How I would change Yuumi to address both her winrate and her brain-dead ease of use.

Metal Janna·1/21/2020, 4:13:35 AM·3 votes·1,933 views

First of all, the E change was almost entirely in the wrong direction. Removing the low-health boost decreased the skill expression, and adding an attack speed boost made it more useful... on auto attackers specifically, at the cost of putting even more of Yuumi's power budget into the ability. Why push Yuumi toward only being useful to the team's auto attackers? The only thing that was good about it was dropping two charges to one. The longer MS boost from using two charges made Yuumi too good at bailing allies out of bad situations, which outshined the healing value and ate up too much of her power budget.

So for E what i'd do is revert it for the most part, but make the heal slightly larger than it was and one charge only. No ASpd boost, no longer duration, and much lower mana cost. The idea is to make E a smaller part of Yuumi's power budget. Something like 25% instead of 40%.

For Q, the reason given for the repeated nerfs was that the reliable slow from an untargetable enemy were just too overbearing. Fair enough. So what if we allow Yuumi to have her slow, but NOT on the reliable "homing" form of her Q? I propose Q be split into two separate abilities: Prowling projectile (same as it is now, but with no slow at all) and The Cat's Meow (unattached form).

The Cat's Meow would deal damage, but also apply a debuff similar to a mashup of the Font of Life rune and Ashe's Frost Shot passive. It slows the target by 10%+8% per rank for 1.5 seconds, rapidly decaying over its duration, but refreshes every time an ally that Yuumi was recently on damages the target. Mana cost (both forms of Q) reduced to 70.

There, now the balance team has more levers (the numbers on Cat's Meow) to pull to put Yuumi somewhere near 50% WR, Yuumi has another reason to hop off her carry, her opponents get more chances to catch her out, and Q is no longer a measly 5% of her power budget.

W also should receive a rebalancing of power budget, but within the ability. It should have the same power overall. The nerf: W shares zero flat stats. The buff: The duration of W's lockout should be dependant on the duration of the CC that triggers it. Yuumi does need to be easier to catch, but not any-cc-is-Dark Binding-but-better easy. Make it 100% of the CC's duration tacked onto the end of the CC. That way a rank 3 Dark Binding (2.5 seconds) still locks Yuumi down for a good 5.25 seconds (guaranteed death if she isn't ignored) but a 0.5 second displacement only prevents her from jumping to an ally for 1.25 seconds (remember that there's still a 0.25 second channel on W). Net effect: Yuumi is more slippery against champions with little catching CC, but also gives less passive power to whatever champion she is on. Thus, Yuumi becomes less of a stat-stick, and more of a skill-check.

For passive, it's good as it is. Only thing I might change is the auto attack being hitscan instead of a projectile. Just... why is that even a thing?

Finally, how about exchanging some HP for MS? Yes she should absolutely die if caught out alone, but the opponent should have to land some CC to do it, even if it's just a slow. Her movement speed shouldn't be so low that the very fact of being alone means she's automatically caught out. How is she supposed to do a support's primary duty (warding) if she can never leave her carries without being run down and killed by literally anyone on the enemy team?

Feedback is both welcome and solicited, even if it's just on one specific proposed change. I want to know which ideas you liked/hated the most. The thing I hate most about putting the effort into making a comprehensive post like this isn't receiving negative feedback - it's not receiving feedback at all and the thread dies in new. Like, I understand that if it's too comprehensive it doesn't seem worthwhile to compose a reply, seeing as it would take an equally long time to address everything - but that's why i'm soliciting feedback on any part of the post. I'm not asking for an hour of your time, just five minutes!

12 Comments

Paroe1/21/2020, 5:17:51 AM3 votes

So for E what i'd do is revert it for the most part, but make the heal slightly larger than it was and one charge only. No ASpd boost, no longer duration, and much lower mana cost. The idea is to make E a smaller part of Yuumi's power budget. Something like 25% instead of 40%.

Im going to start off with: What you suggest will not solve and instead will exacerbate problems. The current E is fine as it is numbers wise but we do need to keep the ASP in her kit. Drastic changes in Yuumis current state will not help her ACTUAL problem which is community perception of her being braindead strong - fact of the matter is Yuumi is not braindead much like sona and soraka arent. People who perpetuate that claim dont understand the champion, period.

The Cat's Meow would deal damage, but also apply a debuff similar to a mashup of the Font of Life rune and Ashe's Frost Shot passive. It slows the target by 10%+8% per rank for 1.5 seconds, rapidly decaying over its duration, but refreshes every time an ally that Yuumi was recently on damages the target. Mana cost (both forms of Q) reduced to 70.

The problem with this is, entirely, that CC which you cant deal with is super frustrating to play with. Yuumi shouldnt have a slow on her Q, or deal damage really, because its very frustrating and easy for players to home in on as a "hate button".

It seems like a wierd mashup of a slow and my idea from the same thread you spawned this from.

For passive, it's good as it is. Only thing I might change is the auto attack being hitscan instead of a projectile. Just... why is that even a thing?

You are so wrong in that her passive is good as it is. Laning phase it can be useful against docile, punani opponents but ANY form of aggression and you WILL get caught out and probably killed because youre so squishy. Her passive, and her Q, need to changed and her E needs its ASP buff moved onto somewhere else.


Passive: Book, mark!; Yuumi's Damaging abilities cause book to mark an enemy for 3 seconds, Allies who attack marked enemies refresh the mark. Enemies marked by book are revealed and allies recover 0.1AP HP on hit.

Q: Mana cost reduced to 40/50/60/70/80 Q: While tethered: No longer deals damage, duration is increased to three seconds, triggers spell effects (1 pity damage, like trundle pillar), and gives her carry 25 / 30 / 35 / 40 / 45%+5% per 100AP attack speed for 3 seconds.

Q: While untethered: Deals 80/120/160/200/240+0.8AP magic damage to the first enemy hit and slows them by 30+10% per 100AP.

W:** Lockout on CC is now effected by cooldown reduction.**

E: Attack speed removed, and put on her Q

As far as changes go, i feel this set of suggestion is far better at both solving the issues at hand and reducing enemy perceived frustration. Rewarding Yuumi for landing skill shots throughout the game will give her both a better game feel and make it so she can support the team in a limited fashion depending on her itemization.


The main issues with Yuumi are the fact she can do non-ultimate damage while tethered and her passive is useless if the enemy is any form of aggressive. Solving those issues without introducing more frustration is a difficult task, because slows and damage without risk are no goes due to enemy frustration being abnormally high from public perception of her.

Yuumi will always be, for many people, a "failure of a concept" much like Akali. When shes strong (lol, shes not a strong champion unless her carry is...), people will hate her because she exists and not for any factual reasons.

Leafy032/9/2020, 10:44:02 PM2 votes

I never really post anything so sorry if it's too late of a response, but here goes. Back a while ago EA had their own MOBA called Dawngate that had a champion similar to Yuumi. That "Champion" had a passive that made her take a portion of the damage dealt to the character in exchange for being untargetable. I would propose that as a change to Yuumi's W. I'm not really sure what a good ratio would be, but for example let's say the champion Yuumi is on takes 70% of all damage received and Yuumi takes the remaining 20% as true damage. (As not to build resistances and become unkillable.) That would allow Yuumi to be able to jump back and forth like she is supposed to, but not be truly invincible. This would also allow for her to get some health buffs making traveling outside of a person or trying to proc her passive not a complete waste of time. With her invincibility problem solved, Riot can be free to put a little power back into her kit since she can still receive damage inside someone. This is just an Idea if anyone has any feedback I'd like to hear it.

iIIiiiIlIIiiiiil1/21/2020, 8:56:01 PM1 votes

Yuumi is Unplayable. Her E cost more then her ULT and she has an insane CD on her abilities and basically goes oom VERY fast making her just a walking ward.

Kroda131/22/2020, 11:43:18 PM1 votes

Delete her cats are dumb