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Recommended Items
Runes: Aery - Ultimate Hunter
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Exhaust
Ignite
Items
Ability Order
Feline Friendship (PASSIVE)
Yuumi Passive Ability
Champion Build Guide
I've a one-trick Yuumi who has played over 1000 games of Yuumi on League. I'm almost at 1,000,000 mastery points with her. At the moment, I'm somewhere between Silver 1 and Gold 4. If you're a beginning support player, then this guide can help you learn some Yuumi basics. For those in ranked, if you're somewhere in the iron or bronze area, then this guide can help cover some basics to help you climb.
ADC players, there is a section for you at the very bottom of the guide that covers topics specific to Yuumi, and there might help be some helpful tips for you to learn how to play with Yuumi as a teammate.
This guide has been updated as of patch 10.22.
First off,


To this point, no other champion in League can do this. While she's attached, she can still use her other abilities. This allows her to help her allies while generally not worrying about taking damage or getting killed.
If you like playing champions who can use healing abilities, and if you like playing a champion who helps other champions perform, then Yuumi is a good champion to pick up and learn.
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Yuumi is a teamwork champion
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Yuumi boosts one ally's AP and AD
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Yuumi scales (she gets stronger as the game goes on)
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Yuumi has mid-to-long range attacks
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Yuumi has high mobility when jumping between allies
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Yuumi is extremely susceptible to CC; getting CC'd usually means instant death for her
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Yuumi is extremely frail with low max health and low defenses
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Yuumi requires a teammate who is aware of her ability ranges and is aware of her W range
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Yuumi requires a lot of mana / mana regen, and is extremely reliant on it
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Yuumi will have a difficult game if none of her other teammates perform well
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Yuumi's movement is determined by her allies while she is attached, meaning you are giving control of Yuumi's movement to another teammate

Yuumi is one of the few champions in League who starts with one "free" ability. Yuumi always starts with one level in her W. Focusing the mouse on an ally champion and pressing the ability key will allow her to attach to the ally in question.
While Yuumi is attached to an ally champion, the three following things will happen:
1) Yuumi no longer controls her own movement; her movement is controlled by her ally, wherever her ally goes.
2) She will be untargettable by enemy champions (meaning they can no longer target her with attacks), and as a result, she generally will not take damage
3) Yuumi and her attached ally will both have "adaptive force" shared between them, meaning both of them have boosted AP/AD.
4) If she has a barrier from

5) She can use the rest of her abilities while attached to the champion
A lot of newer players don't realize that Yuumi provides her attached ally slightly stronger attacks with the adaptive sharing. This is one of the key details to understanding Yuumi. As long as she's attached to a selected ally, that selected ally will do more damage. At first, this boost is small, but it becomes more significant as the game goes on. Sitting on top of someone in the late game (30+ minutes) can provide them almost 120 AP -- as much as a

There are a few more details to note about her W:
1) Turrets can still target Yuumi while she is attached (which is why you generally do not want to attack the opponent if the person you're attached to decides to tower dive)
2) If Yuumi is targeted by a ranged auto attack / ability before she attaches to an ally, she will still generally receive the damage from it
3) If Yuumi receives passive poison-like damage or bleed-like damage (examples: Ignite summoner spell, Teemo's mushrooms or Teemo's poison auto attacks), she will continue to receive damage from the effect, even after she has attached to an ally
4) Some enemy delayed effects (Senna's rooting CC effect, Brand's fire-ring, Zillian's time bombs) will be transferred to her allies if she attaches to an ally while the effect is targeting Yuumi, but has not yet activated
5) If you buy AP items, you will give a higher boost from your W to your target ally, which means they will have higher AD or AP. Cool, right?
Lastly, if Yuumi is CC'd by anything other than the silence effect (roots, stuns, knockups, et cetera), her W will be put on a 5-second cooldown to where it cannot be used (meaning you cannot attach to an ally if you've detached and if you've been hit by CC). Each time you get hit by CC after that, the CC timer of five seconds will be reset. (You DON'T want to get CC'd).

