The information below will help you get familiar with the game on the Support Line YUUMI. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
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
+35 Ability Power
+20 Ability Haste
+10% Heal and Shield Strength
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
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
+35 Ability Power
+20 Ability Haste
+10% Heal and Shield Strength
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
+100 Max Health
+55 Ability Power
+300 Max Mana
+10 Ability Haste
+10% Heal and Shield Strength
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 150 (+ 15% AP ) to your target and up to the target. Every 10 Ability Haste you have increases healing by 3%. If the target's Health is below 40%, healing potency is increased to 150% of the original.
2700
Harmonic Echo TIPS: Greatly increases healing for allies. Stay on the move!
Staff of Flowing Water
Enhance allies Ability Power and Ability Haste
+100 Max Health
+45 Ability Power
+350 Max Mana
+20 Ability Haste
+10% Heal and Shield Strength
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.
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 40% for 1s (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.
Staff of Flowing Water
Enhance allies Ability Power and Ability Haste
+100 Max Health
+45 Ability Power
+350 Max Mana
+20 Ability Haste
+10% Heal and Shield Strength
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.
Redeeming
Heal nearby allies periodically
+350 Max Health
+300 Max Mana
+20 Ability Haste
+5% Heal and Shield Strength
Eternity: Restore Mana equal to 15% of the damage taken from champions. When consuming Mana, restore Health equal to 20% of Mana consumed. Capped at 15 Health per cast.
Salvation: Every 8 seconds, restore Health (50 + 6% bonus) to all allied champions within 350 units. This effect does not trigger if there are no allied champions nearby.
2600
Redeeming TIPS: Good for champions who have healing or shielding abilities.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Heal
Restore 110 Health (110–400 ) to you and the most wounded nearby ally champion, and grants both of you 30% bonus Movement Speed for 2 second(s).
Healing is halved for champions recently affected by Heal.
Cooldown: 100s
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
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
(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.
(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.
(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.
(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.
We have prepared lists of champions that can really annoy you during a match with the game on the Support YUUMI. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Support YUUMI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
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
Executioner's Calling
Physical Damage reduces enemy healing
+15 Attack Damage
Rend: Physical Damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Oblivion Orb
Magic damage reduces enemy healing
+30 Ability Power
Cursed: Magic damage inflicts 40% Grievous Wounds to enemy champions for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
800
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+30 Attack Damage
+25% Critical Rate
Last Whisper: +33% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: Must have item versus champions with a lot of healing such as Soraka, Yuumi, Dr. Mundo or Vladimir.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
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.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
800
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night 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.
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 40% for 1s (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.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.75 seconds.
Cooldown: 100s
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.
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.
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.
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.
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.
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.
A magical cat from Bandle City, Yuumi was once the familiar of a yordle enchantress, Norra. When her master mysteriously disappeared, Yuumi became the Keeper of Norra's sentient Book of Thresholds, traveling through portals in its pages to search for her. Yearning for affection, Yuumi seeks friendly companions to partner with on her journey, protecting them with luminous shields and fierce resolve. While Book strives to keep her on task, Yuumi is often drawn to worldly comforts, such as naps and fish. In the end, however, she always returns to her quest to find her friend.