When your team often groups up to fight in teamfights
The only item that differs from build 2 is Redemption. Target a large area, and after 2.5 seconds it restores 150–350 HP to allied units, scaling with the ally's level. It also deals 10% of max HP as true damage to enemy champions and can be cast while dead (60s cooldown). Total Ability Power is +180, higher than build 2's +140. Alongside Heal, the other summoner spell is Exhaust, which slows an enemy champion and reduces the damage that enemy deals.
Build 2SupportWin rate 52.71%Picks 4,384
Support build that cleanses crowd control with Mikael's Blessing
When enemy crowd control other than knock ups and suppression can lock down your main carry
The only item that differs from build 1 is Mikael's Blessing. It removes all crowd control debuffs except knock up and suppression from an allied champion. It also grants that ally 0.2s of crowd control immunity and heals them for 150–250 HP (75s cooldown). Total Max Health is +500, more than build 1's +200. Alongside Heal, the other summoner spell is Ignite, which deals true damage to an enemy champion and applies Grievous Wounds.
The commentary is AI-written. It is cross-checked against this site’s item data and the official lane assignments before publishing.
Skill Order (Lv 1 - 15)
3
1
2
3
Ult
3
3
1
Ult
1
1
2
Ult
2
2
Max Skill 3 first to strengthen its healing and Attack Speed buff.
Yuumi Strengths
✓Untargetable while attached to an ally with Skill 2
✓Consistent healing and shields from Passive and Skill 3
✓Buffs that greatly raise the attached ally's stats
Yuumi Weaknesses
×Little mobility or defense of her own; helpless alone
×Often dies with her anchor when the anchor falls
×Hard CC blocks attaching for a while and can get her killed
Yuumi Early Game
Your mana runs out fast early, so do not spam skills. The Passive heal needs a basic attack to trigger. When the enemy's CC is on cooldown, detach for a moment, land an auto-attack, and reattach right away. Learn this detach-and-return rhythm early.
Yuumi Mid Game
After the laning phase, move onto the most fed bruiser or jungler on your team. Give them movement speed and sustain, roam the map as a pair, and speed up the snowball.
Yuumi Late Game
As long as the ally you are riding stays alive, Yuumi herself cannot be targeted. A late-game hypercarry with Yuumi attached is very hard to stop. In teamfights, stay calm and keep applying heals and shields, and put keeping your carry alive above everything else.
Yuumi Teamfights
Riding the frontline engager and sweeping Ult across several enemies for a wide slow is a strong play. When deadly CC comes your way, hop to another ally to avoid it. These attach-and-switch decisions decide whether you live or die.
⚠️ Common Mistakes
Never detaching and wasting the Passive heal
Yuumi fights attached to an ally, but never detaching wastes the Passive. You lose its heal and the sustain it provides. The moment the enemy's main CC (a hook or root) misses, detach, land a basic attack to trigger the Passive, and reattach right away. Use the Lv5 Ult as a teamfight slow timed with your team's engage.
Yuumi Combos
Basic Poke
Attach to an ally, steer Skill 1 onto the target, then shield them with Skill 3.
2(Melee range)▶
1▶
3
Yuumi Skills
This skill table was checked against the in-game text on 2026-08-15. Changes from 7.2d, 7.3a have been applied from the official patch notes.
Passive
Feline Friendship
Passive: When Yuumi's attacks and abilities strike champions, she heals herself for 67 HP (67 + 25%AP) (Lv). If Yuumi Attaches to an allied champion within 4s, they are healed for the same amount as well. (12s cooldown (Lv))
Bonds of Friendship: While Attached, Yuumi gains Friendship with her ally whenever they kill a champion or minion. The ally with the most Friendship becomes her Best Friend.
Best Friend Bonus: Yuumi's abilities gain bonus effects while she is Attached to her Best Friend.
Skill 1
Prowling Projectile
⏳ 5s
Missile Summon: Hold and drag the ability button to steer the missile.
Base Effect: Deals 60 magic damage (60 + 20%AP).
Attached Bonus: If the missile takes at least 1 second(s) to get to its target, its damage increases to 100 magic damage (100 + 35%AP). It also slows by 45% and reveals the target for 1 second(s).
