
World Atlas
400 goldProvides support income and wards.
Support · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
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.
Normal Draft · 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.
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.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
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.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Feline Friendship is the always-on rule shaping Yuumi's normal trading and fight pattern. Watch its in-game state before committing.
Prowling 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.
Cooldown 6.5 · Cost 50/55/60/65/70/75 · Listed range 25000You 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 range 25000Zoomies contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 80/90/100/110/120 · Listed range 25000Final 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.
Cooldown 120/110/100 · Cost 100 · Listed range 1100Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000Adapt 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.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.