

Amumu
The Sad Mummy
How this differs from the live game
- Bandage Toss (Q) doesn't have extra charges
- Cursed Touch (P) reduces magic resist on basic attacks only
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Move Speed +4.50%
- Scaling Magic Resist +1.80
Magic penetration marks increase Amumu's magic damage from Despair, Tantrum, Bandage Toss, and Curse of the Sad Mummy; armor seals keep the first jungle clears stable. Scaling MR glyphs and movement speed quints fit a tank jungler who needs to reach fights and survive mid-game engages.
This is a 0/21/9 jungle tank page: Defense gives monster durability, health, tenacity-style resilience, and Honor Guard, while Utility takes Flash cooldown and Runic Affinity for jungle buff uptime.
Skill order
ultimate at 6, 11 and 16Cursed Touch
- Bandage Toss (Q) takes points at levels 4, 14, 15, 17, 18.
- Despair (W) takes points at levels 2, 8, 10, 12, 13.
- Tantrum (E) takes points at levels 1, 3, 5, 7, 9.
- Curse of the Sad Mummy (R) takes points at levels 6, 11, 16.
Max Tantrum first for the Season 3 jungle clear and repeated AoE damage when camps hit you, then max Despair for sustained objective and teamfight damage. Take one early Bandage Toss at level 4 for ganks, with ranks delayed until the clear tools are finished.
Alternative — W max before E was also played when the game plan was early Dragon control or fighting health-stacking front lines, but E-first was the standard clear-focused jungle order.
Why these items
Openingsall within the 475 starting gold
Machete and five potions — Default Season 3 jungle start for the safest full clear and enough health to gank after the first route.
Machete, ward, and potions — Use when you expect an invade or need early river/entrance coverage more than maximum sustain.
Corein buy order
1Spirit of the Ancient Golem2,000gSpirit of the Ancient Golem is the tank jungle upgrade, giving health, sustain, cooldown reduction, monster damage, and Tenacity.
2Sunfire Cape2,650gSunfire Cape adds armor and health while stacking constant AoE magic damage with Despair in fights and clears.
3Runic Bulwark2,950gRunic Bulwark was a premier Season 3 team aura item, giving Amumu and nearby allies strong mixed defensive stats.
Situationalonly when the game asks for it

Frozen Heart2,900gBuy Frozen Heart against heavy attack-speed or multiple auto-attack carries when your team does not already have the aura.

Banshee's Veil2,750gBuy Banshee's Veil when one spell pick or long-range engage is stopping you from reaching Flash-ultimate range.

Zhonya's Hourglass3,260gBuy Zhonya's Hourglass when you are ahead or need to survive after diving into the enemy team with Curse of the Sad Mummy.

Spirit Visage2,750gBuy Spirit Visage instead of another MR item when sustained magic damage is high and you value the cooldown reduction and regeneration.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Ability PowerGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +25.80
- Magic Penetration +9.00
- Armor +9.00
Magic penetration marks are for Amumu's magic burst: R, E, Q, and W all deal magic damage, while AP glyphs and quints push the full-combo damage. Compared to ordinary jungle Amumu, this page loses movement speed, scaling magic resist, and some clear safety; armor seals are kept because the first clears still have to function.
This is 21/0/9 for AP damage: Sorcery, Blast, Arcane Knowledge, Mental Force, Archmage, and Executioner all serve the R-E-Q burst plan. Compared to the ordinary jungle page, it gives up Tough Skin, Bladed Armor, health, and defensive masteries, so your clear and first skirmish are much less forgiving; Runic Affinity is still taken because jungle pages this deep in Utility used it.
Skill order
ultimate at 6, 11 and 16Cursed Touch
- Bandage Toss (Q) takes points at levels 4, 14, 15, 17, 18.
- Despair (W) takes points at levels 2, 8, 10, 12, 13.
- Tantrum (E) takes points at levels 1, 3, 5, 7, 9.
- Curse of the Sad Mummy (R) takes points at levels 6, 11, 16.
Max E first for Season 3 jungle clear and repeated camp damage, take W at level 2 for sustained monster damage, and take Q by level 4 for ganks. Max W second for objective and front-line damage, with Q last because one early rank gives the engage tool.
Alternative — Q max second over W was playable when your team needed lower Bandage Toss cooldown for repeated ganks and picks more than sustained dragon/baron or tank-shred damage.
Why these items
Openingsall within the 475 starting gold
Machete sustain start — Default jungle start: Hunter's Machete plus five Health Potions gives the safest first clear before AP items come online.
Machete mixed sustain start — Use when you expect to keep Despair running longer or take a greedier early route; it trades some health buffer for mana comfort.
Corein buy order
1Spirit of the Spectral Wraith2,000gSpirit of the Spectral Wraith is the AP jungle item: clear damage, mana regen, CDR, spell vamp, and Smite cooldown all fit AP Amumu.
2Sorcerer's Shoes1,100gSorcerer's Shoes make the R-E-Q combo hit harder and stack naturally with magic penetration marks and Amumu's passive attacks.
3Deathfire Grasp3,100gDeathfire Grasp is the burst centerpiece, amplifying the target before Amumu drops Curse, Tantrum, and Bandage Toss.
4Rabadon's Deathcap3,300gRabadon's Deathcap turns the build from AP utility into real one-shot threat by multiplying every AP purchase.
Situationalonly when the game asks for it

Abyssal Scepter2,560gBuy Abyssal Scepter when the enemy has meaningful magic damage and your team can fight inside its aura; it also stacks well with Amumu's magic damage plan.

Liandry's Torment2,900gBuy Liandry's Torment when fights are extended or the enemy front line is health-stacking; Despair keeps applying pressure to high-health targets.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when you need health and persistent slows to keep enemies inside Despair after the initial engage.

Morellonomicon2,200gBuy Morellonomicon when you need CDR and Grievous Wounds against healing-heavy champions.

Mejai's Soulstealer1,235gBuy Mejai's Soulstealer only when snowballing early and fights are controlled enough that you can preserve stacks.
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Magic penetration marks are for Bandage Toss, Tantrum, Despair, and Curse of the Sad Mummy, all of which deal magic damage; Amumu's listed abilities do not read attack damage. Armor seals, MR glyphs, and movement speed quints make his engage and warding safer on support income.
Use 0/21/9: the defense tree gives the melee engage support enough durability to start fights, while utility supplies Flash cooldown, mana regen, item active cooldown, and Biscuiteer. Artificer is the higher-row utility point that legally unlocks Biscuiteer while keeping the page at exactly 30 points.
Skill order
ultimate at 6, 11 and 16Cursed Touch
- Bandage Toss (Q) takes points at levels 2, 8, 10, 12, 13.
- Despair (W) takes points at levels 4, 14, 15, 17, 18.
- Tantrum (E) takes points at levels 1, 3, 5, 7, 9.
- Curse of the Sad Mummy (R) takes points at levels 6, 11, 16.
Max Tantrum first because support Amumu trades and survives through repeated melee damage, then max Bandage Toss for lower cooldown engage and higher burst. Take Q by level 2 for lane threat, one W at level 4 for sustained all-ins, and R at 6/11/16.
Alternative — Max Q before E when your lane is built entirely around repeated pick attempts and you are not being punished by ranged basic attacks.
Why these items
Openingsall within the 475 starting gold
Ward-heavy support start — Default into normal lanes: two Sight Wards plus a Vision Ward protect the river/brush while potions cover melee poke.
Sustain flask start — Use into poke lanes where repeated health and mana refill matters more than opening with a pink ward.
Corein buy order
1Sightstone800gSightstone is the support economy anchor, replacing repeated ward buys and giving health for engages.
2Boots of Mobility1,000gBoots of Mobility let Amumu leave lane, ward deep, and threaten Bandage Toss from fog of war.
3Shurelya's Reverie2,100gShurelya's Reverie turns Philosopher's Stone income into a team engage/disengage active that helps Amumu reach Curse range.
4Runic Bulwark2,950gRunic Bulwark was a premier Season 3 support aura, adding teamwide defenses around Amumu's front-line position.
Situationalonly when the game asks for it

Mercury's Treads1,200gBuy Mercury's Treads instead of Mobility Boots against heavy crowd control or double AP lanes where tenacity matters more than roaming speed.

Ninja Tabi1,000gBuy Ninja Tabi instead of Mobility Boots against basic-attack-heavy lanes or fed AD carries.

Mikael's Crucible2,500gBuy Mikael's Crucible when one allied carry is being locked down by stuns, roots, or slows and needs a cleanse effect.

Frozen Heart2,900gBuy Frozen Heart against attack-speed-reliant enemy teams when you can afford a larger armor/CDR item.

