// Recommended builds

The best trait and item combination at every level, 2 stars, by effective health.

Level 7Dragon's ClawGargoyle StoneplateWarmog's Armor31,042effective health
CalculatorFind the comp
Level 8Dragon's ClawGargoyle StoneplateWarmog's Armor31,042effective health
CalculatorFind the comp
Level 9Dragon's ClawGargoyle StoneplateWarmog's Armor31,042effective health
CalculatorFind the comp
Level 10Dragon's ClawGargoyle StoneplateWarmog's Armor31,042effective health
CalculatorFind the comp

Every level and star level below

// Top items

What each item adds on its own, in effective health, with no other item.

Gargoyle Stoneplate+2,601
Sterak's Gage+2,537
Warmog's Armor+2,437
Bloodthirster+2,150
Spirit Visage+1,953
Dragon's Claw+1,904
Protector's Vow+1,878
Steadfast Heart+1,739
Crownguard+1,595
Evenshroud+1,571
Bramble Vest+1,537
Adaptive Helm+1,314

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.

Level
Stars
Damage per second
Debuffs on the tank
/ 20
#TraitsBest buildEffective health · no itemsEffective health · with buildDeathOpen
Juggernaut 6Dragon's ClawGargoyle StoneplateWarmog's Armor8,71431,042survives the roundCalculatorFind the comp
Juggernaut 6Inferno 2Dragon's ClawGargoyle StoneplateWarmog's Armor8,71431,042survives the roundCalculatorFind the comp
Juggernaut 6Inferno 3Dragon's ClawGargoyle StoneplateWarmog's Armor8,71431,042survives the roundCalculatorFind the comp
Juggernaut 4Gargoyle StoneplateWarmog's ArmorDragon's Claw6,81925,720survives the roundCalculatorFind the comp
Juggernaut 4Inferno 2Gargoyle StoneplateWarmog's ArmorDragon's Claw6,81925,720survives the roundCalculatorFind the comp
Juggernaut 4Inferno 3Gargoyle StoneplateWarmog's ArmorDragon's Claw6,81925,720survives the roundCalculatorFind the comp
Inferno 5Juggernaut 4Gargoyle StoneplateWarmog's ArmorDragon's Claw6,81925,720survives the roundCalculatorFind the comp
Juggernaut 2Gargoyle StoneplateWarmog's ArmorDragon's Claw5,73322,505survives the roundCalculatorFind the comp
Inferno 2Juggernaut 2Gargoyle StoneplateWarmog's ArmorDragon's Claw5,73322,505survives the roundCalculatorFind the comp
Inferno 3Juggernaut 2Gargoyle StoneplateWarmog's ArmorDragon's Claw5,73322,505survives the roundCalculatorFind the comp
Inferno 5Juggernaut 2Gargoyle StoneplateWarmog's ArmorDragon's Claw5,73322,505survives the roundCalculatorFind the comp
No traitsGargoyle StoneplateWarmog's ArmorDragon's Claw4,39918,004survives the roundCalculatorFind the comp
Inferno 2Gargoyle StoneplateWarmog's ArmorDragon's Claw4,39918,004survives the roundCalculatorFind the comp
Inferno 3Gargoyle StoneplateWarmog's ArmorDragon's Claw4,39918,004survives the roundCalculatorFind the comp
Inferno 5Gargoyle StoneplateWarmog's ArmorDragon's Claw4,39918,004survives the roundCalculatorFind the comp

// Cast timeline

2.88 smana lock per cast
2.88 scast windoweffect 0.76 s

From the mana bar filling until mana can come in again. No mana comes in during this time.

0 / 125mana at start / to cast
+5mana per attack
0.70attacks per second
0.69 sattack delay: from the start of an attack until it hits
0.11 safter the hit until it can cast or attack again
0.0 s0.70 attacks/s0/125
  • 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
  1. Mana reaches 125/125: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 2.88 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.76 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 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).
  5. 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.
  6. Mana gain: 5 per attack; combat starts at 0/125.
  7. 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.

// Itemized Roles

Main TankPrimaryWarmog's ArmorGargoyle StoneplateSpirit Visage

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.