Arrr, VRC.LOL

Mid · SwiftplayMatchup chartPatch 16.20.1

Yuumi vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

YuumiVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseMid

Pick two champions from th' list.

Arrr, role fit

MidYuumi

Yuumi Mid be a workable Swiftplay experiment, nay an established Mid role. Use turret safe harbour, careful last aboard-hitting and preserved mana to survive th' fragile opening; long-range Q poke and a shipshape AP course can become meaningful in mid and late fights.

Experimental course
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 · Mid

Arrr, Swiftplay AP Mid experiment

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

Guardian's Orb

950 doubloons

Adds trick power, hull and mana regeneration fer repeated spell use in Swiftplay; manaless champions receive hull regeneration instead.

1
First aboard gear

Luden's Echo

2,750 doubloons

Adds mana and repeated spell impact fer Prowling Projectile after a safe harbour-first aboard opening.

2
Boots

Sorcerer's Shoes

1,100 doubloons

Adds movement and flat magic penetration agin' targets without meaningful magic resistance.

3
Arrr, long-range follow-up

Horizon Focus

2,700 doubloons

Adds trick power and reveals champions hit by long-range Prowling Projectile.

4
Low-hull finish

Shadowflame

3,200 doubloons

Improves magic damage agin' enemies already below 40% hull.

5
Arrr, late power

Rabadon's Deathcap

3,500 doubloons

Multiplies th' trick power from th' completed damage core.

6
Arrr, vs resistance

Void Staff

3,000 doubloons

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

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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 gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range follow-upHorizon Focus
  4. Morellonomicon
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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 gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range follow-upHorizon Focus
  4. Zhonya's Hourglass
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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 gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range follow-upHorizon Focus
  4. Low-hull finishShadowflame
  5. Banshee's Veil
  6. Arrr, vs resistanceVoid Staff

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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 gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range follow-upHorizon Focus
  4. Morellonomicon
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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 gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range follow-upHorizon Focus
  4. Zhonya's Hourglass
  5. Arrr, late powerRabadon's Deathcap
  6. Arrr, vs resistanceVoid Staff

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

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 gearLuden's Echo
  2. BootsSorcerer's Shoes
  3. Arrr, long-range follow-upHorizon Focus
  4. Low-hull finishShadowflame
  5. Banshee's Veil
  6. Arrr, vs resistanceVoid Staff

Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.

Arrr, runes and summoner spells

Arrr, runes and summoner spellsYuumiMid

Th' tested Swiftplay AP experiment uses Heal to survive th' detached course and Ignite to convert a short Q-and-ultimate window. Stay nigh turret safe harbour because this pair has no Flash escape.

Arrr, Swiftplay
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Resolve

Bone PlatingRevitalize
Arrr, summoner spells
HealIgnite
Nay Flash warning

Heal and Ignite support th' tested turret-seaworthy AP course, but they leave detached Yuumi without an instant movement spell. Do nay copy to parchment this pair into Draft or Ranked automatically.

Need a safer course

Use Flash instead o' Ignite when th' opposing Mid or Jungler can repeatedly reach Yuumi through turret space.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Yuumi

  1. P
    Feline Friendship

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

  2. Q
    Prowling Projectile

    Prowling 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.

    Cooldown 6.5 · Cost 50/55/60/65/70/75 · Arrr, listed range 25000
  3. W
    You and Me!

    You 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 range 25000
  4. E
    Zoomies

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

    Cooldown 10 · Cost 80/90/100/110/120 · Arrr, listed range 25000
  5. R
    Final Chapter

    Final 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.

    Cooldown 120/110/100 · Cost 100 · Arrr, listed range 1100

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Mistral Bolt

    Mistral Bolt be a ranged cast involving its listed effect. 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.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200
  3. W
    Personal Space

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

    Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800
  5. R
    Shadow Surge

    Shadow Surge be a ranged cast involving movement or repositioning and damage. 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.

    Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000

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

Manage th' wave and keep both sides o' th' sea chart visible

1
Course

Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.

2
Sea chart play

Move on a completed wave and return afore several waves be lost to th' tower.

3
Fights

Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.

Pings, movement and prizes

Yuumi Mid sea chart course

Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.

Ahead

Use priority to arrive first aboard, nay recklessly

Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even

Turn one managed wave into sea chart pressure

Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind

Clear th' deck safely and warn both side lanes

Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
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
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

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.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options