Abyssal Scepter2,560gBuy Abyssal Scepter when your team has multiple magic damage threats and you can stand close enough to apply the MR aura.
One build, written by a player. Newest first.
Write a Amumu buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Scaling Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Move Speed +4.50%
- Scaling Magic Resist +1.80
Not the author's. This is a 9/21/0 jungle tank page: Tough Skin, Bladed Armor, Summoner's Resolve, and Honor Guard follow the Hunter's Machete start into Spirit of the Ancient Golem, Sunfire Cape, Locket, Frozen Heart, and other defensive items. The 9 points in Offense take cooldown reduction, scaling AP, and Arcane Knowledge to match Sorcerer's Shoes, Abyssal Scepter, magic penetration runes, and Amumu's magic-damage kit. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Cursed Touch
- Bandage Toss (Q) takes points at levels 4, 8, 10, 12, 13.
- Despair (W) takes points at levels 2, 14, 15, 17, 18.
- Tantrum (E) takes points at levels 1, 3, 5, 7, 9.
- Curse of the Sad Mummy (R) takes points at levels 6, 11, 16.
Why these items
Openingsall within the 475 starting gold
Starting Items — The opening as the guide publishes it.
Corein buy order
1Sunfire Cape2,650g
2Sorcerer's Shoes1,100g
3
4
5Abyssal Scepter2,560g
6Frozen Heart2,900g
7Randuin's Omen3,125g
8Runic Bulwark2,950g
9Rylai's Crystal Scepter2,900g
10Spirit Visage2,750g
11Warmog's Armor3,000g
12Ninja Tabi1,000g
13Mercury's Treads1,200g
Notes
the author's own wordsJungle Amumu: A Guide to Depressing your Enemies — rated 9.8/10 from 1270 votes on MOBAFire.
Build by That Trev Person, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/jungle-amumu-a-guide-to-depressing-your-enemies-193252).
Abilities
per rankCursed Touch
Amumu's attacks reduce his target's Magic Resist for 3 seconds.
Bandage Toss5 ranks
Amumu tosses a sticky bandage at a target, stunning and damaging the target while he pulls himself to them.
- Damage
- 80 / 140 / 200 / 260 / 320 + 70% AP
- Cooldown
- 16 / 14 / 12 / 10 / 8s
- Cost
- 80 / 90 / 100 / 110 / 120 Mana
- Range
- 1100
Despair5 ranks
Overcome by anguish, nearby enemies lose a percentage of their maximum health each second.
- Health Damage
- 1.5 / 1.8 / 2.1 / 2.4 / 2.7 + 1% AP
- Cooldown
- 1s
- Cost
- 8 Mana per Second
- Range
- 300
Tantrum5 ranks
Permanently reduces the physical damage Amumu would take. Amumu can unleash his rage, dealing damage to surrounding enemies. Each time Amumu is hit, the cooldown on Tantrum is reduced.
- Tantrum Damage
- 75 / 100 / 125 / 150 / 175 + 50% AP
- Cooldown
- 10 / 9 / 8 / 7 / 6s
- Cost
- 35 Mana
- Range
- 350
Curse of the Sad Mummy3 ranks
Amumu entangles surrounding enemy units in bandages, applying his Curse, damaging and stunning them.
- Damage
- 150 / 250 / 350 + 80% AP
- Cooldown
- 150 / 130 / 110s
- Cost
- 100 / 150 / 200 Mana
- Range
- 550
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins if she keeps the lane-length fight open, because Charm and Spirit Rush let her deny Bandage Toss and reset before Despair matters.
Watch for Spirit Rush: it gives Ahri three dashes to dodge Bandage Toss, leave Curse range, and keep damaging you while you walk.
How to beat
Hold just outside Charm angle and do not throw Q while Spirit Rush is available unless she has already committed a dash. Walk at her with Despair on only after she uses Charm or a Rush charge, then Q the landing point and chain Curse before she can dash again. If she saves all cooldowns, accept that you are zoning rather than killing.
Later Ahri still controls the side lane better because she can clear, kite, and escape your engage. In teamfights, Amumu is much more valuable if he flanks past Charm and forces Curse on Ahri's backline instead of chasing her alone.
- Minions help you block Charm but also give her safe Orb angles, so fight from the side of the wave.
- Curse after Q connects; using it first lets Spirit Rush exit the edge.
- If she uses Spirit Rush aggressively for damage, turn immediately before the second dash creates space.

AkaliEven
Amumu can punish Akali's melee commits with Despair, Tantrum, and Curse, but Akali's shroud and repeated Shadow Dance resets can outlast him if he misses the first lock-down.
Watch for Twilight Shroud: it breaks your target access and lets Akali wait out Despair, Tantrum timing, and Bandage Toss pressure.
How to beat
Do not chase blindly through Twilight Shroud; stand on the edge with Despair running and force her to spend Shadow Dance to re-enter. When she procs Mark of the Assassin, answer with Tantrum and save Curse for the moment she tries to leave or finish you. Q is best used after she dashes, not before.
Later Akali becomes a stronger isolated side-lane duelist if she has enough damage to burst through your health before a second rotation. In teamfights, your job is to reveal her engage path with positioning and lock her down when she dives your carries.
- Your area damage keeps threatening her inside Twilight Shroud even when you cannot attack her.
- Do not waste Bandage Toss into shroud unless you have a clear target line.
- Curse can stop her after Shadow Dance lands, before she gets repeated Mark procs.

AlistarEven
Neither tank kills the other quickly, and the duel is mostly decided by whether Alistar uses Unbreakable Will to blank your Curse window.
Watch for Unbreakable Will: it removes your crowd control and cuts your damage during the only window where you can force a real all-in.
How to beat
Trade short with Despair and Tantrum, but do not commit Curse into his ultimate unless you are only forcing it. Let him Headbutt you away, walk back in, and fight after Unbreakable Will is down. If he holds it forever, the duel stalls.
Later Alistar is not a meaningful side-lane kill target for Amumu, but he can peel your engage better than most supports. In teamfights, try to catch carries from an angle so Alistar must choose between saving himself and interrupting your team.
- Headbutt can knock you out after Bandage Toss lands, so be ready to keep walking rather than instantly ulting.
- Your Despair keeps dealing through his basic displacement pattern, but not through Unbreakable Will's reduction efficiently.
- If he uses Pulverize first, you have a cleaner Q-or-Curse window after the knockup ends.

AniviaUnfavoured
Anivia's range, wall, stun, slow field, and Rebirth make it very hard for Amumu to ever finish a clean 1v1.
Watch for Crystallize: the wall cuts off your walk-up or traps you in Glacial Storm after Bandage Toss commits.
How to beat
Stay off narrow terrain and make her spend Flash Frost before you throw Q. If Q lands, save Curse until after she walls or begins kiting through Glacial Storm, because you need enough time to damage both Anivia and the egg. If Rebirth is available and you are not near your side of the lane, do not overchase the egg.
Later Anivia wins side-lane control by clearing waves and walling your engage paths. In teamfights, Amumu must flank or Flash engage, because front-to-back Bandage Toss gives her too many chances to wall and stun you.
- Bandage Toss can pull you into a bad Glacial Storm if you hit her behind a wall angle.
- Killing her once is not enough; track whether you can stay on the egg before committing Curse.
- A missed Flash Frost is your best timing to walk forward.

AnnieUnfavoured
Annie's long range targeted burst and Pyromania stun let her hit first and punish Amumu before he can build a long Despair fight.
Watch for Pyromania: her stocked stun turns Disintegrate, Incinerate, or Tibbers into a guaranteed stop on your engage.
How to beat
Watch her stun count and do not Bandage Toss in while Pyromania is ready unless you can immediately Curse and kill. Bait Tibbers or the stun with a partial walk-up, then re-engage while it is down. If she holds stun, use minions and fog to force a shorter reaction window for Q.
Later Annie remains dangerous in side lanes because one stun combo can chunk you before you reach her. In teamfights, both champions want a flash engage, so you need to avoid stacking with allies and look to ult after Annie spends her stun or exposes herself.
- Molten Shield makes basic-attack MR shred trades worse than they look.
- If Tibbers lands first, wait out the stun before deciding whether Curse can still swing it.
- Do not start with Curse at max edge; she can answer with stun and walk out before Despair finishes.

AsheEven
Ashe can kite Amumu forever if she starts at range, but she is fragile enough to die if Bandage Toss or Curse starts the fight on top of her.
Watch for Frost Shot: every basic attack slows you and prevents you from keeping Despair range after your first engage ends.
How to beat
Do not walk straight at her through open space; use brush, fog, or minions to shorten the Q distance. If Enchanted Crystal Arrow is down or misses, commit hard with Q into Curse before Frost Shot creates distance. If Q misses, disengage instead of bleeding health into Volley and autos.
Later Ashe wins the side lane when she has room to kite, especially with vision. In teamfights, Amumu is favored if he reaches her backline, and he should value flank angles or speed boosts over slow front approaches.
- Boots of Swiftness are specifically good when Frost Shot is the only thing keeping her alive.
- Curse should be used before she can Flash or Arrow you point blank.
- Volley's cone is easiest to dodge diagonally while closing, not straight backward.

BlitzcrankFavoured
Blitzcrank wants short pick trades, but pulling Amumu into melee often gives Amumu the exact Despair and Curse range he needs.
Watch for Rocket Grab: it can drag you under bad terrain or turret position, but in a neutral duel it also delivers you into your preferred range.
How to beat
In open ground, do not panic when grabbed; turn on Despair, Tantrum after Power Fist, and hold Curse until Mana Barrier triggers or he tries to disengage with Overdrive. If he misses Rocket Grab, you can walk forward and Q after he uses Power Fist or starts retreating. Avoid fighting where the grab puts you under tower or into his team.
Later Blitzcrank is not a strong side-lane duelist into Amumu, but he can decide teamfights by pulling your carries before you engage. Stand between him and priority allies when useful, then punish his hook cooldown with your own engage.
- Rocket Grab into Power Fist lowers Tantrum's cooldown quickly because he is hitting you in melee.
- Mana Barrier makes early burst misleading; keep Despair on through the shield.
- If Static Field silence is available, cast Curse before he can interrupt your follow-up timing.