The main point of using Bop n' Block is to regain mana. The shield is nice if you manage to keep it for your ally, but the real goal for using her passive is to regain mana so Yuumi can continue to use her Q ability or her E ability.
There's also a misconception that Yuumi is an "AFK champ." Nothing is further from the truth. In order to help her ADC win botlane, Yuumi needs to hop off from time to time to get the shield and mana from Bop n' Block. The hard part of this is knowing when to do it and when not to do it.
It's generally a good idea to use minions as shields, especially against the hook champs:




However, against other champions, such as






When unattached, Yuumi will fire a straight-line missile skillshot to damage an opponent.
When attached, Yuumi can guide the missile with her mouse around minions, monsters, enemy champions, et cetera, to try to hit her target.
In either form, if the missile flies for one second, the missile becomes "empowered." In its empowered state, the missile will do more damage (some of it will be based on a percentage of the enemy's maximum health), and it will also have a small slow effect.
Generally, when using the Q, it's better to hit with the empowered state, since it will do more damage and slow. It's also more ideal to use this ability while attached to an ally, since you can control the missile's trajectory.
This ability is simple, but it does not pass over monsters or minions, so it must be aimed carefully.

Zoomies is an ability that heals the target, increases the target's movement speed, and increases the target's attack speed. It is a very powerful effect, but with a high mana cost.
In recent patches, Zoomies costs a significant amount of her max mana (15%!). Using this too often will use up all of Yuumi's mana, which will force her to wait until she can regain mana with mana regen.
Previously, this ability could be used to increase an ally's movement speed across a map. While it was previously possible to spam it, it can't be spammed like this any more. This ability should be used with care, and the mana meter should always be kept in mind.

Yuumi will fire off seven several large waves of energy. If three waves of energy hit one target, that target becomes rooted for a short period of time. Each one does a small amount of damage, but the real point of the ability is to root the opponents so that your teammates can land kills.
Try to use it when two or more enemies are grouped together, so that you can root as many enemies as possible.
You can occasionally use this on one opponent who's fleeing from you and your ally to root them and secure a kill.
While you're using Final Chapter, don't forget that you can hop on and off with


The hard part about using this ability is that sometimes you need to detach from allies and move around to make sure that you can root the enemies. Use the practice tool to practice landing roots by hopping off or jumping between allies.
When combined with

Yuumi's main choices for runes are found in Sorcery, Domination, Resolve, and Inspiration.
Her most common major rune is

Advanced Yuumi players sometimes go for other more "advanced" options, which include:
[*]


[*]

[*]

[*]

[*]

For newer players, Yuumi's main rune is


--An auto attack (for a minor amount of DPS)
--A Q hit or an Ultimate hit (for DPS)
--Attaching (or jumping) to an ally with

--Casting Zoomies on an ally will activate Aery's shield effect

In terms of defensive utility, Yuumi is one of the best (and fastest) healers employing








Aside from this minor weakness,



In a nutshell,






Between



This pairs well with AP items, especially options like



This rune doesn't scale as well as an all-purpose option like






Unlike



This rune can be used safely from a distance, like

Unlike


The best items to pair with this rune are




Other good items are


I absolutely love this rune on Yuumi. The damage boost can be horrifying in some situations (melting someone with a

This rune does put you in more dangerous circumstances if you try to auto-attack for the kill. But in the right situations, you can make even the mightiest fear you with this rune. A high-risk, high-skill, high-reward rune.
This rune, however, has a glaring weakness, like all other runes. It does encourage you to chase for kills, which is dangerous. Know when you are safe to pursue a kill and when it is not safe. Like









On the one hand,




Consider the following situation. You need to hop off of your low-health ally to proc






Yuumi is arguably one of the best champions to actually use



The other benefit is that you can choose to stay attached to your ally with Guardian rather than hopping off; you may opt to not try to go for a


Moreover,









Other ideal runes to look for in this path are






There are a few notes about

--Using

--Using

--Using

--Using


--Using

--Using

Et cetera, et cetera.
There's one notable spell that needs to be mentioned:



Considering


Auto attacks from

--

--

--





Sorcery
Between










In the next trio,





In the last batch,



Precision
There are only two runes worth mentioning here. Precision is a terrible main path for Yuumi, but an excellent secondary path for her.



