Yuumi Is Not Weak, This Is What Yuumi Newbies Are Doing Wrong

A Latte Deaths·5/16/2019, 7:31:20 PM·8 votes·9,024 views

I've noticed it's a pretty widely accepted opinion that Yuumi is weak, but she absolutely is not. Even her laning isn't terribly weak once you get the hang of it.

Here are some really quick tips for new Yuumi players. Please note that these are GENERAL guidelines and some matches or situations will vary. This is pretty basic but it should help those who are super new to her.

Champion Select - Yuumi works best with mobile teams and ADCs. Yuumi is not a good first pick or one trick. When playing her in ranked, please use her primarily as a pocket pick. Yuumi's kit allows her to skip on flash and opens up a slot for a summoner spell that's better in fights. You MUST skip out on flash if you're wanting to go even in 2v2 fights early on. In the future you can tell your ADC to go TP or barrier while you take heal+exhaust/ignite, but for now while Yuumi is new, don't ask your ADC to switch the summoner spells that they're comfortable with: just go exhaust+ignite.

Passive - Your passive shield is what will allow your ADC to go even in lane. It is legitimately the ONLY way for Yuumi's ADC to go even. If you don't make use of it, you will lose HARD. ANY time your shield has been broken and your passive is off cooldown, your NUMBER ONE priority is proccing your passive and getting that shield on your ADC. To do this safely, only attempt to proc your passive while you have your W up so you can instantly go back to your ADC. Against a champion with a hard CC that will kill you if you get hit by it (Morg Q, Lux Q, Blitz Q, etc.) pop back to your ADC with W the INSTANT you see them casting anything if you're not confident you can dodge/there are no minions in front of you. It's worth missing out on your passive for the next couple seconds while your W recharges for them to waste their mana and CDs.

Q - Only Q while attached. Literally do not cast this unless you're attached. Q every time it's off cooldown, but make sure you ALWAYS keep enough mana for another Q and 2 charges of your E in the event of a gank. Out of lane, pretty much just always have a Q roaming around in unwarded bushes as a scouting tool. There's really no reason not to just always have one out when it's off CD. Out of lane, spam your Q anytime you see an enemy in order to stack your Athene's.

W - Not much to say about this ability honestly. I'll just list times when you want to detach. Assume if none of these conditions apply, you should be attached. -You're helping your ADC push. Please detach and help your ADC push with autos when they're trying to shove. -Your ADC is taking a turret. Help your ADC take towers and get spellthief procs. -You need to proc your passive. -Your ally is going the wrong way. This may seem obvious, but sometimes it's easy to forget you can move on your own later on in the game. If you see a fight you need to be at and the player you are attached to is not walking there, please detach and walk to the fight yourself. Same for if you need to ward an area and your ally isnt walking close enough to it. Just detach for a second and place the ward instead of spam pinging your ally to go there. One last thing to note is that you should only detach when your W is off cooldown. It's your only escape and it's too dangerous in and out of lane to detach without your W immediately ready. This is especially true when you're trying to proc your passive.

E - In lane, only use this if your ADC is below 50% health. I've seen Yuumis use their heals to top off their ADC in lane, and that's a massive waste of mana. Never use your heal on yourself unless you're below 30% health or need a speed boost. You shouldn't even be getting down below 50% health in the first place. Out of lane, use this anytime you have 2 charges in order to speed your ally up so they can get where they're going faster. It's a waste to leave it capped at 2 charges unless you know a fight is imminent.

R - Late game this is a low CD and should be used generously. Whether it's to peel for your ADC or to help engage . Please keep in mind you can E and W while this is active. If one player moves you out of position while ulting, W to your next best target.

Max order - ~~If you build coin, max W. If you build spellthief's max Q. ~~ Max Q at all times. ~~Whatever you decide to max, generally I'd say it's best to just alternate points in the remaining two abilities once you've finished maxing your primary ability. ~~ Max E second. Alternating points in the remaining two abilities isn't terrible, but the CDR you get from leveling E is too important.