BrandUnfavoured
Brand's percent-health burn and ranged stun punish Amumu's slow approach, making the duel bad unless Amumu lands a clean engage from fog.
Watch for Blaze: every spell adds percent-health burn, so your tank stats do not buy as much time as they do against normal mages.
How to beat
Never give Brand a straight-line setup for Sear after Conflagration or Pillar of Flame. Approach from an angle, wait for Pillar of Flame or Sear to miss, then Q immediately and chain Curse before he can complete another Blaze rotation. If Pyroclasm is available near minions, spread away after your first burst unless the kill is guaranteed.
Later Brand does not want a side-lane duel if you can flank him, but he clears and pokes well enough to stop obvious approaches. In teamfights, your priority is to engage before Blaze and Pyroclasm soften your whole team.
- Do not stand in your minion wave; it gives Pyroclasm and spell splash better value.
- Abyssal-style MR helps, but his percent burn still rewards fast engages over slow soaking.
- If Sear is down, Brand has no reliable way to stop Bandage Toss follow-up.

Cho'GathUnfavoured
Cho'Gath outlasts Amumu with sustain, silence, knockup control, and Feast true damage while being too durable to burn down quickly.
Watch for Feast: it bypasses your resists and ends the duel once you fall into execute range.
How to beat
Keep moving unpredictably so Rupture cannot start the trade, and do not Q into him while Feral Scream is ready unless you can immediately Curse. Your best window is after Rupture misses and before Feast can finish you, using Despair to punish his large health pool. If he has Feast and you are already low, disengage rather than testing the threshold.
Later Cho'Gath is usually the stronger side-lane wall because he clears, sustains, and threatens true damage. In teamfights, Amumu should avoid spending everything on Cho unless catching him also locks higher-value targets.
- Feral Scream can stop your follow-up after Bandage Toss, so expect a silence before Tantrum or Curse if you delay.
- Despair is valuable into his Feast-stacked health, but it needs time he may not give you.
- Do not chase through choke points where Rupture and Crystallize-like body blocking become easy.

CorkiUnfavoured
Corki has enough mixed ranged damage and Valkyrie mobility to kite Amumu while shredding him before Despair can decide the fight.
Watch for Valkyrie: it breaks your melee uptime after Bandage Toss and leaves a damage trail that punishes chasing.
How to beat
Hold Q until Valkyrie is down or Corki uses it aggressively; throwing Q first lets him escape the real fight. Approach diagonally to reduce Gatling Gun uptime, then Curse immediately after contact if he still has Flash or Valkyrie. If he saves Valkyrie, force him away rather than walking through missiles forever.
Later Corki wins most side-lane duels with space because his sustained mixed damage scales well into tanks. In teamfights, Amumu's value is higher if he can lock Corki before Valkyrie, but front-on engages are unreliable without flank pressure.
- Gatling Gun rewards Corki for keeping you directly in front of him, so sidestep while closing.
- Valkyrie's fire trail can make a landed Q still lose if you chase through it too long.
- Armor-only buys are weaker than usual because his damage is mixed and includes true damage on attacks.

Dr. MundoUnfavoured
Dr. Mundo's regeneration and sustained melee damage beat Amumu in a long duel unless Amumu has anti-heal support, which his usual kit and items do not provide cleanly.
Watch for Sadism: it restores enough health to erase your Despair progress and turns an even all-in into a losing chase.
How to beat
Fight only when Sadism is down or when you can force it and disengage before re-entering. Dodge Infected Cleaver on the approach; if it lands, do not spend Bandage Toss just to reach a Mundo who is already speeding away or healing. Use Curse to stop his escape after Sadism ends, not at the start of the heal.
Later Mundo is the stronger side-lane drain tank and can usually ignore Amumu without help. In teamfights, Amumu should lock Mundo's backline instead of trying to solo-burn him through Sadism.
- Despair is good into his health stack, but Sadism is better in a pure 1v1 timer.
- A Cleaver hit before your Q attempt often ruins the engage spacing.
- Executioner's Calling is the catalog anti-heal, but it is awkward on Amumu and only worth noting for the matchup rather than as a normal build.

EvelynnFavoured
Evelynn needs to stay close to deal damage, and Amumu's area damage plus instant lockdown punish her melee assassination pattern.
Watch for Agony's Embrace: it slows you and frontloads her all-in, giving her the best chance to burst before your sustained damage wins.
How to beat
Keep Despair ready when she appears and do not waste Bandage Toss before she commits with Ravage. Once she is in melee, Tantrum repeatedly and save Curse for after Agony's Embrace or Dark Frenzy movement tries to create distance. If she opens from camouflage at low health, turn immediately instead of running.
Later Evelynn is better at choosing side-lane picks, but she does not want a fair duel into Amumu once revealed. In teamfights, hold Curse for her dive path if she is fed; otherwise engage her backline and let your area control reveal her options.
- Her camouflage matters before the fight, not during the melee brawl.
- Curse interrupts her attempt to use Dark Frenzy speed to leave Despair range.
- Magic resist is useful, but positioning near allies or wards matters more than a special item.

EzrealUnfavoured
Ezreal's Arcane Shift and constant Mystic Shot kiting make it difficult for Amumu to ever keep contact in an equal duel.
Watch for Arcane Shift: it dodges or escapes Bandage Toss range and resets the fight before Despair can stack value.
How to beat
Stand behind minions to cut Mystic Shot cooldown resets and wait for Arcane Shift before throwing Q. If he uses Shift forward or sideways for damage, Q the landing area and Curse immediately so he cannot kite out. If Shift is still up, your job is to pressure space, not force a low-percent Bandage Toss.
Later Ezreal wins side lanes with range, poke, and escape unless Amumu catches him from fog. In teamfights, Amumu should flank or follow allied CC; engaging first through Mystic Shot poke gives Ezreal too much time to reposition.
- A minion wave is your shield against Mystic Shot, but it can also block your Q.
- Do not chase after Arcane Shift unless Bandage Toss is still available.
- Essence Flux reducing attack speed barely matters to you, so respect his Q and E more.

FiddlesticksUnfavoured
Fiddlesticks can fear Amumu out of his engage and Drain through the damage unless Amumu saves crowd control to interrupt the channel.
Watch for Drain: if it channels uninterrupted, Fiddlesticks heals through your Despair and wins the stationary fight.
How to beat
Do not spend both Q and Curse before Drain starts; you need one interrupt for the channel. Walk in when Terrify or Dark Wind is down, then Q or Curse as soon as he begins Drain. If Crowstorm starts from fog, use Curse defensively to stop the follow-up rather than trying to race the damage.
Later Fiddlesticks is not a side-lane duelist by preference, but he can beat Amumu in a closed duel if fear plus Drain are clean. In teamfights, both champions punish clumps, so keep vision on flank angles and interrupt Crowstorm or Drain with your first available hard CC.
- Bandage Toss into immediate Drain is bad if Curse is not ready to interrupt it.
- Terrify can make you walk out of Despair range, wasting your best damage.
- Dark Wind silence can delay Curse, so do not wait until you are almost dead to cast it.

GangplankEven
Gangplank can cleanse your lockdown and poke with Parrrley, but Amumu can win extended melee if Remove Scurvy is forced before Curse.
Watch for Remove Scurvy: it clears Bandage Toss or Curse and heals him through your commit window.
How to beat
Use Bandage Toss to force Remove Scurvy, then stay close with Despair and Tantrum instead of ulting immediately. Once the cleanse is down, Curse becomes your kill tool or your way to stop him leaving with Raise Morale. Avoid starting the duel after taking repeated Parrrley poke.
Later Gangplank usually has better side-lane pressure because he farms safely, clears, and can influence fights with Cannon Barrage. In teamfights, Amumu should not waste Curse only on a Gangplank who can cleanse unless it also catches carries.
- If he eats oranges after Q, hold Curse; if he saves oranges, your first CC is mostly bait.
- Cannon Barrage makes chasing him through a lane much worse than fighting in short melee space.
- Ninja Tabi and Randuin's are strong when Parrrley and crit autos are the problem.

GarenUnfavoured
Garen's silence, physical spin damage, passive sustain, and execute make him favored in a direct melee duel.
Watch for Decisive Strike: the silence stops your immediate response and lets Garen start Judgment before you can control the trade.
How to beat
Keep Despair on when he enters and kite slightly during Judgment instead of standing still for the full spin. Do not use Bandage Toss after Decisive Strike's speed boost unless he has already spent the silence; Q is better as a re-engage after Judgment ends. Curse before you drop into Demacian Justice range or save it to disengage when his execute is coming.
Later Garen remains the stronger side-lane bruiser if he can force repeated short trades and reset Perseverance. In teamfights, Amumu contributes more reliable multi-target lockdown, so ignore Garen when possible and reach the carries behind him.
- Any damage turns off Perseverance, so tag him with Despair or Tantrum before he gets a free reset.
- Tantrum's physical reduction helps, but Judgment still wins if you eat the full duration for free.
- His Q breaks slows, so slow-based items do less until Decisive Strike is used.