Domination
In the first set, I generally prefer



In the next line, almost any option is viable. I prefer








In the last line, the most viable options are either










Resolve



In the second line, the best options are




Inspiration
For the first line,


For the second line, I prefer




For the third line,


Yuumi has a few staple items that most players build:


Yuumi's main starting item is





After building Athene's, you can choose generally one of four options from the
























For Yuumi, personally, what I prefer to do is build 2 mana regeneration items, and then I build other items depending on what role I want to play for the team.
If I want to contribute damage, I tend to build things like



If I know my teammates are doing well and if I want to strictly support them, I build things like


If I want absolute control over vision, I build things like


You don't have to lock yourself to a strict path. The beauty of League is that it's a test of your skill, but on several levels: your mechanical skills, your item building, your ability to be aware of your teammates, your limits.
If you lock yourself into a strict path of building only the standard items each time, it makes the game far too predictable.
That said, each champion has strengths and weaknesses. Regardless of what you choose to build on Yuumi for your main starting items, you should generally pick up

As long as you have mana regeneration, you can generally build what you want within reason.
There are several parts to this section of the guide:
--Starting Items (items you'll want to start off with
--First Back Item Paths (items you'll want to buy the first time you return to the fountain)
--Intermediate Items
--Advanced Items


You could either start with two


Recently, some players have started using three or four

For Yuumi, there's generally one rule to follow each and every game. Yuumi absolutely must have mana regeneration. Always buy at least two


Whatever item path you take, I would strongly recommend leaving the two



You could pick up 2








Alternatively to that, you could pick up four


Lastly, an underestimated and powerful option is 2







This is a simple starting item set which is highly flexible and can build into a ton of different options. It's a cheap starting set at around 700 Gold. Unless your lane is just starting off devastatingly, you can generally build into this almost all of the time. It's a pretty standard way to prepare for lane. Adding in a few





















Generally, if your lane is going really well, you'll have about 1,000 gold. If Yuumi is winning lane, I'd strongly recommend starting off this way. Build this if you're prioritizing leveling up












This item is similar to the previous path. You won't be doing much damage here, but usually, building this item means building into







If you have enough gold to add the






If your ADC is doing exceptionally poorly, this item is what you build to try to keep the lane from falling apart too quickly. Once the laning phase is over, if your ADC is failing, you'll want to attach to your ally who's performing the best, so that you can support them.





There is one reason, and one reason only, that you'd ever want to start this path: building into


This is a niche item path that should rarely be used, and only if you're going for Umbral Glaive as a first item. Read up on the Umbral Glaive section below.
As stated before,































By the point you reach 1 or 2 full support items, you have a choice. You can either continue to build support items exclusively (if your teammates are doing very well), or you can build a hybrid set with two support items and some AP options. After dying or backing, you should check your enemies' equipment and your allies' equipment, pick one person on their team to counter, and build what you think you need.
For right now, the general recommendation is to build items that increase mana regeneration, but items that do not add to maximum mana.
The reason for this is because of Yuumi's



Note that it is still *possible* to build AP + Max Mana items (









































Any item that builds from






Yuumi can technically get mana from















This item is an underappreciated and underestimated vision item, useful for quickly destroying enemy wards and traps. For Yuumi, unfortunately, it's an AD item and not an AP item, so it will not enhance anything besides



In the support role, vision is the name of the game. And to stay ahead of your enemies, clearing vision is absolutely crucial. There's one problem with

















Ardent Censer boosts Yuumi's attack speed (and her ally's) whenever she shields or heals them. A







Just like above,






This set focuses on manipulating ally movement and enemy movement.









This set is the ultimate vision set.










This item combination should speak for itself. The goal here is to slow down enemies with











Personally, for those who don't want to read the essay below, and especially for beginner Yuumi players, I would recommend staying far away from Tear.
What this item does for Yuumi is that it "frontloads" the mana cost of


Whereas a tearless Yuumi gets about 6 to 7 uses of






But! The main problem is that



There is a benefit to using Tear/Seraph's for "burst"

Tear reduces the cost of any mana ability by 10%. The problem is that Yuumi's max mana cost is 15%, so you'd be shaving off 1.5% of mana cost while Tear is still just a tear. Yuumi's


It takes too long for Yuumi to build the tear up with mana. With only three mana spells (and one of them being an ultimate), it's going to take her far longer to build than, say,



The other problem with the item is that it reduces the value of mana regeneration after disengaging from a fight.
More often than not, you could probably have a better item, such as





There's also a problem of the utility that




Mana regeneration items, in general, are superior to the Tear option. They're cheaper and they're more efficient and ideal for boosting healing for Zoomies. If you end up with no mana, it's better to wait while you're attached and let the mana regeneration items do their work.
In a full support build focusing almost exclusively on mana regeneration...








Naturally, a mix between AP items and Support Mana items will mean less mana regeneration, but in the end, because of


After playing Yuumi for so long, I wanted to play some meme games and I tried AD Yuumi. It's fun for memes, but Yuumi's health is far too frail to actually seriously attempt staying off of an attached ally for too long.
But after so long, I've discovered that there is an actual "hybrid" set that works. There are two ways to go about this:
Path A:





Path B:



There are two primary differences between these sets, and there is a difference between the early build items.
Regardless of which path is taken, the early cost between the two paths is similar. The items in question are













If you want to explore the idea of running a hybrid Yuumi, I would suggest, then, to stack the effects of





On the other hand,


A lot of expert Yuumi players believe that Yuumi should take only two battle summoner spells. The usual suspects are



Then there's the issue of

Advanced Yuumi players tend to think only in terms of meta. Top players in the meta consider Yuumi only as a battle-based champion and not as a roaming warder, except it seems they're ignoring a part of her kit...



But I can think of several times when boots were very helpful in a given situation, or would have been helpful when I didn't build them.
There are three primary reasons why you'd want to build boots:
1) Moving around the map and warding, when you aren't attached to allies
2) Rushing to an ally to help them in combat or in a situation where they need support
3) Running away from an enemy who would otherwise kill you if you didn't have boots
If building boots, I would recommend only a few forms of boots:










There's also one advantage that

Not having boots means you're tying your dependency even more on other allies. Recognize that, if you don't build boots, you're tying yourself down to your allies, and you're doubling down on combat while sacrificing potential roaming for warding.
In the higher elos, it makes sense to build items that aren't boots because you're trading movement for power. In lower elos, this makes less sense. You can't count on your teammates to know exactly how Yuumi works. The boots may help you have an escape, whereas you otherwise wouldn't have that escape if you don't buy them.
In short, don't completely throw away the idea of using boots on Yuumi. Play around with them and experiment with them from game to game. Consider whether you want power with your abilities, or whether you want movement for utility warding and escaping.
While attached and using her Q or R, Yuumi is still able to detach from her ally or jump to another ally. Detaching from her ally while using the Ultimate ability will allow her greater control over where the energy waves land. Sometimes, your allies will not move in the way you predict, so detaching allows you control of where your ultimate lands. It is risky to detach from an ally while using ultimate; if you get CC'd, your ult will be cancelled, and you'll likely die.
While Yuumi is using her ultimate, she can still use Zoomies to heal her allies or herself.
Yuumi doesn't have high-damage "combos" to work with, like most champions do. But she does have fast action sequences that need to be learned.
Common "combos" for Yuumi is (where "AA" means auto attack):
W (detach) -> Bop n' Block AA -> W (attach) ... This is to get a quick

