the enemy ADC's Heal plus all potential healing effects by their supports. You can even pick it against tanky support that aren't extreme counters for you (e. g. Braum). The strategy would be to harass the ADC as much as possible to drain their health. This way, the tank support cannot go all-in on you without either suiciding themselves (because the enemy ADC would prefer to play safe and not walk up to you) or risk losing their ADC in a team fight or trade.
This combination should be your most preferred one, but it can differ depending on who you're playing with and against.


The Ignite- Exhaust combo is a good good alternative option to Heal- Ignite/ Exhaust. This combo especially unfolds its potential against burst (e. g. Katarina, Syndra or Fizz) and on-hit (e. g. Vayne, Teemo or Kayle) champions.
But please practice this before heading to ranked.

Ignite + Exhaust

You will find more specific information in the Threats and Synergies chapters below or click on the hyperlinked words.


This should be your standard item. It's one of the most important ones because once you've bought Spellthief's Edge, you will no longer have to spend gold on it for better stages. It will transform into your warding item with Frostfang and later on into Shard of True Ice.
Additionally, it will provide you with gold for every basic attack or spell that touches an enemy or an enemy objective (turret, inhibitor, nexus). Try to be harrassive whenever you have mana and the situation allows it.


This item is considered one of your Core Items since it will improve your and your ally's movement speed not only actively but also passively - you basically become the ultimate Zoomies or an ambulance. It also provides you with ability haste (cooldown reduction) which is super good with your entire kit in the means of utility. Furthermore it's vamping up your ability power and heal and shield power. So big yay for this item. Zoomies and more ability rotations make you the ultimate threat and hated by everyone in the enemy team.

Did I mention that it's also super effective for dodging just any CC there is in the game? Yeah, please pick this item. It's screaming Yuumi.


I really tried playing without this item but it's pretty hard because it just matches so perfectly with your Zoomies and Feline Friendship. It improves your heals and shields by 8% and even boosts your carry's Attack Speed by 10 to 30%, meaning it will stack nicely with ever cast of your E Zoomies and its attack speed buff on allies.

If you choose to go with the Celerity rune, this one will even stack with Ardent Censer and therefore they will enhance one another. But it’s also very strong without the rune. It’s your second Core Item.


Redemption also enhances your healing and shielding power by 8%. But it also grants you more access to mana which means: More shields, more damage, more Yuumi!
Furtermore, you can ]heal your allies with its active. Whenever a teamfight starts, I make sure to use it as soon as possible because it takes 2,5 seconds to become active.

I love to build this item whenever I feel to game might turn out into my team's favor, so basically when we are going even and need a pinch more of magical damage or when the enemies try to escape a lot because my team is ahead. It increases your heal and shield power, enhances your heals thanks to the additional ability power and applies a short boost of movement to your ally speed when you heal or shield them.


Personally, I never build boots on Yuumi because it is not wort it for me. I recall when my ADC or other allies recall as well which will enable me to travel along with them and their movement speed. Therefore, I really do not recommend buying boots because you can use that item slot for another more useful item.

However, if you want to buy boots, Mobility Boots would probably be your standard boot upgrade. The movement speed allows your to reach allies faster. Mobility Boots allow you to roam a bit, but never forget that you are super squishy and you got no escapes like a Bard or hard CC like Leona or Nami. You can swap these for Boots of Swiftness if the enemies have a lot of slows. If you are rather going for the more aggressive build, you might want to buy Sorcerer's Shoes. I know that many people like to go for Ionian Boots of Lucidity but I usually experience that I'm already close to the 40% Cooldown Reduction limit with the standard items (mainly being Moonstone Renewer, Ardent Censer and Staff of Flowing Water which already make are really decent chunk). Buying these would normally be waste because additional items will also provide you with cooldown reduction.

But let me mention again: You are spending a lot of time not being able to use boots.


This item is especially helpful against heavy CC teams with mainly AP damage. It is a must if you are facing champions like Syndra, Morgana, Lux, Zoe, Cho'Gath or Fiddlesticks. You can rid your carry from the CC and help them to evade more incoming damage. But furthermore, this item also improves your healing and shielding immensely which is why it is a pocket pick for some pro players who use it as second core item and build either Ardent Censer or Moonstone Renewer first and add the other core item as third one. Click here or here for prove. Due to its cooldown reduction, it also works nicely with your whole kit since you can harass more often and heal more frequently thanks to its additional base mana regen.