GragasUnfavoured
Gragas wins most clean duels because Body Slam and Explosive Cask deny Amumu's stickiness while Happy Hour lets him outlast short trades.
Watch for Body Slam stops your approach and creates the gap Gragas needs to kite your W and E damage.
How to beat
Hold outside Body Slam range and make him use it for poke or disengage before throwing Bandage Toss. If Q lands while Body Slam is down, keep Despair on him and save Curse of the Sad Mummy until after Explosive Cask or when he cannot knock you away.
Later Finished Gragas is still favored in the side lane because he can reset fights and sustain between trades. In teamfights, Amumu has the higher-value engage if he avoids being displaced before R; flank instead of walking straight through Barrel Roll zones.
- Do not Bandage Toss into him while Body Slam is ready unless you can immediately ult.
- Explosive Cask can throw him or you out of Despair range, so wait for its displacement before chasing.
- His sustain is tied to spell casts; short failed trades favor him more than you.

HeimerdingerUnfavoured
Heimerdinger wins if the fight happens in turret setup, but Amumu can kill him if he catches him away from H-28G Evolution Turrets.
Watch for H-28G Evolution Turret turns your melee commit into a losing damage check if you fight inside multiple turrets.
How to beat
Do not duel him in a prepared nest; clear or leave the turret zone first. Commit only when CH-1 Concussion Grenade is down or missed, then Bandage Toss directly onto Heimer and use R before he can kite through rockets and turret fire.
Later Heimer is not a side-lane target unless you have a flank or he is away from turrets. In teamfights, Amumu should bypass the turret line and ult Heimer's carries; MR and health matter more than trying to itemize for a pure 1v1.
- A direct grenade hit can stop your follow-up after Q, so bait it before engaging.
- His rockets hit closest enemies, so standing near minions can change how much poke you take.
- If two turrets are already firing, your ult does not make the duel automatically good.

JannaFavoured
Janna cannot kill Amumu alone, but her whole kit is built to prevent him from staying attached.
Watch for Monsoon knocks you away and resets the fight after you commit Bandage Toss or Curse of the Sad Mummy.
How to beat
Walk at her patiently and do not spend Bandage Toss into a charged Howling Gale unless she has no room to kite. Force Eye Of The Storm or Monsoon defensively, then re-engage once the knockback is gone; the duel is about catching her, not surviving her damage.
Later Janna still will not beat Amumu in a side lane, but she makes his teamfight engage much harder by peeling the first target. Look for flanks or flash-R angles so Monsoon cannot simply push you out before your team follows.
- If she starts charging Howling Gale, change angle instead of running straight through it.
- Her Zephyr movement makes max-range Q unreliable; close distance first.
- Monsoon after your R can waste your team's follow-up even if the duel is won.

Jarvan IVEven
Jarvan has stronger physical burst and armor shred, while Amumu wins longer contact fights if he survives the opener and keeps Despair running.
Watch for Dragon Strike after Demacian Standard lowers your Armor and sets up the knockup window that lets Jarvan win the first trade.
How to beat
Do not give him a free E-Q engage while your Bandage Toss is down. Let him spend the combo, then Q back in after the knockup and use R inside Cataclysm if he traps you; the longer he stays in your W and Tantrum range, the better the fight becomes.
Later Jarvan remains dangerous in side lane if built for damage, but tank Jarvan does not chew through Amumu quickly. In teamfights, both want backline access; Amumu should hold R until Jarvan's Cataclysm groups targets or until Jarvan has used his displacement.
- Cataclysm can help you by keeping him inside Despair.
- Martial Cadence is strongest early in the trade; do not judge the duel from the first hit only.
- If Dragon Strike armor shred is active, wait a beat before committing to a full health-check.

JaxUnfavoured
Jax scales too well in extended melee combat and Counter Strike reduces Amumu's area damage while denying his basic attacks.
Watch for Counter Strike dodges your attacks and reduces your area damage during the window where you need Despair and Tantrum to matter.
How to beat
Do not trade into Counter Strike; back away or hold R until the dodge stance is ending. Your best chance is to Bandage Toss after Counter Strike is used, keep Despair active, and front-load your crowd control before Grandmaster's Might attack speed takes over.
Later Finished Jax beats Amumu in the side lane and can force him off waves. In teamfights, do not duel him; lock him down when he dives your carries or ignore him briefly to ult higher-value clustered targets.
- Counter Strike reduces your W and R area damage, so ulting into it is low value.
- If Jax starts stacking Grandmaster's Might freely, disengage before the duel becomes unwinnable.
- Tantrum's physical reduction helps early but does not solve his mixed sustained damage.

KarthusEven
Amumu can kill Karthus if he reaches him cleanly, but Wall of Pain and constant Defile damage make every missed engage costly.
Watch for Wall of Pain cuts your movement and resistances, making it hard to stay attached after Bandage Toss.
How to beat
Approach from fog or angles where Wall of Pain cannot force a long walk through it. Once Q lands, keep moving with him instead of stopping for unnecessary attacks, and save R to interrupt spacing or keep him inside Despair before he can kite with Lay Waste.
Later Amumu is better in front-to-back teamfights if he can start the fight before Karthus covers the area with damage. Side-lane kills are messy because Death Defied can still trade back; leave the corpse zone quickly after securing the kill.
- Do not chase through Wall of Pain unless Q is guaranteed or already connected.
- Standing directly on him reduces isolated Lay Waste value but exposes you to Defile.
- After killing him, step out before Death Defied turns the win into a trade.

KassadinUnfavoured
Kassadin's magic damage reduction, silence, and Riftwalk mobility make it hard for Amumu to force a full-duration melee fight.
Watch for Riftwalk breaks your Despair uptime and lets Kassadin choose when the trade continues.
How to beat
Do not throw Bandage Toss at max range while Riftwalk is available unless you are punishing his landing spot. Bait Null Sphere first if possible, then Q after he uses Riftwalk aggressively and layer R before he can blink again.
Later Finished Kassadin wins side-lane control because he can poke, disengage, and re-enter on his terms. In teamfights, Amumu should not chase him across the fight; hold CC for his dive timing or ult his teammates before Kassadin cleans up.
- Void Stone makes your magic damage less decisive than it looks on paper.
- Null Sphere silence can delay Tantrum or R after you connect.
- If he Riftwalks away from Despair once, do not keep walking after him without Q.

KatarinaFavoured
Amumu's point-and-click area stun and sustained aura damage punish Katarina because she must stand in range to deal damage.
Watch for Death Lotus is her real kill window, but Curse of the Sad Mummy can stop it immediately.
How to beat
Let her use Shunpo or walk into Sinister Steel range before committing, then keep Despair on and save R specifically for Death Lotus unless she is already lethal. If she pokes with Bouncing Blade and backs away, do not waste Bandage Toss unless you can force the all-in.
Later Katarina is still dangerous in teamfights because Voracity resets can snowball off your allies. Your job is to hold R or Q for Death Lotus and deny her reset window, not chase her through the side lane unless she has already spent Shunpo.
- Do not ult her before Death Lotus unless it guarantees the kill.
- Her Shunpo damage reduction can blunt your first burst, so keep fighting after it fades.
- Stand near your carries when she is looking for resets; your CC is her biggest problem.

KayleUnfavoured
Kayle wins most equal duels by kiting with Reckoning and Divine Blessing while Righteous Fury deals sustained ranged damage Amumu cannot easily answer.
Watch for Intervention denies your Curse of the Sad Mummy burst window and lets Kayle keep attacking while invulnerable.
How to beat
Do not start the duel while Righteous Fury is already hitting you for free; use terrain or fog to shorten the approach. Force Intervention with Q and W pressure, then back off during the invulnerability and re-commit when it ends if Bandage Toss or R is still available.
Later Finished Kayle beats Amumu in a side lane if she has space to kite. In teamfights, Amumu should try to catch Kayle before Intervention is assigned perfectly, or ult multiple targets so one invulnerability cannot erase the engage.
- Reckoning's slow is often what makes your Q miss, so wait for it or engage from fog.
- Do not spend all damage into Intervention; keep walking with her instead.
- If Righteous Fury expires, that is your best short window to force contact.

KennenUnfavoured
Kennen's range, Lightning Rush, and repeated Mark of the Storm stuns let him kite Amumu while dealing mostly magic damage.
Watch for Lightning Rush lets Kennen dodge Bandage Toss or escape after stacking marks, denying your sustained melee damage.
How to beat
Avoid taking free marks before the all-in; if you are already one mark from a stun, back out instead of forcing Q. Commit after Lightning Rush is used for damage or wave movement, then R before he can chain Slicing Maelstrom into another stun cycle.
Later Kennen usually avoids side-lane all-ins unless Amumu has flash or fog control, but he wins long open-space kites. In teamfights, both champions want clustered enemies; Amumu should engage from a different angle so Kennen cannot stun him first and counter-initiate freely.
- Track Mark of the Storm count before throwing Q; getting stunned mid-chase loses the duel.
- Lightning Rush through you can both mark and reposition, so turn with him rather than standing still.
- If he uses Slicing Maelstrom defensively after your R, your team needs to disengage from the storm.

Kog'MawUnfavoured
Kog'Maw shreds Amumu with Bio-Arcane Barrage before Amumu can reliably stick, especially if Void Ooze slows the approach.
Watch for Bio-Arcane Barrage gives Kog'Maw the range and percent-health magic damage to win the damage race.
How to beat
Do not walk at him in open ground while Bio-Arcane Barrage is active; use fog, brush, or a flank to start close. If Void Ooze misses or is placed poorly, Bandage Toss immediately and use R before he can create enough distance to kite.
Later Finished Kog'Maw is a terrible side-lane duel for Amumu if he has space. In teamfights, your value is reaching him through a flank or flash-R; if you kill him, leave Icathian Surprise's explosion radius instead of standing on the corpse.
- Wait out Bio-Arcane Barrage when possible; its active window is the duel.
- Void Ooze on a narrow path can make even a landed Q fail to finish the job.
- After he dies, stop chasing other targets through Icathian Surprise.