Best Friend Bonus: The missile always slows the target hit. Hitting a champion with the missile grants the ally Yuumi is Attached to 18 magic damage (18 + 5%AP) on-hit for 5 second(s).
Details
LVL 1
LVL 2
LVL 3
LVL 4
LVL 5
Base Damage
60
100
140
180
220
Max. Damage
100
160
220
280
340
Best Friend Bonus|Base Damage
18
19
20
21
22
Slow
45%
50%
55%
60%
65%
Skill 2
You and Me!
⏳ 8s
Best Friend Bonus (Passive): While on her Best Friend, Yuumi gains an additional 6% Heal and Shield Power (6% + 0.01%AP).
Attach (Active): Dashes to an allied champion and Attaches to them. While Attached, she follows her partner's movement and is untargetable except by turrets.
Immobilizing effects on Yuumi place this ability on a 5-second cooldown.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Bonus Healing & Shielding
6%
7%
8%
9%
Skill 3
Zoomies
⏳ 9s
Gains a shield that absorbs 80 damage (80 + 40%AP) and 24% Attack Speed (24 + 8%AP) for 3 second(s). While the shield persists, she also gains 20% Movement Speed.
If Yuumi is Attached, this ability affects her ally instead.
Details
LVL 1
LVL 2
LVL 3
LVL 4
Cost
65
75
85
95
Shield
80
110
140
170
AS
24%
28%
32%
36%
Ult
Final Chapter
⏳ 85s
Channels for 3.5 second(s), launching 7 magical wave(s). While Attached, hold and drag the ability button to steer the waves.
Against enemies (per wave): Deals 80 magic damage (80 + 15%AP). Slows by 10% for 1.25 second(s), increased by 10% per wave hit.
On allied champions (per wave): Restores 20 HP (20 + 5%AP). Excess healing is converted into a shield instead.
Best Friend Bonus: For her Best Friend, the heal is increased to 26 HP (26 + 8%AP).
Wave Damage Stacks: Waves after the first deal 20 magic damage (20 + 5%AP).
Yuumi can move and cast You and Me! and Zoomies while channeling.
Healing and Shield Power8%/9%/10%/11% + 0.02% Ability Power → 6%/7%/8%/9% + 0.01% Ability Power
Our take
The Heal and Shield Power bonus Yuumi gets while attached is 2 points lower at every rank, and its AP ratio is halved from 0.02% to 0.01%. Her heals and shields on the attached ally are weaker at every rank.
Shield85/110/135/160 + 30% AP → 80/110/140/170 + 40% AP
Our take
Yuumi has been unable to protect herself or her partner. The Zoomies shield drops by 5 at rank 1 but grows from rank 3 onward, and its AP ratio climbs by 10 points, so stacking AP now pays off more. Swapping with You and Me! comes back two seconds sooner, which makes hopping to a threatened ally far more reliable.
Prowling Projectile costs 15 less mana at every rank, so Yuumi can keep poking through the lane phase without running dry. Final Chapter is unchanged at rank 1 but grows faster with each rank after that, adding up to clearly more healing across a full fight. With less mana to ration, she spends more of the game attached and contributing instead of sitting on empty.
This follows the 6.3d rework with a straight raise to Yuumi's early numbers. She returns more healing and shielding to the ally she is attached to, so she can hold up a lane before either of them has much gear. The added damage also means she is less likely to simply be shoved off the lane, which lets the reworked kit actually function in a real game.
Reworked: kills and assists now grant Feline Friendship, which empowers Best Friend
Auto attacks can now heal and shield
Prowling Projectile
Now always slows
Damage: adjusted
Zoomies
Changed to grant a shield and attack speed
Final Chapter
Now heals allies and slows enemies on hit
Yuumi is rebuilt around how far she raises the ally she is attached to rather than what she deals herself. Because the passive stacks from kills and assists, who she commits to early carries straight through to her late-game strength. Prowling Projectile always slowing means any hit sets up a teammate's follow-up, and Final Chapter now heals and pins down at the same time. She is a champion about picking a partner and keeping that partner in a position to fight.