Close Range Combos (One Low-Health Target)
*where "AA" means "auto attack"
AA ->




AA ->




This is the only way Yuumi can do a "combo" against an enemy. Yuumi should have high health and at least half of her mana before engaging. At the "end" of these combos,

Mid-range Engage Combos



The idea here is to lock down the enemy with Yuumi's ultimate and also to damage enemies with Redemption. Liandry's isn't required for the combo, but Redemption and Yuumi's Ultimate will both trigger Liandry's passive for slow burn damage. This is decent as an engage tool in a group fight.
The first three all have something in common with each other:




















Against


Against











Against






Against









Against



Against champions with healing, like





















Against





Against











Against


Yuumi is harder to play in lower elos, especially in Gold and below (and it may why I'm hardstuck; I'm a one-trick stuck in a low-elo). The reason why is because most ADCs in Iron, Bronze, Silver, and Gold don't understand her kit or how they're supposed to play with her in lane.
Yuumi has less value in low-elo because of this. Yuumi depends on at least one teammate doing well so that you can help carry them. If all of your teammates are suffering, then you are far less likely to contribute to your team as a more aggressive champion could.
Several ADCs in the lower elos have terrible attitudes about Yuumi as well. They don't see the value in the champ, even when she is currently identified as one of the strongest support champions (according to some diamond or higher players, and here I refer to more well-known players such as Bizzleberry, who as of patch 10.16, recently placed her as a B-tier champion, even with the recent nerfs).
Regardless of whether you are in low-elo or high-elo, I would recommend learning a few support champions and learning them well. That's been the general advice from high-elo players anyway.
I don't recommend one-tricking Yuumi in low-elo. Yuumi can soft-carry, but the problem is that your teammates need to know what they're doing, and a lot of low-elo players simply don't. It's possible to break through to Gold IV (as I have done) playing *only* Yuumi (and I'm sure there are others who have gotten higher than that). I'm sure it's possible to hit even Plat or Diamond doing this. But I think there's a magical point where Yuumi starts doing much better with her teammates. It's probably around Gold 2 or Gold 1.
Gold 4 isn't that point. In this elo, you will still randomly get silver or bronze teammates who have no idea what they're doing.
In contrast to lower-elo players, once players start hitting Platinum, Diamond, or higher, these players tend to be far more skilled and they tend to recognize what Yuumi actually does in lane.
Pre-patch-10.15, Yuumi had a ban rate somewhere around 50% to 70% in higher elos. She was just that strong. And the reason why is because they recognized her for what she was... She was very strong, and still is. Her ability to soft-carry a hyper-carry champion like

I'd strongly recommend watching Bizzleberry's Twitch Channel for looking at climbing as a support.
Tip 1: Your attitude matters. Don't ban Yuumi in champ select if your support hovers over the champion.
If your support wants to choose Yuumi as a teammate, and if you decide to ban Yuumi, recognize that this is a reportable offense. You're griefing your teammate in champ select before the game has begun. Some players, like me, are one-trick-ponies. It's reportable as a form of hostage-holding or general toxicity. Even if you don't want to face a Yuumi as an opponent, recognize that you're sabotaging your own lane and your own team -- and you're undermining your teammate's intended pick.
It doesn't matter who's picking what. Avoid banning a person's intended champ if they've hovered over it. Otherwise, you risk getting reported, and you're setting your teammates up to have a bad mood, which will not help you win your lane, or the game.
Tip 2: If your teammate picks Yuumi, change your summoner spells!
The most aggravating thing about ADCs that I encounter very frequently is that, for some reason, it's permanently stuck in their head that they have to take


Although Yuumi can take Flash (yes, it is very viable), she doesn't need to. Yuumi's act of taking


My major complaint is that the majority of ADCs take










If you're not fighting against a CC champion like those mentioned above, you can choose to take



Also be smart and proactive. If your Yuumi doesn't immediately react to your summon spells, quickly ask the Yuumi player to take Heal for you. Yuumi is already a healer with



Also, what if you chose to bring


Moreover, She already has


There's also the age-old problem of an enemy's







Yuumi's mobility will also theoretically make it harder for the enemy to keep track of the ignite and where they need to apply Grievous Wounds.
Swapping the summoner spells will give you an advantage with Yuumi in lane. Yuumi generally doesn't need Flash because, when you flash and if she's attached, she'll generally stay attached and move with you. Moreover, Barrier + Heal is a more effective defense than Heal on its own. Allowing your Yuumi partner to carry heal will make both of you stronger in lane.
Think about counter items against your opponents.