Lee SinEven
Lee Sin wins short physical burst trades, but Amumu can win if he absorbs the opener and keeps Lee locked in sustained melee range.
Watch for Dragon's Rage kicks you out of Despair range and can cancel the all-in after you land Bandage Toss.
How to beat
Make Lee Sin spend Sonic Wave or Safeguard before you commit, then Q after his escape angle is limited. Save R for after Dragon's Rage if possible, or use it early only when you know he cannot kick you away before your damage lands.
Later Damage Lee Sin can still win isolated picks, but he falls off in full front-to-back fights compared with Amumu's engage. In teamfights, expect him to kick you or a carry out of position; anchor near your team and punish his second Q entry.
- If he lands Sonic Wave, do not stand where Resonating Strike gives him a clean execute trade.
- Dragon's Rage can turn your engage into his disengage, so track it before flash-R plays.
- Tantrum is excellent into his physical hits, but Iron Will can drag out the duel.

LeonaFavoured
Leona has crowd control but too little solo damage to beat Amumu in a sustained equal duel.
Watch for Eclipse is the window where Leona's resistances are high enough to waste your first rotation.
How to beat
Let Eclipse run before committing hard unless she is already trapped. Stay close after Zenith Blade because she wants a short CC trade, while you want Despair and repeated Tantrums to grind her down.
Later Neither champion is a meaningful side-lane duelist late, but Amumu contributes more damage and a larger teamfight lockdown. In fights, avoid stacking your R on top of her full combo unless it catches priority targets; let Leona engage, then counter-engage the clump.
- Do not panic-R just because she opens with Shield of Daybreak; she lacks follow-up damage alone.
- If Eclipse is glowing, kite a step and wait for the resistances to drop.
- Her Sunlight does nothing in a true 1v1 without allies to consume it.

LuluEven
Lulu can kite and deny Amumu's burst with Whimsy and Wild Growth, but she struggles to kill him if he forces repeated contact.
Watch for Whimsy either speeds Lulu out of range or disables your engage long enough to waste Bandage Toss timing.
How to beat
Close distance without Q if possible and make her use Glitterlance or Whimsy defensively first. Once Whimsy is down, Bandage Toss and hold R until after Wild Growth knockup or use it to stop her from walking out after the bonus health lands.
Later Lulu rarely wants a side-lane duel, but she can stall Amumu almost forever if she has room. In teamfights, her value is saving your target; ult multiple enemies or wait for Wild Growth to be used before committing everything onto one carry.
- Glitterlance's heavy slow makes straight-line Q attempts poor; sidestep first, then engage.
- Wild Growth can interrupt your follow-up positioning even if it does not stop your R.
- If Pix is on an ally instead of Lulu, her self-duel damage drops.

LuxEven
Lux wins if she keeps Amumu at spell range, but she dies quickly if Light Binding misses and Amumu lands Bandage Toss.
Watch for Light Binding roots you before your engage or after your Q lands, denying the time you need to stay in Despair range.
How to beat
Do not throw Q through obvious minion lines where Light Binding can punish your path. Bait Binding, then engage immediately; if she still has it, use R as soon as you arrive so she cannot chain shield, slow field, and Finales Funkeln from distance.
Later Lux will not seek side-lane duels, but she can clear waves and punish failed engages from range. In teamfights, Amumu must come from fog or flank angles because walking through Lucent Singularity and Binding gives Lux time to burst or disengage.
- Light Binding can hit two targets, so do not hide behind one minion and assume safety.
- Lucent Singularity's slow can make your Q angle predictable; wait until she detonates or leaves the zone.
- If Prismatic Barrier is already out, delay a beat so your damage lands after the shield pass.

MalphiteEven
Malphite and Amumu both struggle to kill each other, with the duel decided by whether Malphite can kite with Seismic Shard or is forced to sit in Despair.
Watch for Seismic Shard steals your movement speed and prevents you from maintaining W range after the first trade.
How to beat
Do not chase endlessly after Seismic Shard; let the speed steal expire before spending Bandage Toss unless he is already low. Break Granite Shield with a small trade, then commit with Q and R while the shield is down so your percent-health damage has time to work.
Later The side lane is usually a stalemate unless one player is far ahead or itemized for damage. In teamfights, Malphite has the faster instant engage, while Amumu has stronger follow-up lockdown; keep enough spacing that Unstoppable Force does not catch your whole team before you answer.
- Wait out Granite Shield before using your full combo.
- Ground Slam's attack speed slow barely matters to your damage, so do not overvalue it.
- If Malphite ults into your team, he often delivers himself into your Curse of the Sad Mummy range.

MalzaharUnfavoured
Malzahar wins the clean duel because Nether Grasp locks Amumu inside Null Zone and Amumu has no reliable way to stop the channel once it starts.
Watch for Nether Grasp suppresses Amumu long enough for Null Zone and Malefic Visions to burn through his health.
How to beat
Stay outside his spell chain range until Bandage Toss is ready, and do not walk into Null Zone just to keep Despair ticking. If he uses Call of the Void or Malefic Visions on the wave, Q in immediately, layer Curse of the Sad Mummy after the first stun, and try to kill before Nether Grasp resets the fight.
Later Malzahar is stronger in the side lane if he can hold Nether Grasp for you, but Amumu is far more valuable in clustered teamfights. Buy magic resistance, look for flanks rather than front-door Qs, and force Malzahar to choose between ulting you or saving it for a carry.
- Do not ult first if Nether Grasp is still up and he is not low enough to die during your stun chain.
- Null Zone punishes standing still with Despair; step out after your burst if he survives.
- Voidlings can body-block awkward Bandage Toss angles, so throw Q from clear lanes.

Master YiEven
Amumu can lock Master Yi down and burn him with Despair, but Yi wins if he times Alpha Strike and Meditate around Amumu's crowd control.
Watch for Alpha Strike can dodge Bandage Toss or Curse damage timing and lets Yi keep attacking after your engage misses.
How to beat
Do not throw Q while Yi is free to Alpha Strike; walk at him with W and E first and make him use it defensively. Once Alpha Strike ends, Bandage Toss into Curse of the Sad Mummy and interrupt his damage window before Highlander turns the chase around.
Later Yi becomes the better side-lane duelist if he has lifesteal and enough damage to outlast Despair. In teamfights, Amumu should save Curse for Yi's Highlander entry rather than spending everything on the frontline.
- Turn on Despair before he Alpha Strikes so the burn resumes immediately when he lands.
- Hold Curse until after Alpha Strike unless he is already committed in melee.
- If Yi channels Meditate, stop chasing out of position; wait for the channel to end or use your stun chain if lethal.

Miss FortuneFavoured
Miss Fortune has dangerous channel damage, but she has no dash and dies if Amumu reaches her with Bandage Toss and Curse of the Sad Mummy.
Watch for Bullet Time can shred Amumu while he is slowed or walking in from a missed engage.
How to beat
Approach from fog or minion angles where Double Up cannot freely poke you down, then Q as soon as Strut is broken. If she casts Bullet Time, interrupt it with Bandage Toss or Curse rather than walking through the cone.
Later Miss Fortune is not meant to side-lane against Amumu, but her teamfight damage is higher if she channels safely. Your job is to flank, cancel Bullet Time instantly, and force her to spend the fight running instead of firing.
- Any damage breaks Strut, making the next Bandage Toss much easier to land.
- Save one stun for Bullet Time if she has not used it yet.
- Do not chase through Make It Rain without Q; the slow gives her enough space to kite.

MorganaUnfavoured
Morgana wins or stalls the duel because Black Shield blocks Amumu's engage and Soul Shackles punishes him for staying close.
Watch for Black Shield blocks Bandage Toss and Curse of the Sad Mummy's disable until the shield is broken.
How to beat
Bait Black Shield with forward movement or a short trade before committing your real Q. If the shield is down, Bandage Toss and ult quickly; if she shields the engage, back out of Tormented Soil and wait instead of wasting your full combo into immunity.
Later Morgana is hard to pick in teamfights because Black Shield can deny your initiation on one key target. Amumu still brings the bigger area stun if he flanks after Black Shield is used or catches multiple targets outside its protection.
- Do not open with Curse into a fresh Black Shield target.
- Dark Binding into Tormented Soil beats you if you are walking straight at her.
- If Soul Shackles starts, either finish her immediately or leave before the second stun lands.

NasusUnfavoured
Nasus outscales Amumu in a straight melee duel because lifesteal, Siphoning Strike, and Fury of the Sands beat Amumu's sustained magic damage.
Watch for Fury of the Sands gives Nasus enough health and nearby damage to win the long brawl Amumu wants.
How to beat
Fight before Nasus has stacked heavily, and do not stand inside Spirit Fire for extended trades. Use Bandage Toss to start only when Wither is down or when you can burst with Curse, then disengage if he activates Fury of the Sands and is not dying.
Later Nasus wins the side lane hard once Siphoning Strike is stacked, while Amumu wins teamfights by ignoring the duel and locking Nasus's backline. Build armor and attack-speed reduction, then use Curse to peel Nasus off carries or catch his team before he reaches them.
- Wither makes retreating after a bad Q almost impossible, so do not engage casually.
- Spirit Fire lowers your armor before Siphoning Strike trades; step out before eating repeated Qs.
- Do not try to drain-tank Fury of the Sands with Despair alone.