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 of Zoomies.
  • 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.

Click here to import an item set directly into your client!



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 Shurelya's Battlesong/ Moonstone Renewer and Ardent Censer in the suggestions because you would build them always. All other items are exchangable.

Aphelios


Ashe


Caitlyn


Draven


Evelynn


Ezreal


Garen


Hecarim


Jhin


Jinx


Kai'Sa


Kalista


Kayn


Kog'Maw


Lucian


Malphite


Master Yi


Miss Fortune


Pyke


Quinn


Rammus


Rengar


Sivir


Tristana


Twitch


Varus


Vi


Vayne


Xayah



Alistar

Annie

Bard

Blitzcrank

Brand
Braum

Fiddlesticks
Janna

Karma

Leona

Lulu
Lux

Morgana
Nami

Nautilus

Neeko

Poppy

Pyke

Rakan

Senna

Shen

Sona

Soraka

Taric

Thresh

Vel'Koz

Volibear

Xerath

Zilean
Zyra


Basically, you are pulling the strings behind the scenes for your team. I know that might sound exaggerating but there are a couple of tasks you should take care of.

You have to make sure that ...
  • ... your team gets the peel it needs.
  • ... your carries survive or at least are able to get out their damage.
  • ... you have enough vision of the crucial parts of the map. I put you a map with helpful tips in the warding section below!
  • ... check where the enemies are on the mini map and help your team with pings to prevent ganks or traps.
  • ... in laning phase you can try to bully the enemy ADC as much as possible. This way, they would have to focus on staying away from you which would result in losing CS.
  • ... you don't lose too many objectives. Sometimes you cannot prevent it but you can always try to steal a Baron or Dragon with the help of your team!
  • ... you don't go off warding and dewarding alone while you have no vision and no idea where the enemy team is at right that moment.
  • ... since you should be the only one in your team who is not busy CSing and watching creeps, you should instead always try to have an eye on the mini map. In combination with your wards, it's the best possibility to prevent ganks.
I could probably point out many things more but I think it's really important that you at least try to keep the basic ones in mind and focus on them. I know it sounds a lot at first glance but you'll get used to them more and more. Like try to focus on one or two things you want to improve on several games. Once you feel aquainted with them you can focus on the next ones. :)


Since there are different situations and game phases, I will try to point out the ones that occur most of the time.

Early to Mid Game

You're winning the lane and are ahead
  • Try to deep ward, such as warding the enemy jungler's buffs in order to track their activity and prevent ganks in an early mode
  • Ward objectives like the Dragon and some part of the river
  • If the enemy team has Support s that rely on skillshots and are extreme threads for you, such as Blitzcrank's Rocket Grab, you should either watch your positioning very carefully or ward any bush that you feel you would need vision of. If you don't feel the enemy match up as threat at all (which should be a rare occasion), you might want to ward jungle bushes behind you, since you might consider going for an early First Blood Tower and swap lanes with your Toplaner.

You're behind and risk losing the lane
  • In this occasion you usually do not have to opportunity to deep-ward a lot. However you should try to ward as much as possible. Why? Wards can save lives.
  • Ward one of the lane bushes.
  • Ward the river and the Dragon pit.

One more thing about early game: Ask your Jungler and/or Toplaner to ward the Rift Herald because you don't want to give one (or more!) Towers for free to the enemy team, do you? They might even come bot and destroy your winning lane this way. That's not your intention - is it?

Mid to Late Game

You're winning - Yay!
  • You should use that advantage nicely. Ward objectives!
  • If you notice that the enemies tend to prefer one side of the map, e.g. topside, try to ward the one slightly more.
  • Ward the enemy jungler's buffs or often used bushes and pathways, such as the area around the Red Brambleback .
  • Animate your teammates to ward if they aren't doing it already! You can't ward the whole map alone with 3+1 wards!

You're losing - oh no! Time to turn the game around.

