Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Yuumi Arrr, jungle · Swiftplay

Yuumi Jungle be a clear th' deck-dependent Swiftplay experiment, nay a standard Jungle recommendation. Nashor's Tooth can make camps more booty functional, but Yuumi still lacks dependable early clear th' deck, invade defence and neutral-prize control. Th' successful Mid tests do nay validate this separate role.

Experimental courseArrr, faster starting rules and queue evidence
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, Swiftplay · Jungle

Experimental AP clear th' deck

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Experimental course
S
Swiftplay opening · separate from gear 1

Gustwalker Hatchling

450 doubloons

Provides Smite progression and th' movement-focused Jungle companion.

1
First aboard gear

Nashor's Tooth

2,900 doubloons

Adds attack speed, trick power and on-hit magic damage to lend a hand th' solo clear th' deck afore Yuumi begins attaching to crewmates.

2
Boots

Sorcerer's Shoes

1,100 doubloons

Adds flat magic penetration fer damage after th' clear th' deck gear; Jungle Yuumi must still travel betwixt camps and prizes herself.

3
Core

Luden's Echo

2,750 doubloons

Adds mana and spell impact after th' first aboard-clear th' deck problem has been addressed.

4
Late

Horizon Focus

2,700 doubloons

Arrr, supports long-range Prowling Projectile contact and reveals damaged targets.

5
Flexible

Rabadon's Deathcap

3,500 doubloons

Multiplies th' trick power from th' completed experimental core, also improving tricks wit' AP scaling.

6
Arrr, against resistance

Void Staff

3,000 doubloons

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

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Arrr, against resistanceVoid Staff
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Arrr, against resistanceVoid Staff
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearNashor's Tooth
  2. BootsSorcerer's Shoes
  3. CoreLuden's Echo
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Arrr, against resistanceVoid Staff

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Arrr, against resistanceVoid Staff
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearNashor's Tooth
  2. BootsSorcerer's Shoes
  3. Zhonya's Hourglass
  4. LateHorizon Focus
  5. FlexibleRabadon's Deathcap
  6. Arrr, against resistanceVoid Staff
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearNashor's Tooth
  2. BootsSorcerer's Shoes
  3. CoreLuden's Echo
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Arrr, against resistanceVoid Staff

Arrr, runes and summoner spells

Arrr, runes and summoner spellsYuumiJungle

Smite be required fer th' experimental clear th' deck and prize course. Fleet Footwork and Absorb Life support th' fragile first aboard clears; Flash remains th' emergency movement tool while Yuumi be detached.

Arrr, Swiftplay
Arrr, primary tree

Precision

Fleet FootworkAbsorb LifeLegend: AlacrityCut Down
Arrr, secondary tree

Sorcery

TranscendenceGathering Storm
Arrr, summoner spells
FlashSmite
Smite be required

Do nay replace Smite on th' experimental Jungle course. It supplies companion progression, camp control and prize security.

Clear th' deck afore scaling

Fleet Footwork and Absorb Life address early hull defeat. They do nay make an unsafe invade or unsupported prize attempt reliable.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, 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.

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

Zhonya's Hourglass

Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

Arrr, one spell stops me

Banshee's Veil

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, 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.

Arrr, Start with the component

Arrr, 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.

Arrr, Finish when it fits the fight

Arrr, 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.

Arrr, Coordinate coverage

Arrr, 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.

Arrr, 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.

Arrr, Will the fight last long enough?

Arrr, 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.

Arrr, 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.

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

Arrr, kit reference

Yuumi tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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

Feline Friendship

Arrr, what it doesEnglishPeriodically, 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.

Arrr, practical readFeline Friendship be th' always-on rule shaping Yuumi's normal trading and fight pattern. Watch its in-battle state afore committing.

Q
Q trick

Prowling Projectile

Arrr, what it doesEnglishYuumi 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.

Arrr, practical readProwling Projectile be a ranged cast involving a slowing effect and basic-attack interaction. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 6.5 secCost50/55/60/65/70/75Arrr, listed rangeArrr, 25000 units
W
W trick

You and Me!

Arrr, what it doesEnglishYuumi 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.

Arrr, practical readYou and Me! contributes protection or sustain and basic-attack interaction. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, listed rangeArrr, 25000 units
Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

Movement

Th' cast changes position or access. Sailor record fer where th' champion finishes, nay only where th' trick begins.

E
E trick

Zoomies

Arrr, what it doesEnglishShields Yuumi and boosts Move Speed and Attack Speed. If she's attached, she passes it to her ally instead.

Arrr, practical readZoomies contributes basic-attack interaction. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 10 secCost80/90/100/110/120Arrr, listed rangeArrr, 25000 units
Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

R
Ultimate

Final Chapter

Arrr, what it doesEnglishYuumi 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.

Arrr, practical readFinal Chapter contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 120/110/100 secCost100Arrr, listed rangeArrr, 1100 units
Arrr, cast commitment

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

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Keep th' clear th' deck moving and choose high-ship's intelligence plays

1
Pathing

Track opposing camps and course states instead o' forcing th' first aboard visible target.

2
Sea chart play

Trade sides o' th' sea chart when contesting would require weaker lanes to move first aboard.

3
Fights

Save fit fer th' captain's eye control fer th' foe who threatens yer carries or prize access.

Pings, movement and prizes

Yuumi Jungle sea chart course

Link each clear th' deck to th' next aboard informed decision. Pings should tell lanes where ye be pathing and whether th' crew be contesting or trading an prize.

Ahead

Arrr, turn tempo into controlled territory

Ping
Use On Me Way afore entering a course, Assist Me afore an prize and Peril when nigh th' ship lanes cannae move to an invade.
Course or gank
Gank when th' course has reach, damage and a seaworthy exit. Do nay wait beside a protected target while camps and th' next aboard prize disappear.
Prize
Establish vision wit' th' nearest taking th' victory course, keep Smite available and avoid chasing astern from th' prize after gaining control.
Even

Pick th' play wit' th' clearest ship's intelligence

Ping
Use On Me Way early enough fer th' course to prepare, Assist Me only when nigh th' ship lanes can move, and Retreat when th' contest has already become late.
Course or gank
Prefer a course wit' crowd control, damaged foes or a favourable wave. A visible foe be nay automatically a usable gank.
Prize
Inspect Mid and Bot priority afore Dragon, or Mid and Top afore Herald. Set a seaworthy entrance afore beginning th' prize.
Behind

Trade th' sea chart instead o' forcing recovery

Ping
Ping Retreat from lost contests, Peril on likely invades and On Me Way when covering a vulnerable course or remaining camp.
Course or gank
Counter-gank or lend a hand only when crewmates can survive until arrival. Repeated low-chance ganks deepen th' camp and level deficit.
Prize
If entry be unsafe, trade fer camps, a wave, vision or th' opposite prize. Keep Smite and crowd control fer a contest th' crew can actually reach.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Afore th' course

    Decide which camps lead toward th' prize and ping th' nigh th' ship lanes afore they spend th' wave or recall timing.

  2. 2
    Inspect priority

    Confirm which nigh th' ship lanes can move first aboard. Do nay convert an isolated prize marker into a forced fight.

  3. 3
    Arrr, control entry

    Move wit' a teammate, sweep one entrance and keep Smite available afore committing damage to th' prize.

  4. 4
    Arrr, finish or turn

    Call whether th' crew be finishing, fighting or leaving. Mixed decisions be more booty perilous than either clear th' deck choice.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Yuumi into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions