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Patch 26.18support

Amumu Support Build & Guide — Patch 26.18

Amumu

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Tank / Engage Support
Patch
26.18

Core Abilities

Cursed Touch
Basic attacks Curse enemies. Cursed targets take bonus true damage from any magic damage they receive — your ADC and mid laner hit harder when you land an auto.
Bandage Toss
Bandage Toss
Long-range linear skillshot that pulls Amumu to the first enemy hit and stuns them. Two charges — one for engage, one for follow-up or escape.
Despair
Despair
Toggle aura that ticks max-HP magic damage on nearby enemies and keeps refreshing Curse on them. Drains mana while active — turn it off out of combat.
Tantrum
Tantrum
Passive: take less physical damage. Active: short-range AOE burst. Its cooldown drops every time a basic attack hits Amumu, so spam it during sustained fights.
Curse of the Sad Mummy
Curse of the Sad Mummy
Massive AOE stun that locks down every enemy around Amumu and applies Curse. The whole point of the kit — every teamfight starts when this lands.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

QRWE

Core Items

World Atlas
Mercury's Treads
Zeke's Convergence
Locket of the Iron Solari
Solstice Sleigh

Situational Items

Abyssal Mask
Abyssal Mask
when 3+ enemies deal magic damage: the Unmake aura makes nearby enemies take 12% more magic damage from your team
Warmog's Armor
Warmog's Armor
vs poke comp (Xerath bot, Varus, Ezreal): once you hold 2000 bonus HP, the regen refills your bar between trades
Banshee's Veil
Banshee's Veil
vs single-target magic CC (Morgana Q, Ahri charm, Lissandra R): spellshield blocks the first spell aimed at you
Knight's Vow
Knight's Vow
vs assassin dive on your ADC (Zed, Talon, Kha'Zix): bind it on the ADC and take 14% of the damage they receive yourself

Runes

Primary · Resolve
Aftershock
KeystoneAftershock
Font of Life
Font of Life
Conditioning
Conditioning
Revitalize
Revitalize
Secondary · Inspiration
Magical Footwear
Magical Footwear
Cosmic Insight
Cosmic Insight
Stat shards
Ability HasteHealth ScalingTenacity and Slow Resist
Offense · Flex · Defense
Why these runes

Resolve primary: Aftershock fires on every Q stun and on R, +armor/MR for 2.5s — the window where you eat the enemy carry burst while your ADC walks in. Font of Life heals you and an ally on every CC, Conditioning adds tank stats from minute 12, Revitalize boosts every shield.

Why secondary

Inspiration secondary: Magical Footwear delivers free base boots at minute 12, 45s sooner per takedown (300 gold of Boots saved, to spend on Zeke's earlier), and Cosmic Insight lowers Flash and active-item cooldowns so a second Locket fires in the same teamfight.

When to switch secondary

If the enemy support is a hook champion (Thresh, Blitzcrank, Pyke) who engages first, swap Inspiration for Sorcery with Manaflow Band + Transcendence: more mana to keep W toggled in long bot skirmishes, plus ability haste to spam Q defensively when they pull your ADC.

Win Condition

Reach level 2 with Q + W and engage the first time the enemy support walks up. From level 6 on, every R must land on the enemy carry — sit on them with W ticking while your ADC autos through Curse.

Weakness

No damage of your own. If your ADC is behind or the team has no AP follow-up, a perfect R becomes a 0/0/5 line. Miss Q or eat a Morgana spellshield and you do nothing for 90s on a 150s cooldown.

Overview

Amumu support is the simplest engage in the bot lane: walk up, throw Bandage Toss (Q) the moment the enemy support steps forward to last-hit, press Curse of the Sad Mummy (R) when both of them are inside the radius, and let your ADC delete them. His kit has one job — start the fight on your terms — and from bot lane he does it from longer range than almost any other support thanks to the 1100-range pull. Cursed Touch (passive) then multiplies your ADC's autos and your mid laner's spells by turning their damage into bonus true damage on every Cursed target.

The trade-off: R sits on a 100-150s cooldown, Q is your only setup tool, and you do almost no damage on your own. Miss them and you spend 90 seconds being kited and zoned off vision. Game plan: bully bot lane through level 2-3 with Q + W ticks, hit level 6, then translate every R into a kill on the enemy carry for the next 25-30 minutes.

Recommended Build

Starting items: World Atlas World Atlas + Stealth Ward Stealth Ward (your trinket, free) + Health Potion Health Potion x2. World Atlas is the generic support starter: it auto-collects gold over time, gives free vision wards, and auto-upgrades along the quest line into the final support item around minute 12-15.

