15 Nov 2024 Wild Rift: YUUMI - Build Guide (Items, Runes, COMBOS, SKILLS ORDER)
NERF
50 (3.64) | 530 (95) | 11 (0.7) |
0.8 (0.004) | 435 (49) | 15 (1.3) |
340 (0) | 37 (3.9) | 35 (0.85) |
175 (0) |
Support YUUMI's Build items and runes for LoL Wild Rift
Ancient Coin
Kill enemy minions to earn bonus gold
This item is for support players. When equipped, it will reduce the gold you receive from killing minions and monsters. If there are multiples of this item within the party, only one of them can take effect at any given time.
Offering: Gains 1 charge(s) every 30 seconds (up to 3 times). When a teammate is nearby, each surrounding minion defeated consumes 1 charges to grant 65 gold and restore 20-80 Health.
You do not earn gold generated from minion kills, but you earn gold equal to 50% of the bounty. Gold generated from your minion kills will be given to nearby allies instead.
Also reduces monster bounties by 50%.
Deal 1 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
Mission: This item upgrades to Talisman of Ascension After obtaining Earn 750 gold.
500
Talisman of Ascension
Kill enemy minions to earn bonus gold
+125 Max Health
+15 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
0
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Ardent Censer
Increases allies Attack Speed
+250 Max Health
+55 Ability Power
+20 Ability Haste
Ardent: +5% Move Speed.
Censer: When you heal or shield, an allied champion other than yourself, they gain 10-40% Attack Speed and their attacks deal 20-40 bonus magic damage. for 6 seconds.
2800
Ardent Censer TIPS: Amplifies the power of healing and shielding abilities. When you have a hyper-carry ADC or an auto-attack based champion on your team; multiple champions with healing or shielding abilities on your team.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-390 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds.
500
Locket Enchant TIPS: Is great on tanks who are good in team fights.
Veil Enchant
Block an ability for an ally
Veil (Active): Grant a spell shield to a nearby ally for 3 seconds, blocking the next hostile ability. (45s Cooldown)
500
Hextech Zeke's Convergence
Boosts allies Attack Damage
+40 Armor
+350 Max Health
+150 Max Mana
+15 Ability Haste
Harbinger: Casting your ultimate surrounds you with a blizzard and ignites a nearby ally's attacks for 10 seconds. Your blizzard deals a maximum of 630–1050 damage, slows enemies by 35% and leaves a trail behind you. Allied champions on the trail gain 55 bonus Movement Speed for 1 second. (30s Cooldown)
2700
Hextech Zeke's Convergence TIPS: Pick up Zeke's Convergence on champions with lots of CC.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 50% for 1.5s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 100 Health (90–390 ) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 1 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 110s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380 ) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Talisman of Ascension
Kill enemy minions to earn bonus gold
+125 Max Health
+15 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
0
Ardent Censer
Increases allies Attack Speed
+250 Max Health
+55 Ability Power
+20 Ability Haste
Ardent: +5% Move Speed.
Censer: When you heal or shield, an allied champion other than yourself, they gain 10-40% Attack Speed and their attacks deal 20-40 bonus magic damage. for 6 seconds.
2800
Ardent Censer TIPS: Amplifies the power of healing and shielding abilities. When you have a hyper-carry ADC or an auto-attack based champion on your team; multiple champions with healing or shielding abilities on your team.
Harmonic Echo
Abilities grant healing effects
+75 Ability Power
+300 Max Mana
+10 Ability Haste
Harmonic Echo: Moving and casting abilities builds Harmony. At 100 Harmony your next healing or shielding ability on an ally other than yourself restores Health equal to 130 (+ 10% AP ) to your target and up to 3 nearby allied champions. Every 10 Ability Haste you have increases healing by 3%.
3000
Harmonic Echo TIPS: Greatly increases healing for allies. Stay on the move!
Staff of Flowing Water
Enhance allies Ability Power and Ability Haste
+65 Ability Power
+350 Max Mana
+15 Ability Haste
Rapids: Healing or shielding an ally grants you both +20 Ability Haste and 20-40 (based on target's level) Ability Power for 6 seconds.
2500
Staff of Flowing Water TIPS: Good for champions who have healing or shielding abilities.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+55 Ability Power
+45 Move Speed.
+150% Mana Regeneration
Magic Break: +8% Magic Penetration.