I know that warding alone will not win you a game, you'll also have to pay very close attention to the mini map and it is not a joke when I'm saying that it should become one of your very best friends in the game - Map Awareness (click to jump to the Map Awareness section) is really important. Like I'm only Gold but I'm spending roughly estimated 40% of the whole game's time watching the mini map, looking out for ganks or where to position my next ward because once you notice a certain behavior, you might realize what the enemy might want to do in their next couple of moves. Okay, I get this might sound like you should take a look into the fortune teller's crystal ball but it's not that mystic or weird.
I'll give you an example:
Say you realize that the enemy team kinda keeps pushing mid and bot lane. Meanwhile you see that the enemy Jungler or Support clear out your river wards. What would they want to do next? Right! They'll go for the Dragon . Another crucial point is to keep an eye out for the timers, like Dragon timer or Baron timer, but you might also want to know about the Buff timers to at least roughly guess when enemies will show up in that area - which is also always nice to catch them off-guard. But beware because you will probably want to ward the area carefully before you set up your surprise trap.
So let's get back to warding when losing:
  • Keep an eye out for objectives and ask teammates to go warding with you because let's say you only have all base towers that remain but want to ward Baron . The likelihood that you'll get caught is at about 65% roughly guessed.
  • Try to have as many Control Wards out as possible - I'd recommend close to buffs.
  • Ward around camps, such as the wolves .
  • Use the vision plants whenever it is possible and safe

When you're going kind of even.
  • Study the opponents' way of walking around the map and warding it. When you see that they rarely use wards, try to bait them in the jungle or just wait until one or two of them start fighting camps.
  • I might be repeating myself but: ALWAYS WARD Dragons AND Baron
  • Ward often used pathways, mostly the river
  • Try to ward their jungle, but try not to go alone or do not stray too far from your teammates.



Blue side warding


Red side warding


Vision Control



One more thing which might occur as a frequent question:
Why ward the blasting cone instead of the brush underneath it?

Well, imagine that the enemy jungler just finished Gromp and now checks if they could gank bot lane. He'd probably walk through the tribrush and either use the blasting cone or walk back to the blue buff and then walk through your river ward. Either way, you will be able spot him. If you just warded the brush below the blasting cone, you will still see him but by that it'll be probably too late to escape - especially if you've pushed the lane.


Warding hotspots - Small Summary:
  • Especially when you're facing high pressure enemy supports like Vel'Koz, Alistar or Zyra that rely on their CC, you will want to ward one of the side brushes of the lane. You really don't want to risk being surprise poked down.
  • The river is also one of the most important places you want to ward. Potential ganks can be prevented by having a ward in the river, preferably close by the dragon pit.
  • Warding the blast cone instead of the brush below will allow you to have a little more reaction time in order to prevent ganks.
  • Use your Control Ward and try to always one standing in a position depending on your game situation (ahead, behind, even).
  • Deep wards allow you to trace the enemy jungler and their ganking patterns.
  • If the enemy bot lane got a good combo to burst you down (e. g. Lucian- Braum or Ashe- Alistar or Jhin- Zyra etc.), watch out for potential traps and keep them warded.
  • Don't forget to deward. Denying vision can win games or turn them around.
  • Wards around important objectives (mainly Baron Nashor and Dragon s are worth defending. However, keep in mind that you can always place another one if it is too risky to defend it. Don't die for a ward that will give the enemies 30 gold. You being killed is much more of worth for them.
  • Always carry at least 1 charge of a Control Ward with you. You never know when it might be useful for you - talking about Baron Nashor and Dragon (and other objectives like Red Brambleback for your ADC) steals here.






General Gameplay Tips

Map Awareness


Positioning as Support


Preventing ganks by keeping track of the enemy jungler


Playing aggressively


Zoning


Wave management



Tips & Tricks
  • Your Q, Prowling Projectile, will charge up for more damage when it travels for 1 second. While attached, you can freely navigate it with your mouse to ensure that the enemy can only escape it by being out of range.

  • Try to land your Q Prowling Projectile as often as your Passive Feline Friendship is up and auto attack an enemy to gain free heals and trade it to your attached ally. For that you'll have to detach from your ally for a short time to land the auto-attack. But after it has hit and you gain the shield, you can attach to your ally again.

