Some ideas around reworking Yuumi
I know this is one post of many concerning Yuumi, but, this is not made in anger like those ones.
I believe every game requires its 'Yuumi' equivalent- a champion who requires a very low skill ceiling for times you're playing with friends, or having their power budget be put into a very niche use that works best when premade.
To quickly run down:
- Yuumi on release was Majai's as a champion. The main focus for Yuumi was to sit on top of the most fed, scaling teammate to boost their adaptive stat by a significant amount. Back in this era, people would play Jhin or Veigar with Yuumi because of how significant that scaling boost was.
- When that eventually got nerfed significantly, Yuumi's playstyle was looking for risky passive procs in the middle of a teamfight to give a hefty shield with no expiration- and positioning herself on whoever was going in in order to do a full team root. Bouncing between allies to share heals was still important and core to her gameplay.
- Some time down the line, Yuumi became what she is now- a support made specifically for attack speed ADCs who in return for not traditionally supporting early, gives her ADC the ability to overextend in lane due to mana restoration and consistent healing. However this power then locks her abilities' significant buffs on that champion- so she cannot benefit anyone else in the late game.
To cut straight to the point, I have three ideas for Yuumi to retain her easy to play style while not limiting her to being a gold efficient starting item.
There's one set goal for each of these ideas:
Yuumi is a face-tanking shield.
Yuumi is made for melee ADCs.
'Evelynn' Yuumi.
Face Tank Yuumi
For face tank Yuumi, the idea is simple.
Yuumi essentially has built in Knight's Vow and takes a portion of all damage the ADC takes. Yuumi can jump off and use her passive's empowered attack to heal 10% (scaling significantly with %H/SP) of her max health and boosted health regen for a few seconds.
Yuumi shares 6/7/8/9/10% of her Armor and Magic Resistance with her anchor and heals 25% of healing the anchor receives.
For balancing, Yuumi cannot negate more than 50% of the total pre-mitigation instance of damage if the instance of damage is below 50 - 175 (based on level). This means while she is good at face tanking mages- she is not making enemy ADCs useless unless they deal chunk damage like Jhin or MF. This also helps her not be beneficial to tanks as if they were to shrug the damage, she technically takes almost the full attack's worth directly.
- Melee ADC Support Yuumi
Yuumi is made into a pocket ADC.
Her passive reduces her total attack speed gain by 25% and on-hits by 50% but increases her attack range to 500. Her attacks cannot crit. When Bop 'n Block is off cooldown, the next attack will deal be a crit and deals 1-5% current health magic damage (based on level).
Life steal healing is given to her anchor in full.
Prowling Projectile does physical damage, applies on-hit effects and grants a burst of movement speed for the anchor toward the champion hit.
Zoomies is a decaying shield which grants bonus decaying adaptive force based on Yuumi's AP.
During Final Chapter, the anchor is ghosted.
- 'Evelynn' Yuumi
The idea is to make her into an empowered Bami's Cinder.
'Prowling Projectile' is removed for 'Predator Presence'- a mana draining active skill that deals magical damage over time in an area, tripled against the last enemy that damaged the anchor.
Bop 'n Block refunds 25% of Yuumi's missing mana on-hit and marks the target as 'Mean'.
'Mean' enemies take 15% more damage from the Anchor.
Final chapter applies a burn and slow effect per wave, dealing 1% maximum HP over 3 seconds and slowing by 5% increasing to 15%. Maximum of 5% maximum HP and 75% slow.
Yuumi increases the range of 'Predator Presence' and 'aura' abilities by 10% per point in 'You and Me'.
She's more effective on tanks than ADCs but otherwise can essentially be a spell effect abuser.
I feel like these three ideas are still somewhat balanced, fun and better than our current Yuumi.