1400
Talisman of Ascension
Kill enemy minions to earn bonus gold
+125 Max Health
+15 Ability Haste
Every 60 seconds, gains 75 gold and 1 stacks of soulforce (up to 10 stacks). Each stack of soulforce grants 25 Health, 2 Attack Damage, or 4 Ability Power (Adaptive).
Deal 2 more damage to Sight Wards revealed by Sweeping Lens, Control Ward, and Scryer's Bloom.
0
Ardent Censer
Increases allies Attack Speed
+250 Max Health
+55 Ability Power
+20 Ability Haste
Ardent: +5% Move Speed.
Censer: When you heal or shield, an allied champion other than yourself, they gain 10-40% Attack Speed and their attacks deal 20-40 bonus magic damage. for 6 seconds.
2800
Ardent Censer TIPS: Amplifies the power of healing and shielding abilities. When you have a hyper-carry ADC or an auto-attack based champion on your team; multiple champions with healing or shielding abilities on your team.
Harmonic Echo
Abilities grant healing effects
+75 Ability Power
+300 Max Mana
+10 Ability Haste
Harmonic Echo: Moving and casting abilities builds Harmony. At 100 Harmony your next healing or shielding ability on an ally other than yourself restores Health equal to 130 (+ 10% AP ) to your target and up to 3 nearby allied champions. Every 10 Ability Haste you have increases healing by 3%.
3000
Harmonic Echo TIPS: Greatly increases healing for allies. Stay on the move!
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Imperial Mandate
Crowd control grants additional ally damage
+200 Max Health
+40 Ability Power
+20 Ability Haste
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds.
2500
Imperial Mandate TIPS: If you have an ability that slows or immobilizes a champion, you can give your allies some healing if they auto the enemy. Only pick up on champs with CC.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Morellonomicon
Magic damage reduces enemy healing
+150 Max Health
+70 Ability Power
+7% Magic Penetration
+20 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2500
Morellonomicon TIPS: Mage’s grievous wounds option for tackling enemy comps with heavy healing & sustain. Perfect against champions like Soraka, Dr. Mundo & Vladimir.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Oceanid's Trident
Anti-Shielding
+200 Max Health
+80 Ability Power
+7% Magic Penetration
+10 Ability Haste
Lethal Weapon: Dealing ability damage to an enemy champion reduces any shields they gain for 3 seconds. Area of effect abilities apply (5% of bonus AP + 25)% shield reduction, capped at 45%; while single target abilities apply (5% of bonus AP + 40)% shield reduction, capped at 60%. When you damage an enemy who is unaffected by Lethal Weapon, all shields on them are reduced by the same values.
2600
Oceanid's Trident TIPS: If you're an mage-assassin and the enemy has a lot of shields, pick this item up to make destroying their shields easier.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Imperial Mandate
Crowd control grants additional ally damage
+200 Max Health
+40 Ability Power
+20 Ability Haste
Coordinated Fire: Abilities that Slow or Immobilize a champion deal 47-75 bonus magic damage and marks them for 4 seconds (6 seconds cooldown per enemy champion). Allied champion damage detonates the mark, dealing an additional 94-150 magic damage (based on ally level) and granting you both 20% Move Speed, for 2 seconds.
2500
Imperial Mandate TIPS: If you have an ability that slows or immobilizes a champion, you can give your allies some healing if they auto the enemy. Only pick up on champs with CC.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%.
3400
Rabadon's Deathcap TIPS: A huge power spike for champions with high AP ratios to increase AP by 20-45% and significantly increase their damage. Most effective against enemy teams that lack magic resistance or have squishy targets.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 50% for 1.5s (40s Cooldown).
Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: Defensive and offensive item, great for champions that need to engage and protect themselves from crowd control. It's most effective against champions with crucial abilities that can be blocked by its active shield, such as Ashe, Lux, Morgana.
Aery
Poke, Protect
Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.
Damage: 10-60 () + 20% bonus + 10% .
Shield: 20-120 () + 40% bonus + 20% .
Aery cannot be sent out again until she returns to you.
Font of Life
Team Heal
Hitting an enemy champion with an attack or ability marks them. When allies or you damage marked champions, heal those allies and yourself. Each ally can trigger this healing once per mark.
Ally Heal: 3% of your max + 15% of your.
Self Heal: 1% of your max + 5% of your.