  • With your W, You and Me!, you can swap allies while being attached for no cost and no cooldown. In combination with that, you can cast Final Chapter or Prowling Projectile to set up team fights and/or trades in lane without being focused and healing your carries with Zoomies.

  • While casting your ultimate Final Chapter you can jump around allies with You and Me!. However you will most likely have a champion that jumps on the enemies first or right the second you start your ultimate to be probably able to root most enemies. So the positioning of your team but also of the enemy team will be most relevant.
    Great synergies would be Malphite, Irelia, Udyr and Katarina. Probably a Galio as well. Basically anyone who can dash or jump into crowds. Attach to the dash/jump in champion, cast your ultimate and after it, attach back to your carry again to keep him/her alive. However, this kind of play style is rather unique and yearns for training first.

  • You can also attach to an ally with You and Me! who is almost done recall ing to shorten your own Recall time.
  • With patch 9.24 you can no longer attach to a Teleporting ally! You will detach. If your ADC wants to pick Teleport, try to convince them that Barrier or Ignite are more suitable options in most cases.


Laning Phase & Early Game
Personally, I like to think that this phase of the game can be one of the most important. Why? You might say that you're not able to do much but that's not completely true. Remember how they say when you see a person the first few seconds will manipulate your opinion of them? It's not that much different from that.

Yuumi's early used to be stronger but ever since Patch 9.24 and the recent other nerfs of her Q Prowling Projectile her early is probably one of the weakest phases of the entire game. You only spike at level 2 when you get your E Zoomies and therefore have a small advantage against your laning opponents because you have three abilities to use already. That's when you can play a little bit more aggressive but don't forget that you're still super squishy.
If you're quick with your reflexes you can also try to bait out some CC of the enemies (like Lux' Q Light Binding or Zyra's E Grasping Roots) - but careful. If you get caught, your W You and Me! will be placed on a 5 second cooldown which might end in your death sentence.
It's generally easier to activate your passive Feline Friendship's shield when your facing a melee support with Relic Shield because you can pretty much always land at least one auto attack on them when they are going for minions.

You can then also help your ADC to farm and deny the enemy's ADC their creeps by harassing them with Prowling Projectile. But don't forget that it's not as powerful as it was some patches ago. It's mainly for slowing them now. If you're successful, the enemy jungler will most likely show up and try to help their bot lane. So you should be prepared - with wards and having a constant eye on the mini map.

But if you're facing a hard-to-face enemy with heaps of CC, it's probably best to always keep enough mana for your E Zoomies and mainly rely on your Q Prowling Projectile's poke to stack your support item Spellthief's Edge. I know it's not very satisfying, but if you can't bait out their CC (especially against hard Leona, Blitzcrank and Nautilus) due to risking of dying almost every single time, then just play it safe, wait for ganks and mid game to arrive.
I'm not saying that it's always wise to go full harassive, but sometimes it might be your only choice when you're countered badly.

Playing safe would also be a wise move when you're playing against real harassive champions or ideal combos, such as Lucian and Braum or Brand and Jhin/ Jinx. You get the idea, I hope (if not please don't hesitate to ask me via PN or leave a comment ♥).


Tips on Support Item Completion

Possible trouble shootings
  • Wrong starting item
  • Focus the wrong targets (minions, enemies - frontline vs. backline, carry vs. tank)
  • Not enough trades

Why should I rush to get my support item done?
  • You will have more gold than the enemy support (who has the same starting item) if you manage to complete the quest first. Check the enemy’s stacks by clicking on them, then compare them to yours.

More about Spellthief's Edge
  • Yuumi profits most from this item compared to the other support starting items.
  • Try to finish your item quest between minutes 7 and 9.

How to use it properly
  • You got the item from level 1. Use it. There’s 3 charges from the start that you should try to redeem as quickly as possible without playing too risky and dying. It may take a little training since you’re super squishy.
  • Auto-attack the enemy ADC while they are in their auto-attack animation. They cannot cancel it (reaction time wise) and therefore cannot punish you with auto-attacks. Even if they canceled the AA, that would make them miss a minion.
  • Abuse enemy tanks and melee support’s range and get some almost free stacks.
  • Before you leave a lane and the wave is pushed into the enemy tower, try to get your stacks from attacking it - only if it’s safe though.
  • Once the enemies’ abilities are on cooldown, it’s safest for you to harass them.
  • Don’t trade when there’s no stacks available.
  • Stay as far back as possible without losing XP once your You and Me! is on cooldown.
  • Try to never be sitting on the 3 available stacks.
  • Trade whenever there’s two or more stacks available. You will not get too much out of only one or even none available stacks since it’s also way too risky for you.