Rune Setup 1 - Aery, manaflow, absolute focus (!), gathering storm Magical footwear, future's market

This is my primary enchanter build. Absolute focus is great on Yuumi because you pretty much never lose HP and therefore increases the stats your W gives allies. I take scorch into lanes I can poke out, and gathering storm into lanes that I'm planning on going even in. Magical footwear is good because Yuumi doesn't need early boots like other supports do, and future's market is great because Yuumi is a relatively underwhelming support until she buys Athene's, so you need that ASAP. On the flipside, if you dont want future's market you can go the 5% CDR rune which is good because you have two very effective summoner spells and getting them up faster is pretty sweet.

Rune Setup 2 - Guardian, font of life, second wind/bone plating, revitalize. Absolute focus, gathering storm.

Pretty self explanatory. I havent personally tried it but it's supposedly pretty good into certain comps.

Core Items: -Spellthief's into low sustain, coin into high sustain. -Athene's. Rush this item every match. It's pretty much the only item I'd say is absolutely core. I usually get between 5k-8k healing with Athene's alone. It's actually insane how good this item is on Yuumi. With the 2 charges on her E, you can almost instantly get two fully stacked Athene's heals off just your ult if you space the heals out about a second.

That's really the only core item. Mikael's is also really good vs heavy CC comps. Due to the fact that you can't run away on your own, it gives both the ally you're attached to AND you an escape. Zeke's may be good but I havent personally tested it. I feel like any item with defensive stats are sort of wasted on Yuumi because you will be invulnerable most of the game anyway.

Oh yeah, and don't get upgraded boots please.

Thanks.

43 Comments

shadowhunter44445/18/2019, 2:21:24 AM4 votes

A good detailed analysis. I'll put in my own two cents, most of which agrees with OP. In laning, against someone like Thresh, detach when w is off cooldown to fish for a passive proc and to bait out abilities. When you see the hook coming jump back immediately. Use q as much as you can, the poke is good to have. The basic pattern is w --> q --> detach --> proc passive --> repeat. If your heal is down and a skillshot would spell death for your adc, you can hop off and tank it, then hop back on for the escape.

Later in the game, you mostly want to attach to a mobile bruiser or adc with decent range. Your job is to make sure no one dies over extended fights. In a fast, comitted fight you're pretty much just a heal bot with some cc, so jump to whoever is low and hit that e button like there's no tomorrow. Use e whenever someone drops below 50%, but try to make sure have 2 charges going into a teamfight to keep whomever gets focused alive as long as possible. If you get into a teamfight with 0-1 charges, you don't contribute much.

Build item 3174 first, then I like to finish item 3092 and buy item 3158. This is a point where I disagree with OP -- not having move speed when you need to cross some space yourself to move to a different target is bad, as later in the game you want to spend as little time as possible exposed. After that I currently go item 3116 then item 3107. The HP lets you take one or two non-cc hits while if your buddy dies, but mostly is wasted. However, the empowered heals and shields speak for themselves, and the extra slow on your q is huge for catching people out/cleaning up stragglers. After that I finish with item 3089, as you pretty much have all the stats you need, may as well make your chip damage a little more meaningful. I'm still experimenting with items, so I don't know how optimal this is but it has worked for me.

Yuumi is not super strong, but she isn't super weak either. The new buffs were huge and put her in a healthy place. She is way, way better if you are able to communicate with your allies -- far better in premades than solo queue. She is already one of my favorite champions to play, and I give huge props to Riot for making a champion who is fun without being toxic.

BladeSteel5/16/2019, 7:34:54 PM4 votes

You know they buffed her right? Like yesterday?

Kazekiba5/16/2019, 8:33:55 PM3 votes

Favoriting this. Solid advice, well said!!

ZenaSpiritdragon5/18/2019, 6:48:20 PM2 votes

I've been loving playing her with Glacial Augment/Twin Shadows. They'll never escape! I've also had good success playing her with MF, or playing MF with a Yuumi supp. There's definitely some ADCs that she's painful to play with tho.

Illabethe5/18/2019, 2:58:17 AM2 votes

You are not correct.

Yuumi players are generally playing her correct. What is NOT correct is how her TEAM is playing.