Mark duration: 3s
Cooldown: 15s for Melee champions, 20s for Ranged champions.
Subsequent heals from other ally's marks are reduced to 25%.
Loyalty
Shared Bonus AR/MR
You gain 2 and 5. Your closest ally champion gains 5 and 2.
Revitalize
Buff Heal, Shield
Gains a 5% amplification effect when casting Heal or Shield. If the target's Health is lower than 40%, amplifies its effect by an additional 10%.
Increases healing and shielding effects.
Transcendence
CDR
Gain a bonus when reaching the following levels:
At level 1, gain 6 Ability Haste;
at level 6, gain bonus 6 Ability Haste;
at level 11, after Basic Ability hit the target, redue 15% the ability's cooldown time.
Cooldown: 8s
7/6.5/6/5.5/5s 60
Hold and drag: Steers an errant missile, dealing 60 magic damage (60/100/140/180/220 + 20% ) to the first enemy hit.
If Yuumi is Attached, the missile will be enhanced if travels for 0,75s before impacting, dealing 70 (70/120/170/220/270 + 30% ) plus 2/3/4/5/6% current Health magic damage instead and slows champions by 20% for 1 second.
Deals up to 120 damage against monsters.
(Q) PROWLING PROJECTILE
10s
Passive: Increases Attached ally's Adaptive Force by 15 + 12% (8/14/20/26 + 8/11/14/17% ally's bonus or 16/28/40/52 + 13/15/17/19% ally's ).
Yuumi also gains the same amount of Adaptive Force.
Active: Dashes to an ally champion and Attaches to them. While Yuumi is Attached, she follows her partner's movement and is Untargetable except from towers.
Immobilizing effects on Yuumi place You and Me! on a 5 second cooldown.
(W) YOU AND ME!
12/11/10/9s 80/90/100/110
Yuumi restores 20 Health (20/30/40/50 + 10% ) to herself and gains 15% Movement Speed (15% + 0.03% ) and 20/25/30/35% Attack Speed for 3 seconds.
Her next 3 attacks and abilities hits heal for 20 (20/30/40/50 + 10% ) within 5 seconds.
If Yuumi is Attached, this Ability affects her ally instead.
(E) ZOOMIES
85/75/65s 100
Channels for 3.5 seconds, launching 7 waves dealing 80 magic damage (80/100/120 + 15% ). Waves after the first deal 50% magic damage. Champions hit by 3 waves are rooted for 1.5 seconds.
Yuumi cannot move and cast You and Me! and Zoomies while channeling.
(R) FINAL CHAPTER
If you want to use this YUUMI Support build, you should take Flash (Teleport a short distance) and Heal (Restore Health to you and the most wounded nearby ally champion) as your Summoner Spells.
For runes, you should pick Aery (Your attacks and abilities send Aery to a target, damaging enemies or shielding allies.) as your keystone, followed by Font of Life (Marks an enemy champion and grants healing upon attack.), Loyalty (Grants Armor and Magic Resist to you and your teammates.) and Revitalize (Increases healing and shielding effects.) in the primary tree, as well as Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) in the secondary tree. Above you can see possible options for replacing runes.
Start your build with Ancient Coin (Kill enemy minions to earn bonus gold). Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy’s skills or you want to roam on neighboring lines, then it is better to buy Boots of Speed at an early stage.
Finally, for your items, you should build Talisman of Ascension (Kill enemy minions to earn bonus gold) as your first item, followed by Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is Ardent Censer (Increases allies Attack Speed).
Maybe now it's time to think about upgrading your boot, invest in Locket Enchant (Area of effect magic shield). You may want to replace it with Veil Enchant (Block an ability for an ally), it all depends on your playstyle and the situation on the battlefield.
The remaining three items are situational, of course you can use the example builds above. But for a more effective game you will need to pay attention to the situation on the battlefield. Buy items that will effectively counter your opponents, help you and your allies. To do this, use the "Situational Items" section to find out which items will be useful to you in a particular situation.
For the skill order, you want to stick with (Q) (E) (W). You can learn more about abilities order at all levels by studying the diagram above.
Wild Rift YUUMI's COMBOS + VIDEO GUIDE
Use this combo to teamfight with Yuumi.