Tip 3: Learn positioning and learn Yuumi's Q and W ranges.
Positioning is everything in combat. You may be used to your own positioning, but when you're working with a Yuumi player, your positioning in lane matters significantly to Yuumi's ability to hit the enemy champions.
Whenever Yuumi uses her Q,

Also, do not stand in the middle of enemy minion waves, unless you're trying to protect yourself from hook champions like





Whenever Yuumi uses her Q, stand in a position where Yuumi can reach her opponents with her spells. If you stand too far back, the enemy will take control of the minion waves, and they've already won the lane.
Tip 3, extension: While positioning for Yuumi's abilities is important, keep your health meter in mind and keep Yuumi's mana meter in mind.
Tip 4: Don't give up and stand by the turret and complain about how you lost lane if you didn't take any actions to help secure it.
This ties into the discussion above. I've seen ADCs shut down just because they think Yuumi is a terrible champion. Instead of trying to CS the minions, some ADCs give up immediately before the lane has actually been lost. Fight to gain control of the minion waves and fight to control the lane.
Tip 5: Stand within a Flash range of Yuumi and to your other teammates. Yuumi's W range is about the distance of a Flash or Ignite spell. Standing close to your teammates will allow Yuumi to jump between allies easily. Learn Yuumi's W range and learn to stay close to her. Yuumi is very much like

Tip 6: Yuumi doesn't usually build boots. You usually are Yuumi's boots. If you and Yuumi back at the same time, wait for the Yuumi player to attach to you before you leave the base. If you don't, Yuumi will usually lag behind and won't arrive to lane in time.
Tip 7: Yuumi doesn't make you invincible. Don't tower dive when Yuumi is attached to you.
Tower diving is a huge risk, and Yuumi is fragile. The reason I die in lane most of the time is because the ADC thinks he/she is invincible as long as Yuumi is attached. Yuumi is fragile and she can barely handle two tower shots, and ADCs are fragile, too. Don't make the mistake of tower diving when you don't need to. Don't make ridiculous plays by trying to force a fragile Yuumi into a tower dive. Tanks are better for that role.
Tip 8: Yuumi has cooldowns like any other champion.
This ties into the same discussion above. Yuumi has long cooldowns for her


Tip 9: Yuumi's

Yuumi's


Tip 10: Some Yuumi players prefer AP builds instead of healing builds.
Most Yuumis will build Athene's Unholy Grail, but watch if the Yuumi player builds a



Tip 11: Yuumi WILL hop off to auto-attack and proc

Because Yuumi's

Tip 12: Yuumi isn't just a healbot. She's a champion, and a player is playing that champion, and moving from ally to ally, making decisions to try to help win the game.
Yuumi is fickle. To support her allies, sometimes she needs to jump from champion to champion. If the Yuumi player has decided to move to a different champion, there's always a reason for it. Sometimes it's for surviving, sometimes it's for warding, sometimes it's to heal an ally who's injured.
A good Yuumi player knows when a teammate is going to die and when she will not be able to save them. If an assassin on the enemy team is fed, and if you get targeted by that assassin, there's little she can do to help you live. Burst damage is still burst damage, and she can't shield and heal everything.
Tip 13: Sometimes, you're the carry. Sometimes, you're not.
Yuumi is like any other support champion. Her goal is to choose to support an ally champion, and sometimes, that means supporting the strongest person on the team. Sometimes, that's not you. It's not personal, the Yuumi player is just trying to help the team win the game.
Hopefully, this had some useful information to some players out there. Good luck in your games!
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