
Guardian's Orb
950 doubloonsAdds trick power, hull and mana regeneration fer repeated spell use in Swiftplay; manaless champions receive hull regeneration instead.
Mid · SwiftplayMatchup chartPatch 16.20.1
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
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.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, Swiftplay · Mid
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

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

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

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

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

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

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

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
Recommendations await inspection
Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, runes and summoner spells
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.
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.
Use Flash instead o' Ignite when th' opposing Mid or Jungler can repeatedly reach Yuumi through turret space.
Arrr, matchup notes
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
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
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.
Trick reference
Trick reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Feline Friendship be th' always-on rule shaping Yuumi's normal trading and fight pattern. Watch its in-battle state afore committing.
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 25000You 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 25000Zoomies 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 25000Final 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 1100Doom '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.
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 1200Personal 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 475Looming 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 800Shadow 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 2000/2500/3000Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Push safely, then threaten vision, a side course or th' foe jungle without abandoning free farm.
Reach river first aboard wit' yer Jungler and preserve th' cooldown needed if th' foe contests.
Pressure a valuable target while respecting th' control that can end yer lead.
Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.
Move on a completed wave and return afore several waves be lost to th' tower.
Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.
Use range, tower space and vision. Do nay contest every last aboard hit if it opens another kill.
Ping lost overboard early and take th' seaworthy course; blindly matching a stronger roam can meet defeat two positions.
Group 'round yer most dependable control and damage rather than searching alone fer a comeback.
Pings, movement and prizes
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.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
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
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.