
World Atlas
400 goldProvides support income and wards.
Game patch 26.21Data Dragon 16.21.1
Reference patch 16.20.1
Yuumi has an established low-income Support plan with useful lane pressure, protection, engage or team utility.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Flex · Support
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides support income and wards.

Completes the utility-focused support quest.

Cleanses removable crowd control from an ally.

Improves repeated healing in longer fights.

Adds attack speed and on-hit damage when the chosen attached carry can use both.

Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.

Completes the six-item inventory with health and a slow for spellcasters who need repeated control.
Complete build choices
Recommendation review pending
Best when: Apply anti-heal only when repeated healing is materially changing fights.
Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.
Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.
Recommendation review pending
Runes and summoner spells
Yuumi can follow her Bot partner through You and Me!, so this reviewed Support page uses Heal for the pair and Ignite for lane pressure instead of spending a slot on Teleport.
Replace Ignite with Exhaust when one diver or short burst window is the clearer threat to Yuumi and her Bot partner.
Tell the Bot partner that Yuumi is carrying Heal so the pair does not duplicate it without a reason.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

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.
Locket gives nearby allies an immediate shield when enemy burst lands together.

Shurelya's movement speed helps the team engage or disengage when positioning is the problem.
Situational AP purchase
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.
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.
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.
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.
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
Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

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.

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.
The exported range is not a verified gameplay distance. Check the current ability tooltip.

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.
The exported range is not a verified gameplay distance. Check the current ability tooltip.

What it doesShields Yuumi and boosts Move Speed and Attack Speed. If she's attached, she passes it to her ally instead.
The exported range is not a verified gameplay distance. Check the current ability tooltip.

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.
Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
Move first with an ally, establish vision and protect the route your team will use to enter.
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
Control one approach and keep enough protection for the enemy's most likely engage.
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Keep the carry connected to safe space. Signal danger early enough to prevent the fight, not after protection is already late.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Use the guide
Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.