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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Yuumi Jungle · Swiftplay

Yuumi Jungle is a clear-dependent Swiftplay experiment, not a standard Jungle recommendation. Nashor's Tooth can make camps more functional, but Yuumi still lacks dependable early clear, invade defence and neutral-objective control. The successful Mid tests do not validate this separate role.

Experimental routeFaster starting rules and queue evidence
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Swiftplay · Jungle

Experimental AP clear

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Experimental route
S
Swiftplay opening · separate from item 1

Gustwalker Hatchling

450 gold

Provides Smite progression and the movement-focused Jungle companion.

1
First item

Nashor's Tooth

2,900 gold

Adds attack speed, ability power and on-hit magic damage to help the solo clear before Yuumi begins attaching to allies.

2
Boots

Sorcerer's Shoes

1,100 gold

Adds flat magic penetration for damage after the clear item; Jungle Yuumi must still travel between camps and objectives herself.

3
Core

Luden's Echo

2,750 gold

Adds mana and spell impact after the first-clear problem has been addressed.

4
Late

Horizon Focus

2,700 gold

Supports long-range Prowling Projectile contact and reveals damaged targets.

5
Flexible

Rabadon's Deathcap

3,500 gold

Multiplies the ability power from the completed experimental core, also improving abilities with AP scaling.

6
Against resistance

Void Staff

3,000 gold

Adds percentage magic penetration only after opponents buy meaningful magic resistance.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First itemNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Against resistanceVoid Staff
AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First itemNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Against resistanceVoid Staff
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. First itemNashor's Tooth
  2. BootsSorcerer's Shoes
  3. CoreLuden's Echo
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Against resistanceVoid Staff

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First itemNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Against resistanceVoid Staff
AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First itemNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Against resistanceVoid Staff
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

Best when: Banshee's spell shield can protect the first important cast against you.

  1. First itemNashor's Tooth
  2. BootsSorcerer's Shoes
  3. CoreLuden's Echo
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Against resistanceVoid Staff

Runes and summoner spells

Runes and summoner spellsYuumiJungle

Smite is required for the experimental clear and objective route. Fleet Footwork and Absorb Life support the fragile first clears; Flash remains the emergency movement tool while Yuumi is detached.

Swiftplay
Primary tree

Precision

Fleet FootworkAbsorb LifeLegend: AlacrityCut Down
Secondary tree

Sorcery

TranscendenceGathering Storm
Summoner spells
FlashSmite
Smite is required

Do not replace Smite on the experimental Jungle route. It supplies companion progression, camp control and objective security.

Clear before scaling

Fleet Footwork and Absorb Life address early health loss. They do not make an unsafe invade or unsupported objective attempt reliable.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
They burst me

Zhonya's Hourglass

Zhonya's stasis can absorb a committed dive or lethal burst window.

One spell stops me

Banshee's Veil

Banshee's spell shield can protect the first important cast against you.

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.

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Yuumi Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Yuumi into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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