Arrr, VRC.LOL

Support · Normal DraftMatchup 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 courseSupport

Pick two champions from th' list.

Arrr, role fit

SupportYuumi

Yuumi has an established low-income Support course wit' useful course pressure, protection, engage or crew utility.

Arrr, primary role
Old chart, mateyRecommendations 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
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, bootless enchanter support

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

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

World Atlas

400 doubloons

Arrr, provides support income and wards.

1
Arrr, free quest choice

Dream Maker

400 doubloons

Completes th' utility-focused support quest.

2
Arrr, healing core

Mikael's Blessing

2,300 doubloons

Arrr, cleanses removable crowd control from an ally.

3
Arrr, ally follow-up

Moonstone Renewer

2,200 doubloons

Arrr, improves repeated healing in longer fights.

4
Crew recovery

Ardent Censer

2,200 doubloons

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

5
Arrr, cleanse option

Cosmic Drive

3,000 doubloons

Completes th' six-gear inventory wit' movement speed and trick haste fer repeated late-battle spell rotations.

6
Arrr, late utility

Rylai's Crystal Scepter

2,600 doubloons

Completes th' six-gear inventory wit' hull and a slow fer spellcasters who need repeated control.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. Arrr, free quest choiceDream Maker
  2. Arrr, healing coreMikael's Blessing
  3. Arrr, ally follow-upMoonstone Renewer
  4. Morellonomicon
  5. Arrr, cleanse optionCosmic Drive
  6. Arrr, late utilityRylai's Crystal Scepter
AlternativeCrew gets burstLocket gives nigh th' ship crewmates an immediate shield when foe burst lands together.Spy full course

Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

  1. Arrr, free quest choiceDream Maker
  2. Arrr, healing coreMikael's Blessing
  3. Locket of the Iron Solari
  4. Crew recoveryArdent Censer
  5. Arrr, cleanse optionCosmic Drive
  6. Arrr, late utilityRylai's Crystal Scepter
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. Arrr, free quest choiceDream Maker
  2. Arrr, healing coreMikael's Blessing
  3. Arrr, ally follow-upMoonstone Renewer
  4. Shurelya's Battlesong
  5. Arrr, cleanse optionCosmic Drive
  6. Arrr, late utilityRylai's Crystal Scepter

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingApply anti-heal only when repeated healing be materially changing fights.Spy full course

Arrr, best when: Apply anti-heal only when repeated healing be materially changing fights.

  1. Arrr, free quest choiceDream Maker
  2. Arrr, healing coreMikael's Blessing
  3. Arrr, ally follow-upMoonstone Renewer
  4. Morellonomicon
  5. Arrr, cleanse optionCosmic Drive
  6. Arrr, late utilityRylai's Crystal Scepter
AlternativeCrew gets burstLocket gives nigh th' ship crewmates an immediate shield when foe burst lands together.Spy full course

Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

  1. Arrr, free quest choiceDream Maker
  2. Arrr, healing coreMikael's Blessing
  3. Locket of the Iron Solari
  4. Crew recoveryArdent Censer
  5. Arrr, cleanse optionCosmic Drive
  6. Arrr, late utilityRylai's Crystal Scepter
AlternativeCannae set sail fightsShurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.Spy full course

Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

  1. Arrr, free quest choiceDream Maker
  2. Arrr, healing coreMikael's Blessing
  3. Arrr, ally follow-upMoonstone Renewer
  4. Shurelya's Battlesong
  5. Arrr, cleanse optionCosmic Drive
  6. Arrr, late utilityRylai's Crystal Scepter

Arrr, runes and summoner spells

Arrr, runes and summoner spellsYuumiSupport

Yuumi can follow her Bot partner through You and Me!, so this reviewed Support chart uses Heal fer th' pair and Ignite fer course pressure instead o' spending a slot on Teleport.

Normal Draft, matey
Arrr, primary tree

Sorcery

Summon AeryManaflow BandTranscendenceScorch
Arrr, secondary tree

Resolve

Bone PlatingRevitalize
Arrr, summoner spells
HealIgnite
Arrr, need anti-burst

Replace Ignite wit' Exhaust when one diver or short burst window be th' clearer threat to Yuumi and her Bot partner.

Arrr, coordinate Heal

Tell th' Bot partner that Yuumi be carrying Heal so th' pair does nay duplicate it without a reason.

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

Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage 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.
Crew gets burst

Locket of the Iron Solari

Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

Cannae set sail fights

Shurelya's Battlesong

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

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

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Yuumi Support sea chart course

Keep th' carry moored to seaworthy space. Signal peril early enough to prevent th' fight, nay after protection be already late.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
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' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.

Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.

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