// Recommended builds
The best trait and item combination at every level, 2 stars, by effective health.
// Top items
What each item adds on its own, in effective health, with no other item.
Builds by level
Every combination of Amumu's own traits that a comp of the chosen level can reach, ranked by the effective health of its best defensive build under the chosen incoming damage stream (half physical, half magic). Numbers open the Tank Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.
No comp at this level can field Amumu.
// Cast timeline
From the mana bar filling until mana can come in again. No mana comes in during this time.
- attack animation
- attack lands
- attack recovery
- cast window (mana locked)
- effect
First cast at 35.08 s with 0.70 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.
Step by step, in words
- Mana reaches 125/125: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
- 0.00 to 2.88 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
- 0.76 s: the ability's effect fires (projectile launch, damage, shield...).
- 2.88 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 3.56 s at base attack speed (the attack delay is 48% of the attack animation).
- Attack loop: the attack lands at 48% of the attack animation (mana granted) and unlocks at 56%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
- Mana gain: 5 per attack; combat starts at 0/125.
- Overflow is banked: mana past 125 from attacks or regen is kept through the cast (123/125 plus 5 casts and comes back with 3). Same rule for every champion; only the amounts differ by role.
4-cost AP Tank (game role tag). Tanks take the frontline item set. Mana lock 2.88 s per cast; tanks fill mainly from damage taken (1% of pre-mitigation and 3% of pre-shield damage per hit, capped at 50), so the lock length matters more than item mana. The classic main tank trio: a huge Health pool, resists that grow as more enemies focus the tank, and healing amplification to stay standing longest.
Main Tank picks can also serve as a Support Tank, holding debuff auras on the carry's side of the board.