While attached, use (E) ZOOMIES to heal and speed up your ally if needed, steer a curved (Q) PROWLING PROJECTILE to enhance the projectile. Release once you make sure that it will hit then (R) FINAL CHAPTER immediately. Once your first target is rooted, (W) YOU AND ME! to detach from your ally and aim your remaining (R's) waves to root other targets. Finish with AA once then (W) to an ally to safety.
Wild Rift YUUMI's ABILITIES
(PASSIVE) BOP 'N' BLOCK
Yuumi's attacks against champions grant her 35~175 shield (35 (+10 ) + 15% ). This effect has a 18/15/12/9s second cooldown.
Shields and haste effects Yuumi placed on herself will be passed on to her Attached ally.
Open Video
(Q) PROWLING PROJECTILE
7/6.5/6/5.5/5s 60
Hold and drag: Steers an errant missile, dealing 60 magic damage (60/100/140/180/220 + 20% ) to the first enemy hit.
If Yuumi is Attached, the missile will be enhanced if travels for 0,75s before impacting, dealing 70 (70/120/170/220/270 + 30% ) plus 2/3/4/5/6% current Health magic damage instead and slows champions by 20% for 1 second.
Deals up to 120 damage against monsters.
Open Video
(W) YOU AND ME!
10s
Passive: Increases Attached ally's Adaptive Force by 15 + 12% (8/14/20/26 + 8/11/14/17% ally's bonus or 16/28/40/52 + 13/15/17/19% ally's ).
Yuumi also gains the same amount of Adaptive Force.
Active: Dashes to an ally champion and Attaches to them. While Yuumi is Attached, she follows her partner's movement and is Untargetable except from towers.
Immobilizing effects on Yuumi place You and Me! on a 5 second cooldown.
Open Video
(E) ZOOMIES
12/11/10/9s 80/90/100/110
Yuumi restores 20 Health (20/30/40/50 + 10% ) to herself and gains 15% Movement Speed (15% + 0.03% ) and 20/25/30/35% Attack Speed for 3 seconds.
Her next 3 attacks and abilities hits heal for 20 (20/30/40/50 + 10% ) within 5 seconds.
If Yuumi is Attached, this Ability affects her ally instead.
Open Video
(R) FINAL CHAPTER
85/75/65s 100
Channels for 3.5 seconds, launching 7 waves dealing 80 magic damage (80/100/120 + 15% ). Waves after the first deal 50% magic damage. Champions hit by 3 waves are rooted for 1.5 seconds.
Yuumi cannot move and cast You and Me! and Zoomies while channeling.
Open Video
YUUMI: champion change history (buffs and nerfs)
BASE STATS
Base Attack Damage:58 → 50.
(PASSIVE) BOP 'N' BLOCK
Shield value: 50+ 10 per Level + 25% Ability Power → 35 + 10 Per Level + 15% Ability Power.
(E) ZOOMIES
Movement speed gained:15% + 0.05% Ability Power → 15% + 0.03% Ability Power.
Attack speed gained:30/35/40/45% → 20/25/30/35%.
(W) YOU AND ME!
Adaptive power: (8/14/20/26 + (5 + 0.25 per level)% bonus Attack Damage) or (16/28/40/52 + (5 + 0.25 per level)% Ability Power) → (8/14/20/26 + (2+ 0.15 per level)% bonus Attack Damage) or (16/28/40/52 + (2 + 0.15 per level)% Ability Power).
(R) FINAL CHAPTER
Cooldown: 75/65/55s → 85/75/65s.
Root Duration: 1.75s → 1.5s.
(PASSIVE) BOP 'N' BLOCK
[New] Yuumi's attacks and abilities against enemy champions grant her a shield, which also takes effect when Yuumi is Attached.
Shield value: 35 + 25 per level + 25% Ability Power → 50 + 10 per level + 25% Ability Power.
Cooldown: 18/15/12/9s (growth at 1/5/9/13 levels) → all levels 18s.
(W) YOU AND ME!
Adaptive power: 7.5/9/10.5/12 + 8/11/14/17% bonus Attack Damage of Yuumi’s allies or 15/18/21/24 + 8/11/14/17% Ability Power of Yuumi’s allies → 8/14/20/26 + (5 + 0.25 per level)% bonus Attack Damage or 16/28/40/52 + (5 + 0.25 per level)% bonus Ability Power.
(Q) PROWLING PROJECTILE
Base damage: 60/100/140/180/220 + 25% Ability Power → 60/100/140/180/220 + 20% Ability Power.