I just had a 22/5 domination game turn into a loss, because team literally dragged it out, even after we destroyed 2 of their inhibitors. Hec went a troll build with Stoneplate + Iceborne. Top Urgot literally ended game with 2700 LESS gold than me as Yuumi.

MF ADC afk farmed top entire game after we dominated lane.

Lissandra mid practically began int diving Udyr/Riven.

They literally inted 4 fights in a row.

This is what's happening EVERY game. People run around like chickens, and believe they are solo carries.

In reality: They are bad solo carries playing on teams that usually have a hypercarry support. They're used to casually winning without doing their jobs. They don't play as a team, and instead play lottery.

Riot introduces a champ that does well with team play.

Other players continue to play yolo Solo carry. Other players create feed fest (even in won games) Other players scale less, lose, and blame Yuumi.

Hollow Emerald5/18/2019, 6:36:56 AM2 votes

Honestly it sounds like "Play this champ that requires a massive amount of work with horrid ap scaling, two shot by every ability in the game, and horrid base damage and mana, or just play literally any other support, even a galio support, hell even Heim support, and have an easier, more fun, less stressful experience with a higher chance to win, and the ability to actually defend yourself if everything goes to shit, you can also do damage." I've gone 8-2-14 on Yuumi and gotten an S, and honestly it was a lot of work, I honestly don't think we would've even won if it wasn't for Olaf ulting when I did.

KingVKB125/18/2019, 4:42:34 AM1 votes

The only concern for me about Yummi is she too weak solo, but with at least one other teammate, I think she can be op

Tiger585/18/2019, 7:03:31 AM1 votes

I can confirm Zeke's is good if your ADC is high damage (or you have a dps ad solo laner) and if those conditions aren't met don't play Yuumi in the first place

TheXXXorcist5/19/2019, 4:12:54 AM1 votes

Lol cool down boots op on yuumi don’t ever say never upgrade boots.

Also yuumi can be aggressive and defensive better than most healers imo if you play her right. Right now it’s a lot of people learning and testing give it time.

Longtowel5/22/2019, 12:07:48 PM1 votes

been playin yuumi in lower elo.

Is fun!

Shes actually pretty good once you get the hang of it. Her Q hurts quite a bit once u get a few levels onto it, and at times difficult to dodge if you learn to hide your projectile in walls and bushes. In lane, if ur adc learns to walk up a bit when u Q, its very hard to get away from it because u just keep chasin, until it hits. The heal isn't the biggest, but using both stacks at the same time is a pretty hefty heal, and the movement speed can often get your adc out of a skillshot if u time it right.

detaching to tank skillshots, confuse enemies, or simply to add some extra damage takes some getting used to, but could really help in a pinch. No matter how low u get as yuumi, as long as u stay alive, you will always be in the fight. This is important, use your health pool as a resource, learn to take hits, and attaching back onto ur adc once u are low.

Early game the stats on ur W are tiny, u can ignore it. But later on, it can make quite a difference, especially if u built ap. The ult is especially good when ur on a bruiser, or someone mobile. Yuumi is still new so ppl often dont expect her to jump from the adc to the frontline garen and ulting, this has netted quite a few kills.

Yuumi is very good in smaller skirmishes and chases. Her slow on the Q is really big if u put a few levels in, and coupled with the speed on the heal, u can really help someone chase. just remember not to use her q in a straight line, make sure u get the 1 second wind up, more dmg, more slow.

ppl often forget they are fighting two ppl, and in a chaotic teamfight, u can oftne land ur Q onto an unsuspecting target like an adc or a mage, and if ur team is smart they can switch targets and turn the fight around.

Unlike other enchanters and big healers, yuumi can usually stay in the fight until the very end. She doesnt bring the most power or presence, but her dmg, slow, heals and cc adds up in a long fight, and is often unnoticed by the enemy. While soraka brings big heals, she is often targeted, and very vulnerable against assassins and face dives.