More about Relic Shield
  • It is a very defensive item pick and should mainly be used against extrem threats like Pantheon support or Nautilus who basically jump on you and have you killed instantly.
  • You still need to detach yourself and take care of your positioning in order to complete the item quest.

How to use it properly
  • First minion wave: Attack two of the three melee minions and redeem the first two stacks.
  • Use your next upcoming stack for the cannon minion of the third wave.
  • For the next stack, use it on a melee minion again.
  • Use the fifth stack for the cannon minion of the sixth wave.
    Basically, it’s 2 melee minions, 1 cannon minion, 1 melee minion, 1 cannon minion, 1 melee etc.
  • Trading before redeeming a stack of Relic Shield will allow you to regain some potentially lost health.


Upon completing the first warding quest
  • Just because your item transformed and you can use it for warding now, does not mean that you can stop harassing and hitting the enemies. You don’t want to lose your lane pressure. Keep trading to keep your gold flow steady.
  • After the second transformation, you will gain an extra ward but there will be no more stacks. Completion time is usually reached between minutes 15 to 20.


Mid Game
In mid game you should have the feeling of where this game will go.
Will it turn out in your favor or do you have to work hard to keep up with the rest of your team?
Winning lane & being ahead
Most people think it's easier but it's actually the same -
keep it cool and...
  • Deep ward (objectives!!, crucial paths etc.)
  • Watch your enemies' steps by having a close eye on the mini map (map awareness).
  • Don't start fights when you have no vision - there could be traps set up everywhere. Sometimes I imagine that the whole rift without vision is like walking on minefield in order to help myself understand that in every bush, behind every corner there could be an enemy waiting for me to pick up an easy kill - because that is precisely what you are as Yuumi.
  • Only force teamfights when you know you'll easily win them.
  • Never lose focus and sight of the enemies' carries.
  • Communicate with your team via pings (such as when to do objectives).
  • Try to move around as a team, set up traps and
  • Stay as close to your carries as possible - sometimes it's worth if a Zed missclicks and kills you with his ult if your ADC/carry will stay alive in return.
  • Never go off alone.
  • Focus on peeling for your carries with Prowling Projectile and Final Chapter to take out the biggest threats for your team.
  • Don't waste your healing on super tanky team mates (e. g. fed Cho'Gath, Udyr, Dr. Mundo etc.) that still have quite a large amount (roughly two thirds) left. It will only drain your mana which you should use on your main carry/carries.

Losing lane & what it means to play passive
  • Playing defensive means you can't afford forcing team fights or harassing the enemies as much as you might want to. But it's crucial to ensure your ADC to keep on farming and at least to not fall even further behind.
  • Ask your team for help: Ask your jungler to gank, maybe your top can Teleport into a deep ward and help your ADC get some kills or your mid lane might want to ensure your ADC to scare the enemies off and recall so your ADC will hopefully manage to either get a kill, an assist or at least some more creeps. :)
    These situations will allow you to gain advantage and have the potential of diminishing the gap between you and the enemy bot lane/team.
  • Having to play defensive doesn't mean that you can't ward, but you might want to have only one or two deep wards out. You should go warding when you know where the enemy jungler is (like ganking top lane) to place your deep wards.
  • Play around cooldowns - when you know the enemies just used their summoner spells and main abilities, try to use that by forcing trades until they need to recall or eventually get killed by you.
  • Wait for power spikes. As Yuumi you are playing a late game champion. If you had a difficult laning phase, make sure to build Ardent Censer, Moonstone Renewer and Mikael's Blessing, even consider Shurelya's Battlesong for the most possible healing and shielding improvement you can pretty much get. Healing and shielding is your main task in late game.