NidaleeEven
Nidalee controls range and poke, but Amumu wins if he dodges the long spear and lands Bandage Toss before she can reset through brush and cougar mobility.
Watch for Javelin Toss chunks Amumu from long range and can make him too low to commit.
How to beat
Do not chase through brush blindly; Nidalee's Prowl and traps make the fight happen on her terms. Hold a diagonal approach to dodge Javelin Toss, then Q after she uses Pounce or moves into cougar range for Takedown.
Later Nidalee is better at side-lane poking and escaping, while Amumu is much better in forced 5v5s. Group, carry wards or sweep likely trap paths, and make her answer engages instead of letting her spear before the fight starts.
- Bushwhack reduces both Armor and Magic Resist, so never take the all-in after stepping on one.
- If she heals before committing cougar, wait out the attack speed window when possible.
- Bandage Toss is easier after she Pounces forward for Takedown.

Nunu & WillumpEven
Nunu is difficult to kill through Consume sustain and Ice Blast kiting, but Amumu can cancel Absolute Zero and win if the fight stays in melee.
Watch for Ice Blast slows Amumu's movement and attack speed, denying the stickiness he needs after Bandage Toss.
How to beat
Do not spend Q just to start a low-damage trade if Nunu can walk away with Blood Boil and Ice Blast. Let him use Ice Blast first, then Bandage Toss back into melee and save Curse of the Sad Mummy to cancel Absolute Zero or secure the kill.
Later Neither champion is a serious finished-item side-lane threat, and the matchup is mostly about teamfight interruption. Amumu should hold a stun for Absolute Zero while looking for multi-target Curse angles that Nunu cannot match.
- Your ult cancels Absolute Zero, so do not panic-cast it before he channels.
- Consume does not heal him in a champion-only duel unless a minion or monster is nearby.
- Boots of Swiftness help more than usual if Ice Blast is the only thing stopping your follow-up.

OlafUnfavoured
Olaf is a brutal duel for Amumu because Reckless Swing ignores tank stats and Ragnarok removes the value of Amumu's stuns.
Watch for Ragnarok makes Olaf immune to Bandage Toss and Curse of the Sad Mummy's disables during his kill window.
How to beat
Do not all-in while Ragnarok is available unless Olaf is already low enough to die to damage alone. Kite around Undertow axes, force him to use Ragnarok early, then disengage with Q terrain or turn only after the immunity ends.
Later Olaf remains the better side-lane duelist and can run through Amumu if isolated. In teamfights, Amumu should not waste Curse on Olaf during Ragnarok; either peel after it expires or dive the backline while Olaf is separated.
- Reckless Swing true damage is the reason armor alone does not solve this fight.
- If Olaf misses Undertow or throws the axe past you, that is your short window to reposition.
- Do not stack your Q and R into Ragnarok; you lose both disables.

PantheonEven
Pantheon wins short trades with Spear Shot and Aegis of Zeonia, but Amumu wins extended melee if he survives the first burst and keeps Despair ticking.
Watch for Heartseeker Strike deals heavy champion damage while Amumu is stunned or forced to walk through the cone.
How to beat
Absorb or bait Aegis Protection before relying on an auto-enhanced trade, then avoid standing directly in Heartseeker Strike after his stun. Once Pantheon's burst is spent, stay attached with Bandage Toss and use Curse to stop his retreat or finish before Spear Shot cooldowns cycle again.
Later Pantheon falls off as a pure duelist into armor, while Amumu becomes the stronger teamfight champion. Watch Grand Skyfall flanks, then punish his backline dive with Curse rather than chasing him through your carries alone.
- His passive can block an auto but not the important magic damage from W and R.
- Step sideways after Aegis of Zeonia so Heartseeker Strike does not land for free.
- Armor is valuable early because most of his duel damage is physical.

RammusEven
Rammus and Amumu both struggle to kill each other, with the duel hinging on whether Amumu avoids wasting damage into Defensive Ball Curl.
Watch for Defensive Ball Curl gives Rammus enough resistances to blunt Amumu's all-in and punish forced basic attacks after taunt.
How to beat
Do not commit Curse during Defensive Ball Curl unless you are setting up a guaranteed kill. Let him use Powerball or Puncturing Taunt first, keep Despair running while kiting out the defensive window, then re-engage when his resistances drop.
Later The side lane is slow and usually pointless for both champions. In teamfights, Amumu has the stronger instant area lockdown, while Rammus has better single-target disruption; look to catch multiple carries before he taunts yours.
- Puncturing Taunt can force you to hit into Defensive Ball Curl, so avoid starting next to him without a plan.
- Your magic damage matters more after Ball Curl ends.
- If he Powerballs in, you can answer with Curse before he reaches your backline.

RyzeUnfavoured
Ryze beats Amumu in a straight duel because Rune Prison controls the spacing and Desperate Power gives him sustained spell damage and spell vamp.
Watch for Rune Prison roots Amumu outside his preferred melee range or locks him in place for Ryze's full spell rotation.
How to beat
Approach from fog and make Ryze use Rune Prison before throwing a predictable Bandage Toss. If he activates Desperate Power early, back out unless you can chain Q into Curse and burst him before spell vamp turns the trade.
Later Ryze remains a dangerous side-lane duelist against Amumu, especially with cooldowns and mana items finished. In teamfights, Amumu should engage from angles that force Ryze to spend Rune Prison defensively and should stack magic resistance before face-checking him.
- Do not let Spell Flux bounce between you and nearby minions before the all-in.
- Desperate Power's move speed makes missed Qs fatal.
- Banshee's Veil can block the first Rune Prison or Overload and buy the engage window.

ShacoEven
Shaco can avoid Amumu's engage and win through boxes and clone tricks, but he is fragile if Amumu reveals the real target and lands crowd control.
Watch for Jack In The Box fears Amumu during his chase and can turn Bandage Toss follow-up into a lost trade.
How to beat
Do not chase Shaco through unwarded paths or obvious box nests. Wait for Deceive to be used aggressively or defensively, then Q the real Shaco after he reappears and use Curse only when Hallucinate is not about to waste your damage on the clone.
Later Shaco is better at isolated picks and split pressure, while Amumu is far better in grouped fights. Buy vision, force objectives, and make Shaco enter your team instead of following him into trapped jungle corridors.
- If Shaco vanishes before your Q lands, stop and reset instead of guessing into boxes.
- Hallucinate can dodge your burst timing; watch which Shaco takes real damage and movement commands.
- Despair helps identify the real Shaco only if you are already close enough to damage both briefly.

ShenEven
Shen's shields and sustain make him hard to kill, but Amumu's percentage damage and crowd control let him contest the duel if he does not waste spells into Feint.
Watch for Shadow Dash taunts Amumu and can pull him through a bad trade while Shen blocks damage with Feint.
How to beat
Keep W active in melee and avoid spending your full combo into Feint. If Shen uses Shadow Dash to trade or escape, Bandage Toss after the dash path ends and use Curse to stop Stand United or finish the duel.
Later Shen is usually more valuable in side lanes because Stand United lets him pressure and still join fights. Amumu should force grouped fights when Shen's teleport pressure is constrained and save hard crowd control to interrupt Stand United if Shen channels nearby.
- Curse of the Sad Mummy can stop Stand United if Shen is in range during the channel.
- Feint is short; wait it out before committing E and ult damage.
- Do not let Shadow Dash drag you under his turret during a side-lane chase.

SingedUnfavoured
Singed wins the duel by refusing a clean fight, dragging Amumu through Poison Trail, and using Insanity Potion to outlast him.
Watch for Fling throws Amumu behind Singed, forcing him to walk through Poison Trail and breaking his control over the trade.
How to beat
Do not chase in a straight line through Poison Trail; hold angles that let you cut him off instead. Save Bandage Toss for after Fling or Mega Adhesive, and disengage when Insanity Potion is active unless he is already low.
Later Singed is the better side-lane nuisance and can waste Amumu's time indefinitely. Amumu should group for teamfights, use Curse on Singed's carries, and only peel Singed when he is actually disrupting the backline.
- Landing Q before Fling often just helps Singed place you behind him.
- Mega Adhesive makes missed Bandage Toss unrecoverable.
- Insanity Potion means his apparent kill range is much lower than it looks.

SionUnfavoured
Sion's point-and-click stun, shield burst, and Cannibalism sustain beat Amumu unless Amumu can avoid the shield explosion and deny the lifesteal window.
Watch for Cannibalism lets Sion heal through Despair and Tantrum once he is allowed to keep attacking.
How to beat
Do not trade into Death's Caress while the shield is fresh; either back away before it detonates or force him to pop it early. Use Bandage Toss after Cryptic Gaze is down, then Curse to stop his Cannibalism attacks long enough to finish or disengage.
Later Attack-speed and lifesteal Sion becomes a stronger isolated duelist, while Amumu's reliable teamfight stun is easier to use. In grouped fights, lock Sion before he free-hits with Cannibalism or bypass him and catch his damage dealers.
- Cryptic Gaze is point-and-click, so assume he can start the trade if you are in range.
- Death's Caress punishes standing still with W running; step out before the detonation.
- Grievous Wounds helps only if someone can apply it reliably during Cannibalism.