But yuumi will ALWAYS be able to get her heals off. u cant stop yuumi from doing what she wants to do, u literally have to kill the entire team before u get to yuumi.

this flyin cat is fun, well balanced and very satisfyin to play, and she really encourages team based thinkin. what a great champ.

koshi425/29/2019, 4:25:05 PM1 votes

I feel there is definitely a misconception that yuumi is an "afk resident sleeper" champ, but I would argue the opposite, because she is untargetable, this actually allows her to focus on insane micro-play, and also because she can jump in and out of her allies with virtually no cd, she can weave in auto-attacks to allow for a touch of extra damage in fights, one cool interaction is that because her passive shield does not expire once procced, she can get the shield and keep re-applying ardent to teammates via W indefinitely. I also think that RapidFire cannon item 3094 could be an interesting final item, giving her much safer and more reliable procs. in addition, because of her super low max HP, she can actually gain insane value from precision as a secondary rune choice. AERY>MANAFLOW>TRANSCENDENCE>GATHERING STORM PRESENCE OF MIND>CUT DOWN this setup gives some insane ultimate cd, and cut down always grants her bonus damage since she has the lowest hp in the game. my final build looks like this item 3092 item 3174 item 3504 item 3107 item 3157 item 3094 I tend not to build boots since to me it feels like a poor attempt to make up for her weaknesses instead of min-maxing for healing and team damage.

DF Rezo06/22/2019, 2:32:09 AM1 votes

Why would you waste your money on upgrading that blue thing to the last item? item 3098 Cooldown boots for what exactly? You don't need cdr at all on yuumi. Get Presence of mind in precision. I mean..You need cooldown but you don't have to get the boots. item 3020 This thing out performs it.

My build is always item 3174 item 3165 item 3020. This is everything yuumi needs. Stuff like rylais or redemption is borderline useless. The percentage heal will do you absolutely nothing. Just spam Q and heal with athenes. Money is better spent on AP. Not to mention the fact that the amount of adaptive force you give other people is based on YOUR ap. Getting redempion instead of more AP is a waste of money. Easier to max out your athene with more ap too. 1 Q vs multiple.

Just go full ap and spam Q. Athene keeps your hp and mana full. Presence of mind refills your mana so just kill em is the strat. If ur doing well, and not dieing much, get item 3041

MY Yuumi Yuumi build: item 3098 item 3174 item 3020 item 3165 This item 3041 or item 3285 Last item. item 3089

Usefull items: item 3504 item 3905

The strat: Proc passive when you can without taking too much risk. Spam Q. Kill em. Free elo. Just read OP's post. Spam Q and kill em is important though.

Edit: The runes: Comet because its way better than aerie. As mentioned before you don't need more healing. A tiny amount of heal boost doesnt make a difference.

Manaflow band for free max mana. you can almost max this on your first back.Also the other 2 suck.

Absolute focus. More ap means more damage, you are always full hp, if not jump off your adc and heal urself once.

Scorch, more damage is always a good thing. The last sorcery rune is kinda optional, I feel like gathering storm could be insane, but the problem is, it takes too long to actually be worth taking it.

I mean, you could get 2-3 kills and get ahead with scorch and have potential first blood, with gathering storm you don't get anything until 10 min. its not until 20 min gathering storm outperforms scorch. Which at that point most games are decided. If ur losing you consider FF 15 defeceit will keep growing and ur doomed even if your 24 ap comes online. By a miracle if you manaage to survive. Sure its better with gathering storm. If you are already stomping thanks to scorch you can just buy the ap The argument goes both ways. Decide for yourself.

2nd tree is Precison. Presence of mind and cutdown. Cutdown is basicly made for Yuumi. And presence of mind keeps your mana full aslong as you are getting assist which isnt even hard, just sit on someone and you get asist lol.

Offense is the best defense. Kill em before they kill you, or atleast prevent them from killing you by poking them down to danger zone. If they are low hp they won't all in. Thats why you take everything damage related instead of utility.

123girr6/30/2019, 10:36:35 PM1 votes

I know I'm a little late to the bandwagon, but I've been getting really good at Yuumi, she is practically my main now.

I just have to say that, yes, she does scale well with mobile champs, but she can also scale really well with or against other champs.