Core items (in order):

  1. World Atlas World Atlas — your support starter; carries through the whole game as it upgrades into Solstice Sleigh.
  2. Mercury's Treads Mercury's Treads — default boots: they grant tenacity (shortens the duration of stuns and slows on you). Swap to Plated Steelcaps Plated Steelcaps vs double-AD bot lanes with no hard CC chain.
  3. Zeke's Convergence Zeke's Convergence — perfect engage support item. Frostfire Tempest means casting R wraps you in a 5-second storm dealing 30 magic damage per second and slowing enemies by 30%. Combined with Cursed Touch, this is the spike where one engage becomes one kill.
  4. Locket of the Iron Solari Locket of the Iron Solari — active AOE shield for everyone near you. Press it the moment R lands so your team can dive without dying to counter-burst.
  5. Solstice Sleigh Solstice Sleigh — final tank form of your support quest. Grants HP and Going Sledding: slowing or immobilizing an enemy champion near an ally heals both of you and gives 20% decaying move speed for 2.5 seconds.

Situational items:

  • Abyssal Mask Abyssal Mask — when 3+ enemies deal magic damage. Unmake makes nearby enemy champions take 12% more magic damage, so every spell your team lands on a Cursed target hits harder.
  • Warmog's Armor Warmog's Armor — vs poke comp (Xerath bot, Varus, Ezreal). Warmog's Heart only starts regenerating once you hold 2000 bonus Health, and this item's 1000 HP is the bulk of that; from there your bar refills between trades without recalling.
  • Banshee's Veil Banshee's Veil — vs single-target magic CC (Morgana Q, Ahri charm, Lissandra R). The spellshield blocks the first spell aimed at you.
  • Knight's Vow Knight's Vow — vs assassin dive on your ADC (Zed, Talon, Kha'Zix). Bind it on the ADC and 14% of the damage they receive lands on you instead (you are full HP and tanky).

Boots: Mercury's Treads Mercury's Treads is the default. Plated Steelcaps Plated Steelcaps only against double-AD bot lanes with no major CC chain.

Skill order: Max Q first (lower stun cooldown = more engage tries), E second (sustained damage in extended fights), W last. Point in R at levels 6, 11, 16.

Runes: Primary Resolve with Aftershock (bonus armor and magic resist for 2.5s when you hit a Q stun or R — the engage rune of the game), Font of Life (each time you impair an enemy's movement, you and the lowest-health ally nearby heal), Conditioning (extra resists after minute 12), Revitalize (boosts shields and heals you give and receive, including Locket). Secondary Inspiration with Magical Footwear (free base boots at minute 12, 45 seconds sooner for each takedown and with +10 extra move speed, saving the 300 gold of Boots; the catch is that you cannot buy boots before then) and Cosmic Insight (lower cooldown on Flash and active items, so a second Locket fires in the same teamfight).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Amumu beats

  • Immobile ADC without dash

    Jhin has no dash and Captive Audience (E) traps are a setup tool, not an escape. Bandage Toss (Q) 1100-range pull lands clean during his Whisper reload windows, then Curse of the Sad Mummy (R) keeps him locked while your ADC walks up unhindered.

    Jhin
  • Squishy enchanter without escape

    Soraka stands still to channel Astral Infusion (W) heals and her Salvation passive gives no mobility. A clean Bandage Toss (Q) during the W cast point wipes the back of bot lane and Wish (R) cannot heal through Tantrum (E) plus Despair (W) aura ticks.

    Soraka
  • AP mid that roams bot for objectives

    Cursed Touch converts magic damage on a target into bonus true damage. One Bandage Toss (Q) plus Curse of the Sad Mummy (R) chain lets Syndra's Unleashed Power (R) ball burst delete the ADC because every Dark Sphere (Q) hits harder on cursed targets.

    Syndra
  • Early-skirmish jungler that contests river

    Bandage Toss (Q) from a tri-bush ward catches Kindred isolated near Scuttle. Curse of the Sad Mummy (R) then wipes the Lamb's Respite (R) save zone before she can stack a Mark of the Kindred on your ADC or jungler.

    Kindred
  • Skirmish jungler that contests bot side

    Bandage Toss (Q) lands during the Quickdraw (E) reposition window before he can reset stacks. Curse of the Sad Mummy (R) stun eats his Smoke Screen (W) disengage timing, and your ADC plus mid rotate before End of the Line (Q) detonation.

    Graves

Champions that beat Amumu

  • Enchanter with spell shield

    Black Shield (E) blocks the Bandage Toss (Q) stun outright on the ADC until the shield breaks. Soul Shackles (R) chains and stuns you the moment you land beside her ADC, and Dark Binding (Q) roots you mid Q approach for a free trade back.

    Morgana
  • Long-range hook support that engages first

    Death Sentence (Q) reaches 1075, barely short of Bandage Toss (Q), and it catches Amumu on the approach without Thresh committing his body. Flay (E) knocks you out of your own Despair (W) aura, and The Box (R) walls off your ADC follow-up.

