Wild Rift Guides
Yuumi Support Wild Rift Guide
Who counters Yuumi in Wild Rift? The toughest Yuumi support counters are Leona, Nautilus, and Blitzcrank. Full Yuumi Support counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Yuumi spends most of the game untargetable. She attaches to her carry and rides along, healing, shielding, speeding them up, and poking from a spot nobody can reach. Hooks fly through the space she used to occupy, and dives land on a cat that already hopped to someone else. Her plan in the Dragon lane is to pick the strongest ally and pour everything into them. The heal and shield keep your ADC healthy through trades they should have lost, the empowered missile chips the enemy duo while you are detached, and the speed plus the crowd control from your ultimate turn a won skirmish into a kill. You do not win the 2v2 with your own stats; you make your carry win it twice over. The catch is built into the design. Detached, Yuumi is one of the most helpless bodies in the game: no defenses, no escape without an ally nearby, and a rough lane phase before her carry gets strong. Lose your carry and you are alone with no protection and no way out.
Strengths
- Near-untargetable while attached, so the picks, dives, and burst that delete other enchanters simply miss her.
- Turns one fed carry into a nightmare with stacked heals, shields, speed, and a long-range, heavily slowing ultimate.
- Follows ganks and objective setups through her ally without ever exposing her own position.
Weaknesses
- Helpless when detached or without a carry, with no defenses and no real escape of her own.
- Weak, low-pressure lane phase before her carry comes online, and easy to bully off the wave.
- Brings no frontline and no engage, so a team that ignores her ADC leaves her contributing nothing.
Build Snapshot
Rune Setup
Summoner Spells
Yuumi Support Counters
Who counters Yuumi Support in Wild Rift (WR)? These champions beat Yuumi in the support matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Leona: Leona chains stun after root onto your carry and the burst lands before your heal catches up. Every second you spend detached is also a free engage onto a cat with no escape.
- Nautilus: Nautilus drags your carry out of position with his hook, and the rest of his kit roots them in place long enough to die through any shield you stack. You cannot peel a chain of crowd control.
- Blitzcrank: One hook ends it: he pulls your carry out from under your protection and you ride along into a fight you both lose. The threat also stops you from detaching to poke.
- Thresh: He never needs to hit you, because he hits the champion you live in: a hook on your host is a hook on you, and his flay drags both of you out of position.
- Alistar: Alistar's headbutt into Pulverize combo does not care that the cat is untargetable when your host is airborne, and his unstoppable ultimate walks through every slow you throw. Your sustain patches chip damage, not a full combo.
Champions Yuumi Is Strong Against
Yuumi's best matchups in Wild Rift. Yuumi holds an edge against these picks in the support role, so look to press the advantage and contest objectives.
- Soraka: Two healers means the lane comes down to who enables the better all-in, and her heals cost her own health while yours are free. Her squishy frame also has no answer to your detached missile poke.
- Lux: Lux is all skillshots, and an attached Yuumi cannot be hit by any of them, so her root and ultimate only ever find your carry's shield. Her one real threat is catching you detached.
- Morgana: Morgana's whole lane is one binding, and it cannot hit an attached Yuumi, so the snare only ever finds your carry, whose health you refill afterward. Black Shield blocks your slows, not the sustain war.
- Seraphine: Her notes need a target and an attached Yuumi refuses to be one, her charm passes through you, and your heals quietly erase the poke lead her double casts are meant to build.
- Braum: His kit is built to block engage, and your lane never engages: nothing for Unbreakable to eat, no dive for his stun to punish, just a poke-and-sustain war his kit was never built to win.
Yuumi Support Synergies
The best duo partners for Yuumi in the Wild Rift support role. The Dragon lane is a 2v2, so queue with one of these picks to make the lane and the mid game much easier.
- Twitch: Attach to the rat and vanish from the lane: you ride his ambushes untouched, then pour heals and attack speed into Spray and Pray. Infamous for a reason.
- Zeri: Your shields trigger her passive speed and your attach keeps up with a carry nobody else can follow. She skirmishes, you sustain the blender.
- Ezreal: He is safe enough to carry you through a rough early game, and your poke plus his Mystic Shots win the long chip wars his spacing creates.
Early Game
Your early lane is the part you survive, not the part you win. You bring almost no pressure before your carry has items, so play safe: attach to dodge the enemy support's engage, detach to throw the empowered missile when the enemy duo steps up to farm, then re-attach before anyone can punish the cat standing in the open. Be extra careful with hook and engage supports, since their one window is catching you detached or between heal cooldowns. Keep your carry healthy, let them out-sustain the trades, and remember every level brings you closer to the point where you actually matter.
Mid Game
This is where your value ramps up. Once your ADC has a couple of items, your heals and shields turn their trades into free wins and your speed lets them chase or escape anything. Ride along on roams to mid or a herald fight, since a Yuumi following a gank adds healing and free slows with no risk attached. Around dragon, your job is keeping whoever contests the pit alive while your ultimate locks down whoever walks in first. Vision falls on you more than usual, since you cannot ward while attached mid-fight, so place wards on the walk in.
Late Game
Late game you are an extension of your hypercarry. Glue yourself to them, keep the heal and shield cycling, and use the speed to make them uncatchable while their damage decides the game. Your ultimate is a real teamfight tool now: the stacking waves of slow start picks from range and peel divers off the ally you are riding. The whole skill is picking the right host, since everything you have funnels into one champion, so be sure it is the right one before the fight starts. If your carry dies, you are left with a heal button and nobody to heal.
Teamfights
Pick your champion and never leave them. Attach to the carry doing the most damage, keep the heal and shield rotating onto them, and feed them the speed so they kite forever while you ride out of every threat. Detach only when it is safe to land the empowered missile or hop to a better host. Treat your ultimate as the fight-starter or the panic peel: its waves stack slows onto the enemy frontline until whoever overcommits cannot walk out. You add no engage and no body to the line, so your entire contribution is keeping one ally alive and dangerous.