Damage while attached: 70/120/170/220/270 + 35% Ability Power → 70/120/170/220/270 + 30% Ability Power.
(R) FINAL CHAPTER
Damage per wave: 80/100/120 + 20% Ability Power → 80/100/120 + 15% Ability Power.
BASE STATS
Base movement speed +10.
Crit damage rate:200% → 175%.
(Q) PROWLING PROJECTILE
Enhanced current health damage: 1.5/3/4.5/6/7.5% → 2/3/4/5/6%.
Mana cost: 50 → 60.
(W) YOU AND ME!
Passive adaptive force: 13/15/17/19% → 8/11/14/17%.
(E) ZOOMIES
Heal: 15/25/35/45 + 10% Ability Power → 20/30/40/50 + 10% Ability Power.
(PASSIVE) BOP 'N' BLOCK
Shield duration: 5s → Infinite.
(PASSIVE) BOP 'N' BLOCK
Cooldown: 12/10/8/6s → 18/15/12/9s.
Shield value: 60 - 410 + 35% Ability Power → 60 - 410 + 25% Ability Power.
[REMOVED] Mana restoration.
(Q) PROWLING PROJECTILE
[ADJUSTED] Projectile is no longer gated by distance from your attached ally. Instead, it has a time-gated duration of 2.25s only.
Empowered threshold: 1s → 0.75s.
Magic damage: 60/100/140/180/220 + 30% Ability Power → 60/100/140/180/220 + 25% Ability Power.
Empowered threshold: 1s → 0.75s.
Empowered Magic damage: 80/130/180/230/280 + 40% Ability Power + 2/4/6/8/10% Target's current health → 70/120/170/220/270 + 35% Ability Power + 1.5/3/4.5/6/7.5% Target's current health.
Cooldown: 9/8/7/6/5s → 7/6.5/6/5.5/5s.
(W) YOU AND ME!
Bonus Attack Damage granted to Yuumi and attached ally: 7.5/9/10.5/12+12/15/18/21% × Ally bonus Attack Damage → 7.5/9/10.5/12+13/15/17/19% × Ally bonus Attack Damage.
Bonus Ability Power granted to Yuumi and attached ally: 15/18/21/24 + 12/15/18/21% × ally bonus Ability Power → 15/18/21/24 + 13/15/17/19% × ally bonus Ability Power.
(E) ZOOMIES
Mana cost: 40/45/50/55 + 15% maximum mana → 80/90/100/110.
Movement speed: 15% + 10% Ability Power → 15% + 5% Ability Power.
Heal value: 80/120/160/200 + 40% Ability Power → 20/30/40/50 +10% Ability Power.
[NEW] Healing now repeats the heal effect for the next 3 attacks or abilities within 5 seconds. This will affect Yuumi normally, or her attached ally if Yuumi is attached.
(PASSIVE) BOP 'N' BLOCK
Shield: 85~435 → 60~410.
(E) ZOOMIES
Heal: 80/120/160/200 → 60/100/140/180.
(PASSIVE) BOP 'N' BLOCK
Cooldown: 10/8.5/7/5.5s → 12/10/8/6s.
(PASSIVE) BOP 'N' BLOCK
Shield: 60 + (22 × lvl) + 30% AP → 60 + (25 × lvl) + 35% AP.
Mana restore: 20 + (5 × lvl) + 12% max mana → 20 + (5 × lvl) + 15% max mana.
(Q) PROWLING PROJECTILE
Cooldown: 12/10.5/9/7.5/6s → 9/8/7/6/5s.
Mana: 70 → 50.
BASE STATS
Mana regeneration growth: 0,9 → 1,3.
(PASSIVE) BOP 'N' BLOCK
Cooldown: 12/10/8/6s → 10/8,5/7/5,5s.
(Q) PROWLING PROJECTILE
Mana cost: 90 → 70.
Current percent health damage: 2/3,5/5/6,5/8% → 2/4/6/8/10%
Base damage: 40/80/120/160/200 → 60/100/140/180/220.
Empowered base damage: 60/110/160/210/260 → 80/130/180/230/280.
(W) YOU AND ME!
Attached adaptive force ratio (AD:AP): 1:1.67 → 1:2.
(R) FINAL CHAPTER
Base damage per wave: 60/80/100 → 80/100/120.
YUUMI's Lore
Wild Rift YUUMI Video
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