Yuumi
Support Build, Runes, Items · Patch 26.12
Starting Items
Build Order
Completed Items
Situational Items
Best Matchups
Worst Matchups
Best Synergy
More Synergy
Overview
Yuumi is one of the most unique supports in League of Legends, built entirely around attaching to an allied champion and providing healing, buffs, and crowd control while being untargetable by most abilities. Her passive Friend's Best creates a shield for her attached ally when she casts abilities. Her Q Prowling Projectile fires a slow-moving missile that deals magic damage and slows, upgraded when she remains attached for a moment before casting. Her W You and Me lets her attach to an ally, making her untargetable while sharing her adaptive stats with them. Her E Zoomies heals her attached ally and grants them movement speed and attack speed. Her ultimate Final Chapter fires a series of waves that root enemies hit by three waves. She is not a champion who creates opportunities through her own actions — she amplifies a carry who creates opportunities, and her value scales entirely with the quality of the ally she chooses to stay attached to.
Strengths
- Untargetable while attached to an ally — most abilities and auto attacks cannot hit Yuumi while she is riding a teammate, making her nearly impossible to kill as long as she does not detach
- Revitalize amplifies every heal she casts, meaning her E Zoomies becomes increasingly powerful as the game progresses and items increase her ability power and heal scaling
- Adaptive force sharing through W means her carry gains bonus attack damage or ability power simply from having Yuumi attached, providing passive stat amplification without Yuumi needing to cast anything
- Final Chapter roots enemies through walls and over long distances — unlike most crowd control ultimates it does not require direct vision of the target and can stop multiple enemies chasing a fleeing ally
- Scales extremely well with enchanters items and AP — late game Yuumi with Moonstone and Ardent Censer provides healing and attack speed buffs that make her carry significantly harder to kill
Weaknesses
- Completely dependent on the quality of her carry — a Yuumi on a losing or poorly positioned carry provides no value and cannot independently create any impact on the map regardless of how well she plays
- Very weak early game before items — her heals are small and her Q damage is negligible at low levels, meaning she provides minimal impact in early fights compared to engage or poke supports
- No direct engage or peel outside of ultimate — champions who can dive her carry cannot be directly stopped by Yuumi until Final Chapter is available, making her poor against heavy dive compositions without teammates who can peel
- Detaching from her carry leaves her vulnerable — moving between allies or repositioning without attaching exposes her to instant death from assassins or crowd control that would kill her immediately
- Provides no vision control — she cannot place wards while attached and must detach to ward, creating brief windows of vulnerability every time vision control is needed
Early Game
Yuumi's early game is her weakest phase by a significant margin. Her heals at low levels restore very little health, her Q damage is too small to threaten enemies, and her lack of direct crowd control means she cannot create kill threats independently. The correct early game habit is to stay attached to the ADC almost constantly, throw Q whenever the enemy ADC steps forward into a predictable position, and save E Zoomies specifically for moments when the ADC takes significant damage rather than using it preemptively. Detach only to place wards or when briefly safe to use the passive shield from movement. The most important early game decision is choosing which ally to attach to — attaching to a losing ADC who cannot create opportunities makes Yuumi irrelevant. If the bot lane is losing badly, look for opportunities to roam attached to the jungler or mid laner and provide healing where it has more impact.
Mid Game
Mid game is where Yuumi begins providing meaningful impact if her carry has reached a power spike. With first items online, her E heals for substantially more health and her adaptive force sharing becomes a meaningful stat contribution to a scaling carry. The most important mid game habit is tracking which ally has the highest likelihood of winning a fight and being attached to that ally before the fight begins — switching during a fight is possible but loses healing time. Around Dragon and Rift Herald, attach to the champion who will be doing the most damage in the objective fight and continuously cycle E and Q. Use Final Chapter when multiple enemies are walking into the objective pit in a predictable line — rooting three enemies before a teamfight starts is one of the most fight-winning plays available to Yuumi.
Late Game
Late game is where Yuumi's healing reaches its maximum impact. With Revitalize amplifying every cast of E and multiple enchanter items increasing her ability power, a single Zoomies cast on a full-health carry restores enough health to absorb what would otherwise be lethal burst damage. The fundamental late game rule is to never detach from the primary carry during a teamfight under any circumstances — detaching to avoid a skillshot or reposition exposes Yuumi to instant death and removes all healing from the carry simultaneously. Identify before the fight which carry to attach to — typically the ADC or the champion with the highest damage output — and maintain that attachment for the entire fight. Save Final Chapter for the moment multiple enemies are grouped in a predictable formation rather than using it reactively to stop a single pursuer.
Tips & Tricks
- Prowling Projectile Q deals significantly more damage and slows for longer if you remain still while attached for a brief moment before firing — develop the habit of pausing before Q casts rather than firing immediately after attaching.
- You and Me W passive shares your adaptive force with your attached ally — building ability power items not only increases your healing but also directly increases your carry's damage output, making AP enchanter items doubly valuable on Yuumi.
- Final Chapter's roots require three waves to hit the same enemy — aim it so the waves travel in the direction enemies are moving rather than at their current position, because the time between waves gives them space to walk out of the path.
- Zoomies E can be cast while attached without detaching — use it proactively before your carry takes damage rather than reactively after they have already been burst, because a carry at full health is much easier to keep alive than one at thirty percent.
- The brief moment after detaching before reattaching is your most vulnerable window — never detach in a position where you will be visible to assassins or divers, and always have a target ally within range to reattach to before leaving your current host.
For official ability details and lore, visit the official Yuumi page and the Yuumi Wiki.