VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Yuumi

the Magical Cat

Yuumi is a spell-focused champion who plays around range, cooldowns and controlled areas. This overview keeps the explanation practical and leaves patch-sensitive numbers to Riot's structured data and the current in-game tooltip.

SupportMostly magic damageRanged attacks
Usual roleSupport
ClassSupport · Mage
DifficultyLow · 2/10
Basic attacksRangedRanged basic attacks · 425 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Yuumi does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does not depend only on personal gold.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Reduced income makes item timing and safe cooperation more important than on a solo-lane carry.
Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Yuumi in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

Track the complete ability cycle

Do not judge the champion from one button. Watch which setup, payoff and escape tools are available before choosing a trade or commitment.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Enable allies and control access

Protection, setup and information can matter more than personal damage. Position so the next useful spell can reach the ally or target that needs it.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Check whether recovery changes the fight

Anti-heal or anti-shielding is situational. Buy it only when the effect is materially protecting targets and your champion can apply the answer reliably.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Yuumi?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Mercury's Treads usually fit better

Magic resistance addresses the broad damage profile, while Tenacity can shorten reducible control.

Choose Plated Steelcaps instead only when physical basic attacks from this champion or the rest of the team are the larger repeated threat.
SlowsHealing or sustainShields
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
MEANINGFUL HEALING

Meaningful healing

Bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds item can reduce healing.

Buy it only when healing is materially changing fights and your champion can apply it reliably.
REPEATED SHIELDS

Repeated shields

Serpent's Fang

Anti-shielding can matter when repeated shields are protecting important targets.

Its offensive stats do not fit every champion; another teammate may apply it more efficiently.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Yuumi fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

TopNot listed for Draft / Ranked

Historical reference. Recommendation review pending. Yuumi does not have a reviewed Top route for Draft / Ranked. A route shown in Swiftplay is kept separate because its starting rules, pace or evidence may be different.

Review this role
JungleNot listed for Draft / Ranked

Historical reference. Recommendation review pending. Yuumi does not have a reviewed Jungle route for Draft / Ranked. A route shown in Swiftplay is kept separate because its starting rules, pace or evidence may be different.

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MidNot listed for Draft / Ranked

Historical reference. Recommendation review pending. Yuumi does not have a reviewed Mid route for Draft / Ranked. A route shown in Swiftplay is kept separate because its starting rules, pace or evidence may be different.

Review this role
BotNot listed for Draft / Ranked

Historical reference. Recommendation review pending. Yuumi does not have a reviewed Bot route for Draft / Ranked. A route shown in Swiftplay is kept separate because its starting rules, pace or evidence may be different.

Review this role

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Yuumi abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Feline Friendship

What it doesPeriodically, when Yuumi strikes a champion with an attack or ability, she restores health to herself and the next ally she Attaches to. While Attached, Yuumi generates a special bond with her allies. The ally with the strongest bond enhances Yuumi's abilities while she is Attached to them.

Practical readFeline Friendship is the always-on rule shaping Yuumi's normal trading and fight pattern. Watch its in-game state before committing.

Q
Q ability

Prowling Projectile

What it doesYuumi fires a missile, dealing damage and slowing first target hit. It deals bonus damage and an enchanced slow if it takes at least 1.35 seconds to get to its target. While on her Best Friend, the slow is always enhanced and grants bonus On-Hit damage to her ally. While Attached, the missile can be controlled with your cursor for a brief period.

Practical readProwling Projectile is a ranged cast involving a slowing effect and basic-attack interaction. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown6.5 secCost50/55/60/65/70/75Listed range25000 units
W
W ability

You and Me!

What it doesYuumi dashes to a target ally, becoming untargetable from everything except turrets. While on her Best Friend, she gains Heal & Shield Power and grants her Ally On-Hit healing.

Practical readYou and Me! contributes protection or sustain and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Listed range25000 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

Movement

The cast changes position or access. Account for where the champion finishes, not only where the ability begins.

E
E ability

Zoomies

What it doesShields Yuumi and boosts Move Speed and Attack Speed. If she's attached, she passes it to her ally instead.

Practical readZoomies contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown10 secCost80/90/100/110/120Listed range25000 units
Protection

The protection or sustain is part of the cast's value. Compare its timing with incoming damage rather than reading only the offensive effect.

R
Ultimate

Final Chapter

What it doesYuumi channels five waves that damage enemies and heal allies. Yuumi can move, attach, and cast Zoomies! while channeling. While on her Best Friend, this spell also follows her mouse.

Practical readFinal Chapter contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown120/110/100 secCost100Listed range1100 units
Cast commitment

This cast has a wind-up, charge or channel. Movement, interruption or a changing target state can matter before the effect completes.

Levels 1–18

Yuumi · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1500 Health440 Mana
Level 3602 Health506 Mana
Level 6773 Health618 Mana
Level 111,105 Health835 Mana
Level 161,499 Health1,091 Mana
Level 181,673 Health1,205 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityProwling Projectile

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks6.5 sec
W
Basic abilityYou and Me!

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
E
Basic abilityZoomies

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks10 sec
R
UltimateFinal Chapter

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Rank 1120 secRank 2110 secRank 3100 sec
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1500440 ManaChoose the first basic ability
2550472 ManaAdd another basic ability or rank
3602506 ManaAdd another basic ability or rank
4656542 ManaSpend one ability point
5713579 ManaSpend one ability point
6773618 ManaFirst ultimate rank normally available
7834658 ManaSpend one ability point
8898700 ManaSpend one ability point
9965743 ManaSpend one ability point
101,034788 ManaSpend one ability point
111,105835 ManaSecond ultimate rank normally available
121,179883 ManaSpend one ability point
131,256933 ManaSpend one ability point
141,334984 ManaSpend one ability point
151,4151,037 ManaSpend one ability point
161,4991,091 ManaFinal ultimate rank normally available
171,5851,147 ManaSpend one ability point
181,6731,205 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

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