Late Game
Late Game is mostly the same as Mid Game but you should consider your steps more carefully, because the enemies might have full builds as well as your team, therefore ...
  • check the builds of your carries and see what the enemies' answer is in their builds. Do they build Armor because your ADC is fed? Does your ADC have Armor penetration in return?
  • Waaaaaards! Try to animate your team mates to ward with you. If you go alone, you're likely to be picked off easily by the enemies which will then enable them to fight the rest of your team easily.
  • Don't fall into traps and watch your enemies' movements closely to be able to prevent potential objective losses. You woudn't want to risk losing a Baron Nashor just because your whole team showed on bot lane half a minute ago.
  • Try to go in groups or communicate if split pushing would be an option to obtain more objectives.


Late game is also when you reach your full potential. You have your Core Items Moonstone Renewer and Ardent Censer, as well as some matchup-related items now. Yuumi reaches her peak when that happens. But what does that mean?


Try to stay attached to your carries as much as possible. The only time you will want to not attach to them is when your front line starts a fight and needs the peel of your Q Prowling Projectile and your ultimate Final Chapter.

Your carry needs your extra stats. Due to the passive of your W You and Me!, you're transferring a certain amount of your AP and AD to the ally you're attached to. So stick to them and keep them alive in team fights.

Look out for possible trades that can be easily won. Imagine noticing an enemy starting to split one lane (at the beginning or mid of it). You should be able to force a fight against the rest of the enemies 5v4 and then taking their objectives like towers, inhibitors, dragon s or even a Baron Nashor . If you have vision of their buffs and you see an enemy carry doing it alone while you're nearby, you could easily pick them off. Now the enemies would also have less pressure to hold against you.

General Tips on Improving



Roaming
You can or should roam when ...
  • Your lane looks safe (like the enemies just recalled or don't have much pressure against your ADC)
  • Your ADC just recalled but you don't have to (like full mana)
  • You got a lot of vision, especially deep wards (!!) and you know where the enemy jungler is (like up top)
  • Your mid hasn't much pushed and asked for help
  • Your jungler will gank mid soon and it's enough time for you to run mid
  • Your team decided to take the tower down and has lane priority
  • Your team decided to summon the Rift Herald to take the tower
  • Your ADC has pushed the bot lane to reset the wave and you got some capacity to gank/roam (remember: wards, mana, spells available)
  • You got lane priority on bot
  • You're going even on bot but need some extra money to get lane priority
  • Mid is going even or feeding and a shut down would benefit the whole team
  • The roam wouldn't be in vain (imagine a LeBlanc, Ezreal or Talon mid who can simply hop or dash away from you and you've just wasted your time while your enemy bot can safely get CS while you're missing out)
  • Your mid and/or jungle are fighting in the jungle or river and your help would turn the fight in your team's favor
  • You know the enemies don't have wards on the paths you're walking or you deward while walking. In this case you might want to consider that the enemies are cautious though.

As you can see, there are sooo many possibilities to roam. Of course there are also quite some things to consider (Is it worth it? Do I have enough vision? Will my team benefit if I roam right now?). Now, I can't answer these questions for you because they're situational ones. But I can say that if you roam, the likelihood that you'll help your team even more and you can give them some advantage will be higher compared to not roaming at all.

Also, you probably realized by now that mid lane will be your most favored lane to roam to. You can also roam to top lane but this will most likely only happen when the enemies have already diminished the first tower and are pushing towards the second while your top laner is exasperated and can only watch. It's not always favorable too because you cannot simply run back to bot lane which would allow the enemies to pressure your lane freely.
It's favorable to roam with your ADC but not completely necessary.


Recalling
You should consider recalling, when ...
  • Your ADC indicates you he/she can buy an important item (like B. F. Sword) or has a larger sum.
  • It's obvious that the enemy jungler will most likely gank your lane very soon.
  • You've pushed your lane all the way up to the enemy tower.
  • You need to reset the lane.
  • There's no risk of losing the turret.
  • If it's impossible to protect your turret.
  • you've run out of wards.
  • Free recalls are when you slow push (click for explanation video) a minion wave and will only lose about one or two minions tops upon returning to lane.
  • Use cheater's recall by slow pushing your minion wave until they crash into the enemy tower to recall and get back with an item you have on top of the enemies.
  • You have to possibility to help another lane and you won't lose objects (turret, drake etc.) in the meantime. This is also known by snowballing and you should only consider this move when going equal or you're winning your lane.
One more thing.
Never forget that League is a team game - you will most likely not win this game all alone by going solo. It's just not happening. You're with the people you entered the game with until it's over. So make sure to treat everybody accordingly and with honor and niveau - just the way you'd expect them to treat you plus another 10% of honor, because you can make this community better by your own behavior. If they flame you, don't get triggered. We all make mistakes but we can only change ourselves.