SivirEven
Sivir can block Amumu's first engage with Spell Shield and kite with On The Hunt, but she is vulnerable once the shield is baited out.
Watch for Spell Shield blocks Bandage Toss or Curse of the Sad Mummy and gives Sivir the space to kite the failed engage.
How to beat
Do not throw Q into an untouched Spell Shield unless you are deliberately forcing it. Walk up with Despair or threaten Tantrum range to make her shield early, then Bandage Toss after it drops and save Curse if On The Hunt gives her enough space to run.
Later Sivir wins the side lane if she can keep waves between you and Spell Shield your engage. In teamfights, Amumu should flank rather than front-engage into Spell Shield and should interrupt her team speed-up fight with a multi-target Curse.
- Spell Shield can eat Curse, so check whether it is active before ulting.
- Boomerang Blade is easiest to dodge by moving sideways after your Q threat makes her throw it early.
- If she uses On The Hunt defensively, do not overchase past her team.

SkarnerEven
Skarner's repeated Crystal Slash uptime and shielded speed let him stick longer than Amumu wants, but Amumu's percent-health Despair and Curse can swing the all-in if Skarner wastes his shield before committing.
Watch for Crystalline Exoskeleton gives Skarner the shield and speed he needs to force an extended melee trade before you can disengage.
How to beat
Do not Bandage Toss into him while Crystalline Exoskeleton is fresh; walk back, let the shield decay or break, then re-enter with Despair already running. Save Curse of the Sad Mummy for after Impale or when he tries to chase through you, because stunning him during his low-shield window is your best burst window.
Later Skarner is usually better at single-target picks in the side lane because Impale isolates you or your carry, while Amumu is stronger when both teams stack. Group for flanks, force him to choose between suppressing you and eating your Curse, and avoid long isolated river duels.
- If Skarner opens with W just to gap close, kite until the shield is gone before using Q.
- Impale does not stop Despair if it is already toggled on, so turn W on before the suppress lands.
- Your Curse can interrupt his post-Impale follow-up if you survive the drag.

SonaFavoured
Sona can poke and disengage, but if Amumu lands Bandage Toss she is too fragile to survive Despair, Tantrum, and Curse in melee.
Watch for Crescendo stops your follow-up after Bandage Toss and can create the distance she needs to kite away.
How to beat
Stay outside her 550 poke range until Q is available, then look for Bandage Toss when she steps forward to cast Hymn of Valor. If she has Crescendo, do not spend Curse immediately on arrival; force her ultimate first, then keep walking with Despair and finish after the stun ends.
Later Sona should not be dueling you late, but her teamfight aura value and Crescendo can punish a direct front-door engage. Flank from fog so she must Crescendo defensively on you instead of your carries, then lock the group with Curse.
- Her Power Chord damage-reduction version can make your first trade look weaker; commit only if you can stay in W range afterward.
- Bandage Toss after she uses Song of Celerity is much easier than chasing through it.
- If Crescendo is down, she cannot stop your full melee combo alone.

SorakaFavoured
Soraka's silence and healing delay the kill, but she lacks mobility and cannot escape Amumu once he reaches melee range.
Watch for Infuse silences you, denying Bandage Toss or Curse during the exact window she needs to walk out.
How to beat
Approach patiently and do not telegraph Bandage Toss from max range while Infuse is ready. If she silences first, keep walking with Despair off until the silence ends, then Q or Curse to hold her through Astral Blessing and Wish.
Later Soraka almost never wants the side-lane duel, while Amumu's teamfight engage is much more decisive if he reaches her backline. In grouped fights, either catch her before Wish or force Wish early so your team can re-engage after the heal.
- Her passive Magic Resist makes your first rotation less explosive than other supports.
- Infuse cannot stop Despair once it is already active, but it can stop your engage spell.
- Do not leave after Wish unless she has actually created distance; she is still immobile.

TaricEven
Taric is durable enough to absorb Amumu's first rotation and heal through some damage, but he does not outpace Despair unless he controls the stun timing well.
Watch for Dazzle stops your chase or delays Curse long enough for Taric to heal and reset the trade.
How to beat
Fight him in short spaces where Dazzle cannot turn into a clean disengage. Bait Dazzle with a walk-up, then Bandage Toss after it is used; keep Despair running through his Armor aura because most of your damage is magic and percent-health.
Later Taric is less threatening in a pure side duel than true carries, but his armor aura and point-click stun matter more in teamfights. You usually win value by ignoring the duel and using Curse on his backline before he can Dazzle your carry.
- Shatter's Armor does little against Despair, so do not overvalue physical trades into him.
- If he holds Dazzle for your Q arrival, delay Curse until after the stun ends.
- His heal stretches the duel; keep enough mana for W uptime, not just Q-R burst.

TeemoUnfavoured
Teemo can blind Amumu's passive application, kite with Move Quick, and punish every chase path with Toxic Shot and Noxious Trap.
Watch for Noxious Trap turns your Bandage Toss chase path into a slow and poison field, often denying the melee uptime you need.
How to beat
Do not chase blindly through brush or lane edges; sweep the likely mushroom line with minions or approach from a cleared angle. Your kill window is when Move Quick has been broken and Teemo has already used Blinding Dart, because then Q into Curse keeps him in Despair long enough to matter.
Later Teemo wins many side-lane setups if the area is seeded with traps, but Amumu is far more valuable in a clean 5v5 engage. Force fights around cleared objectives, carry wards, and avoid being the first champion to face-check his trap network.
- Blinding Dart blocks your passive refresh, so wait it out before relying on autos for Magic Resist shred.
- A mushroom slow after your Q often wastes your Curse range; clear the path before committing.
- If you hit Q while Move Quick is active, immediately use Curse before he can create space again.

TristanaUnfavoured
Tristana has too many displacement tools for a melee tank, and Rocket Jump plus Buster Shot can deny Amumu's required Despair uptime.
Watch for Buster Shot knocks you out after Bandage Toss, removing your melee damage window and resetting the duel at her range.
How to beat
Hold Bandage Toss until Rocket Jump is down or until she is forced near terrain where the jump does not create a full reset. If you connect, consider using Curse before she can Buster Shot; otherwise she will knock you away before Despair and Tantrum can finish the trade.
Later Tristana scales into a side-lane and teamfight threat that Amumu should not try to duel in open ground. Your job is to flank or flash-ult her after Rocket Jump or Buster Shot is committed, while armor and attack-speed reduction keep you alive long enough to engage.
- Do not Q her while Rocket Jump is available unless you can immediately chain Curse.
- Her range grows with levels, so late-game open-lane chases get worse.
- If Buster Shot is down, she is much more punishable than most marksmen because your Q can follow her jump timing poorly only if she saves it.

TryndamereUnfavoured
Tryndamere's sustained crit damage and Undying Rage outlast Amumu's burst, so Amumu must kite the ultimate rather than brawl through it.
Watch for Undying Rage denies your kill during your Curse window and lets Tryndamere keep attacking while your cooldowns are spent.
How to beat
Trade before he has high Fury, then back away as his Fury and missing-health crit chance rise. Use Curse defensively after he activates Undying Rage or after Spinning Slash commits, then walk out of melee until the ultimate expires before re-engaging with Bandage Toss.
Later Tryndamere is the better side-lane duelist and can force Amumu to answer waves without actually killing him cleanly. In teamfights, Amumu contributes more if he saves crowd control to stall Tryndamere's ultimate or locks his backline before Tryndamere reaches yours.
- Do not spend Curse to put him at 1 HP unless you can also survive the full Undying Rage duration.
- Spinning Slash down is your only reliable time to create distance after he commits.
- Armor helps, but attack-speed reduction is what makes his ultimate window survivable.

Twisted FateFavoured
Twisted Fate can harass and stun, but in an honest duel he is immobile enough that one Bandage Toss usually forces his Flash or his death.
Watch for Gold Card from Pick A Card stops your engage and lets Twisted Fate create the spacing needed to land Wild Cards safely.
How to beat
Watch his card cycle and do not throw Bandage Toss directly into a held Gold Card unless you can follow with Curse after the stun. Once Pick A Card is down or he locks the wrong card, Q in and stay on top of him with Despair; Gate is not a combat escape if you keep damaging or controlling him.
Later Twisted Fate wins the map by avoiding you, not by dueling you, while Amumu wins grouped fights much harder. Track Destiny, punish his side-lane arrivals with fog-of-war Bandage Toss, and force objectives where he must walk into Curse range.
- A held Gold Card is the fight; no Gold Card means he has little answer to your Q.
- Stand off the minion line so Wild Cards does not poke you for free before the engage.
- If he starts Gate near you, Bandage Toss or Curse can stop the channel window.