With MissFortune While MF does move pretty quickly, the synergy here actually comes more from the two ults being chained together. If you can communicate well with your ADC and manage to catch the opposing lane in your ult, MF can do massive damage with hers, since they are stuck. It's pretty easy to type a quick "ult" in chat, as you don't really need to worry about stopping to do so, but even so, I would recommend being in a voice chat were possible. This is probably one of my favorite synergies.

With Draven Draven is a great synergy because of your W passive. Normally, Draven likes to build massive damage, and you can help him with that by building massive damage. He gives you a lot of AP, and you give him a lot of AD. Your heal is very useful for keeping him in lane, especially if you can take guardian and he takes Fleet Footwork. Guardian will allow him to get in and win a good trade, while Fleet Footwork will allow him to heal more and retreat fairly quickly. The amount of shields and healing you will be doing is gross, but very useful.

With Twitch Although a lot harder than a lot of the champions listed before, Twitch can be a very useful Synergy, but you HAVE to communicate well. I would say this mostly falls under a mobility Synergy, but you can do a lot more with it because of his invisibility. While you are attached to an invisible Twitch, you are invisible as well. This can make for a lot of good, unexpected, 3-4 man ganks. On top of that, if you are able to land your q, Twitch can follow up with a good W, making for a massive slow. His ult is also a really good combo with yours, as you snare the entire team, he can follow up with really good damage with his ult penetrating each one of them. As I mentioned, you HAVE to communicate well with your ADC for this synergy, because if you are not on the same page, throwing out a Q instantly gives away your position and puts you both in a bad spot. You can also end up wasting a lot of ults if he doesn't follow up with his.

Against Pyke A lot of people see pull champions as a good counter to Yuumi, but the only one I've really had trouble with is Blitzcrank. It's really fun to mess with an enemy Pyke by intentionally going in a bad spot and watching him waste his Q as you jump back to your ADC. To put a cherry on top of this cheese, your W does not cost any mana, while his Q is one of his more expensive spells, and has a very long cool down. You are usually safe from actually getting pulled, since his q has a very long charge up time, and initially doesn't even pull you, just does a bit of damage. He becomes an easy target to poke, since he is always trying to get around minions to pull your adc into a bad situation. If you play it correctly, you can prevent him from healing as well by warding everything. Assuming that he does not target you, abuse his negligence and just constantly auto attack him. He will get lower than you might think, plus it gives you a nice shield.

Just a few ideas that fall outside the normal scope of Synergy/Counter picks that I see. They can be overlooked, but Yuumi has a lot of synergy with more champions than most give her credit for. A lot of it comes back to communication.

If you are expecting to play a laid back lane, don't pick Yuumi. Being attached to your ADC just makes them the target, since they have nothing else to shoot at. You have to be on your toes, constantly watching the map, looking for the right opportunities to pounce off of your ADC and snag a quick shield and above all, knowing who to be attached to (or if you should be attached at all) in each situation. It can be really frustrating as an ADC if your Yuumi isn't doing much, because your lane will just start to walk all over you.

Last tip, watch your team mates, not the enemy team or yourself. Since Yuumi is all about assisting from a standpoint where she can't be targeted, your team's health bars are far more important than your own, or the enemies. Glance over occasionally to see if it's a good time to ult, but mostly look for opportunities to jump to a team mate and shield/heal them.

Malix Farwin5/16/2019, 9:42:36 PM1 votes

Agree with everything but the pocket pick statement purely because that can apply to every champion but S tier ones. Also i think its far too early for statements like "she is not designed to be one tricked".

NaughtyWord5/16/2019, 9:48:33 PM1 votes

Maybe it's the ADC's I play, but I'm very not impressed with Yuumi at all.

Sivir Ashe and every so often MissFortune

Jorencice5/16/2019, 9:52:09 PM1 votes

Sounds like a lot of work just to not immediately lose lane.

Which means she underpowered.

She needs some serious number tuning.

NTrumpWeTrust5/16/2019, 10:21:43 PM1 votes

Why are people acting like she's the lee sin of supports? lol. Once you realize how limited you are while attached, she's actually quite straightforward and playing her optimally AT BEST puts you on par with other low tier enchanters. There's not some 200 IQ strat we're all missing here, she's just bad, it's that simple.

Also can these "guides" stop telling people to not build boots? You need boots to ward and clear vision effectively, buy fucking boots.