    Thresh
  • ADC with built-in dash escape

    Relentless Pursuit (E) dashes Lucian out of Curse of the Sad Mummy (R) AOE the moment Bandage Toss (Q) connects on the support. The stun lands but the kill target is already gone, and Lightslinger passive double-tap punishes Amumu's recovery frames.

    Lucian
  • Mage support with long-range poke

    Arcanopulse (Q) charges out well beyond the 1100 of Bandage Toss (Q). Xerath chips Amumu's HP from outside engage threat, Shocking Orb (E) stuns the Q approach from 1050 range, and Rite of the Arcane (R) finishes him from 5000 units away.

    Xerath
  • Tank engage support with long-range zone R

    Solar Flare (R) drops from 1200 range and stuns whoever is caught in its center, so Amumu eats it on the way in. Zenith Blade (E) dash-stun lands before the Bandage Toss (Q) pull, and Shield of Daybreak (Q) chains a second stun on landing.

    Leona

Key matchups

  • Morgana: Hardest matchup. Her Black Shield (E) blocks the Q stun — if she pre-shields her ADC, your engage does nothing. Wait out Black Shield's cooldown (26 seconds at rank 1, down to 16 when maxed), then commit. Bait the shield by faking Q with body movement, or engage on Morgana instead of her ADC.
  • Thresh / Blitzcrank: Hook supports who win the 2v2 even though their hook is a touch shorter than yours (1075 and 1079 against Q's 1100): they fire it on your approach, while your Q throws you into their lap. Stand behind your minion wave so the hook eats a minion instead of you, and only step up after their hook misses. After level 6, your R AOE locks both at once and wins the all-in.
  • Janna / Lulu: Enchanters who counter engage with Monsoon (R) knock-back or Wild Growth (R) knock-up. Track their ult: ~110-140s cooldown. Never engage when both Flash + their ult are up on the enemy carry.
  • Leona / Alistar: Mirror engage tanks. Whoever lands CC first wins. Save Q for after they commit so your stun chains on top of theirs (the enemy stays locked for both durations added). Don't both engage at the same time — that feeds them double cooldowns.
  • Pyke / Senna (assassin supports): Roaming threats. They leave bot lane around minute 4-5 to gank mid or top. Ping their absence the moment they vanish, push the wave with your ADC, and follow up the river if you have priority (priority = the lane is pushing, so the laner can leave for a few seconds without losing minions).

Power spikes & win conditions

  • Level 2: Your single biggest lane spike. With Q + W, the first time the enemy support walks up to share a minion last-hit, throw Q on them. The pull-stun + W aura ticks + your ADC's autos is enough to either burn their Flash or kill outright if they're playing aggressively. Look for level 2 the moment the second wave hits the lane (~ minute 1:30).
  • Level 6: First Curse of the Sad Mummy. This is the single biggest power swing in the game for Amumu. Find a fight within 30 seconds of hitting 6 — engage in lane, ping your jungler for a dive, or rotate to mid for a 3v2.
  • Zeke's Convergence Zeke's Convergence completion (~ minute 14-16): 300 HP plus 25 armor and 25 magic resist for the engage itself. Every R now also plants a 5-second storm on the clump, and its magic ticks feed Cursed Touch on everyone still standing in it.
  • Level 11 + Locket of the Iron Solari Locket online (~ minute 18-22): Two points in R + AOE shield active. This is your peak teamfight phase — force every Drake and Rift Herald fight from here on.

Common mistakes

  • Throwing Q on cooldown without setup. A naked Q wastes your only engage tool. Hold Q until the enemy is already slowed, rooted, or hooked by an ally — e.g. ADC slow lands → your Q is guaranteed. Q used as a scout means you have nothing when the real fight comes.
  • Pressing R the moment you reach the fight. R is AOE centered on Amumu. Press it 200 units short and you stun nobody, wasting a 100-150s cooldown. Walk in until you are inside the enemy back line, then R.
  • Leaving W toggled on out of combat. Despair drains 8 mana per second even with no enemies near. You arrive at level 6 with no mana for the Q on the level 6 engage. Toggle it off the second the fight ends.
  • Engaging without checking your ADC's mana and cooldowns. A perfect R on the enemy ADC means nothing if your own ADC has no abilities up. Ping for engage, wait two seconds for your ADC to position, then commit.
  • R-ing on the enemy tank instead of the carry. R is a teamfight ability. The tank is closer but your team wants the stun on the carry. Save Flash (Summoner Spell that teleports a short distance every ~5 minutes) to flank around (enter from a side or behind) and engage the back line, not the front tank.

Advanced tip

Practice the Flash + R combo on a target dummy. The trick: press R first, then Flash mid-cast toward the enemy back line. R's AOE radius re-snaps to your post-Flash position, giving a guaranteed teamfight-winning stun on targets who were standing safely 600 units away. Combo notation: R → Flash → press Locket → ping your team to commit. This is the play that separates Amumu support one-tricks from the rest of the bot lane pool.

Past patches

No previous versions available.

Related support guides