TwitchUnfavoured
Twitch's stealth opener, poison stacks, and Spray and Pray let him kill Amumu before Amumu can reliably force sustained melee contact.
Watch for Ambush lets Twitch choose the opening angle and start stacking Deadly Venom before you can aim Bandage Toss.
How to beat
Do not walk into fog alone when Twitch is missing; fight around wards and wait for him to reveal before using Q. If he opens with Ambush, turn on Despair immediately, eat the first slow, then Q after Venom Cask or Spray and Pray locks his movement pattern.
Later Twitch is much stronger in side ambushes and late-game backline damage, but he is vulnerable if Amumu reaches him before Spray and Pray free-fires. Your best late-game role is flank control: reveal him, force him to ult defensively, then Curse him and anyone peeling him.
- Casting Curse too early can miss if Twitch has not revealed from Ambush yet.
- Venom Cask slow makes a max-range Bandage Toss harder; wait for him to commit to autos.
- Thornmail punishes his ultimate only if you are actually in the line of fire and alive.

VayneUnfavoured
Vayne is one of Amumu's worst duels because Silver Bolts ignores his tank stats while Tumble, Condemn, and Final Hour prevent stable melee uptime.
Watch for Condemn knocks you out of Despair range and can stun you into terrain, completely breaking your all-in.
How to beat
Never start the duel near a wall where Condemn turns your engage into a stun. Hold Q until after Tumble or Condemn is used, then chain Curse immediately so she cannot go invisible with Final Hour and reset spacing.
Later Vayne wins the side-lane duel decisively if she has room to kite, while Amumu's value is forcing teamfights where she cannot freely select targets. Approach from fog, deny wall angles, and spend your crowd control on her only when your team can burst during the lockup.
- Silver Bolts means stacking only health is a poor answer to the duel.
- Final Hour Tumble can make you lose target tracking; Curse before she gets repeated tumbles.
- If Condemn is available, stand diagonal from walls instead of directly between her and terrain.

VeigarEven
Veigar can kill Amumu if Event Horizon controls the approach, but he is fragile enough to die if Amumu reaches melee before the cage decides the fight.
Watch for Event Horizon blocks your Bandage Toss path and stuns you if you cross the edge, buying time for Dark Matter and Primordial Burst.
How to beat
Do not panic-walk through the cage edge; hold position inside or outside it and wait for the stun threat to expire. Your commit window is right after Event Horizon is used badly, when Bandage Toss into Curse keeps him from landing a clean Dark Matter or kiting away.
Later Veigar's burst becomes more dangerous late, but Amumu is not his ideal Primordial Burst target unless Amumu built AP. In teamfights, force Veigar to cage defensively, then either wait it out or flash past the edge to Curse his team.
- If you are trapped inside Event Horizon, staying centered can avoid the stun and make Dark Matter easier to sidestep.
- Primordial Burst scales into AP targets, so tank Amumu usually fears the setup more than the execute.
- Q after the cage disappears, not while the rim is between you and him.

WarwickUnfavoured
Warwick's self-healing and suppress give him the stronger extended duel, especially because he can recover through Amumu's steady damage.
Watch for Infinite Duress suppresses you while Warwick heals and deals damage, often turning your all-in into his sustain window.
How to beat
Avoid long trades where Eternal Thirst and Hungering Strike can reset his health bar. If he uses Infinite Duress first, let it end and immediately Curse to stop the follow-up; if you initiate, save enough control to prevent him from freely Q-healing through your Despair damage.
Later Warwick is better in isolated duels and pick attempts, while Amumu is stronger at multi-man engage. Group when his ultimate is up, make him suppress a tanky target, and answer with Curse on his team rather than tunneling the 1v1.
- Despair helps against his health, but it does not stop Hungering Strike from undoing trades.
- Do not blow all crowd control before Infinite Duress unless your team can finish him instantly.
- Spirit Visage is valuable here because it resists his magic damage and improves your sustain between trades.

WukongEven
Wukong's burst and Decoy can waste Amumu's key spells, but Amumu's armor, Tantrum, and area damage make the melee brawl competitive if he reads the clone correctly.
Watch for Decoy makes you waste Bandage Toss or Curse on the clone and gives Wukong a clean escape or re-engage angle.
How to beat
Do not fire Q the instant he goes invisible; watch for the clone stop and follow the real Wukong's movement before committing. Once Decoy is down, keep Despair active and use Curse after Nimbus Strike or Cyclone commits him inside your range.
Later Wukong has stronger backline disruption if he finds a flank, while Amumu has the more reliable instant teamfight lockdown. In side lane the matchup stays playable, but in 5v5 you should avoid stacking your Curse on only Wukong if his Cyclone has already forced your team apart.
- Tantrum's physical damage reduction is very relevant against his Q-E-auto trades.
- If he Decoys after your Q connects, wait a beat before ulting so you do not lock the clone alone.
- Cyclone can interrupt your chase rhythm, but Curse can hold him in your W while it runs.

ZileanEven
Zilean is hard to catch because Time Warp controls spacing, but if Amumu reaches him after Chronoshift is forced the duel flips quickly.
Watch for Time Warp slows Amumu or speeds Zilean, denying the Bandage Toss follow-up and stretching the fight until bombs win.
How to beat
Do not chase through repeated Time Warp in a straight line; hold angles around minions and force him to use speed before you throw Q. If you catch him, be ready for Chronoshift: either stop damaging until it expires or kill him once, save Curse or Q for the revive, and finish the second health bar.
Later Zilean usually avoids side duels and wins by resetting a carry in teamfights, while Amumu wins by forcing everyone to fight during Curse. Try to bait Chronoshift before committing your full engage, or lock Zilean himself so he cannot freely choose the revive target.
- A bomb attached to you punishes standing on your own backline, so move away before it expires.
- Rewind means his slow returns faster than your Q; do not assume one missed Time Warp opens a long chase.
- After Chronoshift triggers, aim Bandage Toss at the revive location instead of walking away.
No champion by that name.
18- Attack damage
- 115.4
- Ability power
- 70
- Armor
- 256.4
- Magic resist
- 159.9
- Attack speed
- 0.874
- Cooldown reduction
- 10%
- Critical strike chance
- 0%
- Move speed
- 397.1

Click an item to leave it out of the numbers.
Resources
- Health
- 4,026.88
- Health regen
- 36.75 / 5s
- Mana
- 940
- Resource regen
- 22.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QBandage Tossrank 5/5
- Damage
- 369
WDespairrank 5/5
- Health Damage
- 3
ETantrumrank 5/5
- Tantrum Damage
- 210
RCurse of the Sad Mummyrank 3/3
- Damage
- 406
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.874
- Average hit
- 115.4
- Normal hit
- 115.4
- Critical hit
- 230.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 115.4
- Ability power
- 709.53
- Armor
- 140.4
- Magic resist
- 52.5
- Attack speed
- 0.874
- Cooldown reduction
- 24%
- Critical strike chance
- 0%
- Move speed
- 380

Click an item to leave it out of the numbers.
Resources
- Health
- 1,984
- Health regen
- 22.75 / 5s
- Mana
- 1,012
- Resource regen
- 28.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QBandage Tossrank 5/5
- Damage
- 833
WDespairrank 5/5
- Health Damage
- 10
ETantrumrank 5/5
- Tantrum Damage
- 540
RCurse of the Sad Mummyrank 3/3
- Damage
- 936
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.874
- Average hit
- 153.9
- Normal hit
- 153.9
- Critical hit
- 271.6
- On-hit damage
- 36.2
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 7.4s
On-hit
- Spellsword36.2
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 115.4
- Ability power
- 0
- Armor
- 229.8
- Magic resist
- 99.78
- Attack speed
- 0.874
- Cooldown reduction
- 10%
- Critical strike chance
- 0%
- Move speed
- 397.1

Click an item to leave it out of the numbers.
Resources
- Health
- 3,852
- Health regen
- 32.75 / 5s
- Mana
- 940
- Resource regen
- 28.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 9
- Magic pen, percent
- 0%
Ability damage
at this build's ranks
QBandage Tossrank 5/5
- Damage
- 320
WDespairrank 5/5
- Health Damage
- 3
ETantrumrank 5/5
- Tantrum Damage
- 175
RCurse of the Sad Mummyrank 3/3
- Damage
- 350
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.874
- Average hit
- 115.4
- Normal hit
- 115.4
- Critical hit
- 230.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 115.4
- Ability power
- 0
- Armor
- 81.4
- Magic resist
- 52.5
- Attack speed
- 0.874
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 335
Resources
- Health
- 1,984
- Health regen
- 22.75 / 5s
- Mana
- 940
- Resource regen
- 15.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QBandage Tossrank 5/5
- Damage
- 320
WDespairrank 5/5
- Health Damage
- 3
ETantrumrank 5/5
- Tantrum Damage
- 175
RCurse of the Sad Mummyrank 3/3
- Damage
- 350
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.874
- Average hit
- 115.4
- Normal hit
- 115.4
- Critical hit
- 230.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 115.4
- Ability power
- 88
- Armor
- 275.2
- Magic resist
- 131.45
- Attack speed
- 0.874
- Cooldown reduction
- 34%
- Critical strike chance
- 0%
- Move speed
- 397.1
Click an item to leave it out of the numbers.
Resources
- Health
- 3,464.73
- Health regen
- 36.75 / 5s
- Mana
- 1,340
- Resource regen
- 22.5 / 5s
Offense
- Attack range
- 125
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 8%
Ability damage
at this build's ranks
QBandage Tossrank 5/5
- Damage
- 382
WDespairrank 5/5
- Health Damage
- 4
ETantrumrank 5/5
- Tantrum Damage
- 219
RCurse of the Sad Mummyrank 3/3
- Damage
- 420
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.874
- Average hit
- 115.4
- Normal hit
- 115.4
- Critical hit
- 230.8
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 9.9s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.