TwitchInMyPants5/16/2019, 11:11:28 PM1 votes

This is good advice and I think Yuumi's kit has some potential with the utility on Q/E/R, but I don't think this champion is going to do well without more buffs and people's concerns are valid. I've been going over her math compared to other supports in multiple threads and it doesn't look good. I'll just cover some of the stuff in this post.

(On the topic of E scaling) "Just saying she's only getting 10% Ap ratio and that can multiply up to a measly 30% if your current HP is insanely low. 10-30% AP is weak as hell when you consider other champions don't have to have the condition of their target being low to have a decent heal. Nami W has 25% consistently, Soraka is a 60% ratio consistently (with hp cost), and Sona is giving a 25% ratio heal, 30% ratio shield. And given the % missing hp thing, Yuumi is most likely going to get 25-30% ratio on the first cast, 15-25% ratio on the second depending on the target's hp and how the hidden math actually calculates it. We're talking 55% at most here and that's assuming the heals aren't doing enough to mitigate the damage, if its healing well we're looking at more a 40% ratio. Which is better than one Nami W, but if you factor Nami W can bounce to another ally she potentially has a 50% ratio on her heal.

Like every time I look at Yuumi's math she's just outclassed by other supports that exist. Riot was way too conservative with her, I guess they assumed her being untargetable would be broken but in reality it often just feels like a 4v5 whenever her cds are off."

Context: https://boards.na.leagueoflegends.com/en/c/general-discussion/A2YWUpNN-quinn-and-yuumi-combo-bot-is-beyond-broken?comment=000200010000

(On the topic of Q damage) "Lulu has 2 waves of 80 damage that can hit the same target and it slows by 80%(slowly decaying) for 2s at around 1000 range

Lux has an E that does 60 damage and sets up a passive proc that will deal about that amount with a big AoE slow at around 1100 range

Janna Q is actually AoE, goes 1700 range, knocks up and deals 60 damage. She also has her W which scales on speed and offers a longer more reliable 24% slow at 55 damage, albeit at 550 range. Yuumi's 60 maximum damage starts looking impressive here, but when you compare utility and reliability Janna is still winning here.

Karma has an 80 damage Q that slows for 1.5 seconds by 25% and can be mantra'd for an additional 25 or 75 damage at 1100 range

Yuumi Q is a max of 1150 range and its range is tied to the adc. All of the comparable abilities here other than Janna W which is the biggest outlier are AoE and do more damage. Lulu and Karma have comparable levels of utility both offering speed boosts and very strong defense steroids. Even Janna who is pure enchanter is doing more damage on basic abilities.

Yuumi's safety is coming from W primarily. Sure 1100 range is fine, but when you consider the range isn't actually from the cast position but your active one your adc is likely going to move backwards after you cast it putting it in the 950-1100 range rather than the 1150 its set up as. And your reward for drifting around the minions with the slow projectile? 60 damage or less with a 1.25s slow.

I will say its a superior slow for value at 40%, so the hotfix is substantial since its not barely 5% more than these other slows... though when you consider Lulu is in the enchanter class and is doing a much superior slow at almost the same range with much superior damage AND has a better safety net with E + R than Yuumi's 2 E's, I have to question why Yuumi Q has such a pathetic reward for taking the risk of casting it from a distance. And if you don't acknowledge it at a risk, I will say as an adc if you're casting it from further than 500 range its very easy to see coming and I can step backwards or sit in the minions where the Q will be forced to drift into one due to its slow projectile speed and predictable curve. Casting it at closer range is the only way to reliably stick this thing and it's going to do much less damage for it, wheras none of the prior supports have this issue."

Context: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/zMEigF76-yuumi-more-like-yuusless-xd?comment=000400000000

TL;DR - Yuumi has pretty bad math compared to typical supports. Her unique strength of W and the big range on R allowing her to reliably root 2-3 people in a fight are the main saving graces of this champion. Q/E really should do more in order to enable this champion to be great rather than a champion that feels like an extra item for the ADC. Even in that context someone like Lulu or Janna almost always does more damage both individually and through buffing their adc.