  • Warding is very important - it saves lives and wins games.
  • Don't go warding alone (or stray too far from your team), especially when you don't know where the enemies might be.
  • Keep an eye on the mini map to guess your enemies' next steps and use that knowledge against them.
  • Objectives are important! Don't forget them.
  • Peel for your team by rooting their carries and keeping your allies healthy.
  • Know your strenghts just as well as your weak spots and play accordingly.



Y U U M I
The Magical Cat


"In the outlands of Bandle City, there was once a wooded glen where the moon-moths glimmered and the riverbanks overflowed with rainbowfish. In a cottage nestled between the verdant trees lived a yordle enchantress named Norra, with her cat, Yuumi.

Born with magical powers of protection, Yuumi enjoyed a life of leisure for many years, pouncing on sunbeams and napping beneath the mouse-trees. Whenever adventure sparked her interest, she joined Norra on explorations across the material and spirit realms. Norra spent her time collecting strange objects like broken cups, shards of colored glass, and fabric with funny stitching. She examined each artifact with deep reverence, though Yuumi never understood their purpose. Nevertheless, Yuumi would use her magic to protect Norra from harm, and would warm her feet when they returned home.

Click to continue reading

THE BIGGEST CATCH


"My yordle Norra snores into the pages of my friend, Book. My tail twitches as dozens of moon-moths sail in through the open window like floating lanterns, and I leap joyfully into the air, not caring if I catch one. I bounce higher and higher, batting at the moon-moths as they drift all around me.

Click to continue reading



(copyright by BY Rayla Heide, RiotGames, see here and here.)


"You hungry? I stuck a leftover rat on page 237! Meow!"

Special Thanks!

To Fruxo for allowing me to adapt his idea for the matchups (threats and synergies in depth). I coded the section myself, but they look somewhat alike (sorry?) - but I loved the looks and the idea. Thank you for having me use it! Make sure to check out his guides because they're awesome. :]

To TheFwnK for providing constructive feedback to this guide whenever I was uncertain and unwavering about potential changes. Also for the suggestion of Ultimate Hunter and the patch contemplation chapter. It works amazingly well. Thank you. Make sure to stop by his guides, you won't be disappointed. ;]

To DasGrauen_ for the detailed discussions about champions, especially on Pyke. You can find his detailed guide on his favorite champion here. Check it out, his knowledge is very broad. :]

I learned quite a deal of how higher elo players played and understand the game, such as decision making, play styles etc. by Captain Squidlips. He showed me some pocket picks and tried to help me understand how pro players would think in certain situations teaching me everything beyond the basics. He's also a very dear friend and a great person who likes to share his knowledge. Thank you for your help and patience in me. :]

Mobalytics does contain a lot of really helpful short articles that are worth consulting. Personally, I think their contribution on warding and vision control and map awareness were the most helpful add-ons for me. I used some of their information in my guide as well.

To jhoihhoi's guide's codings and inspirations for some of my guide chapters, especially for frames and tables. Thanks a lot. :]

"We got this..? We got this!"

You've made it so far, thank you for reading my guide to the very end. I hope I could help you with possible questions or decision to make! I'm happy to help and I'd appreciate it if you left a comment to let me know what you're thinking about this guide.

Cheers, Wicked Cherry!

P.S.: If you feel like you could still learn more, click on a picture below. :]

Change Log:

Click to open


To do List:
  • Add a „Playing against Yuumi“ chapter
  • Add Ornn, Sylas & Nasus to synergies
  • Make new banners :<
  • Make a new importable item set
  • Change Morello's with Chemtech Putrifier in Syn & Against chapter

Disclaimer: I do not own any of the pictures (animated or still) shown on this website.
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use.
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide