Champion sheet · Support

Amumu

Patches 16.19 to 16.21 · EUW
Tournament presence · pick + ban
6.4%#105 of 173 champions
Pick
4.6%picked in 319 of 6,956 games
Ban
1.8%61 bans over 3,441 games, against 0.4% in soloQ
Win rate as Support53.2% between 42.9% and 63.3% over 62 gamesSoloQ 52.9%: no clear gap
Median length29 minsoloQ 27.9 min

Amateur: 6,991 games from amateur tournaments, last 60 days, EUW. SoloQ Master+: 347,962 games on the same patches. An amateur figure in gold clearly differs from soloQ.

At a glance

Four answers, each one opens its chapter.
01 — What changes in tournaments

What changes in tournaments?

One clear gap between soloQ and amateur tournaments as Support.

  • DraftBanned more often in amateur play
    Amateur
    1.9%
    SoloQ
    0.4%
    1.9% ban rate in amateur play over 2,100 games, against 0.4% in soloQ over 141,081 games.

Not enough games to judge: core.

02 — How to play it

How to play it?

Aftershock, then Malignance, Bloodletter's Curse, and Zhonya's Hourglass: the most played build in soloQ.

SoloQ build, amateur differences under each block
RunesAftershock85% · 2,602
Same in amateur play
SpellsFlash + Ignite77% · 2,359
Same in amateur play
SkillsQnot collected in soloQ
Amateur: 58% · 18 games
Core (3 legendaries)— · 2
  1. Malignance
  2. Bloodletter's Curse
  3. Zhonya's Hourglass

Not collected in soloQ: starting items, 4th item, and skill order.

03 — In a comp

What does it bring to a comp?

No trait above other supports; the most marked: Crowd control (CC) (rank 73).

  1. Its most marked traitCrowd control (CC)top27%1.3 · supports: 1

Read on tournament games from 2026-04-15 to 2026-10-12 (44,638 games) · same reading as the draft review · compared with other supports

What marks it

Nothing above supports.

Like other supports

  • Damage in lane
  • Damage in mid game
  • Damage in late game
  • Gold at 15 min
  • Gold at 20 min
  • Map pressure
  • Absorbs damage
  • Plays teamfights
  • Takes its kills in duels
  • Crowd control (CC)
  • Team damage

What it is not

  • No poke

Damage / min by phase · at equal gold

Rank 44 in lane, 46 in mid game and 54 in late game, out of 100 supports.

273-15 vs 288
336-6 vs 342
395+7 vs 388
Lane · 5–14 minMid game · 15–22Late · 23–30
Amumusupports

Gold vs. direct opponent

At 20 min, behind 71% of supports against the direct opponent.

supports
4.8takedowns outside its lane before 15 min; supports: 4.5.

Where it stands among supports · every measure

0 ← less · median · more → 100
  • Damage in lane · rank 44 of 100 among supports273 · median 288
  • Damage in mid game · rank 46 of 100 among supports336 · median 342
  • Damage in late game · rank 54 of 100 among supports395 · median 388
  • Gold at 15 min · rank 32 of 100 among supports-34 · median +105
  • Gold at 20 min · rank 29 of 100 among supports-51 · median +193
  • Map pressure · rank 62 of 100 among supports4.8 · median 4.5
  • Absorbs damage · rank 71 of 100 among supports629 · median 393
  • Plays teamfights · rank 71 of 100 among supports56% · median 54%
  • Takes its kills in duels · rank 56 of 100 among supports18% · median 17%
  • Lets allies carry kills · rank 21 of 100 among supportsrank 21 of 100
  • Crowd control (CC) · rank 73 of 100 among supports1.3 · median 1
  • Team damage · rank 39 of 100 among supports8% · median 9%
04 — With / against

With whom, against whom?

No opponent with a clear gap to expected in amateur play: win rates remain ranges.

in

Best results

Ranked by the gap to expected in amateur play, at the lower bound of its interval, at most 5 per role. The other source is a reference.

Against

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Supportgap to expected

No positive gap in amateur play.

With

Topgap to expected

No positive gap in amateur play.

Junglegap to expected

No positive gap in amateur play.

Midgap to expected

No positive gap in amateur play.

ADCgap to expected

No positive gap in amateur play.

Matchups and allies

One group per role of the other champion, five cards first. The bar is the win rate range, the tick marks 50%; the colour of the gap gives our reading, it sorts nothing.

Sort by
Top3 champions
  • Renekton6 games
    —SoloQ: 56.0% · 100 g
  • Dr. Mundo5 games
    —SoloQ: 57.5% · 40 g
  • Ornn5 games
    —SoloQ: 56.3% · 87 g
Jungle3 champions
  • Jarvan IV7 games
    —SoloQ: 52.1% · 96 g
  • Wukong6 games
    —SoloQ: 51.3% · 113 g
  • Vi5 games
    —SoloQ: 46.0% · 63 g
Mid4 champions
  • Viktor8 games
    —SoloQ: 52.4% · 105 g
  • Sylas7 games
    —SoloQ: 53.0% · 164 g
  • Ahri5 games
    —SoloQ: 44.1% · 186 g
  • Syndra5 games
    —SoloQ: 55.3% · 141 g
ADC6 champions
  • Jinx7 games
    —SoloQ: 51.1% · 174 g
  • Yunara7 games
    —SoloQ: 54.2% · 249 g
  • Ezreal5 games
    —SoloQ: 57.0% · 142 g
  • Varus5 games
    —SoloQ: 48.5% · 66 g
  • Xayah5 games
    —SoloQ: 57.9% · 95 g
Support4 champions
  • Lulu9 games
    —SoloQ: 52.5% · 238 g
  • Braum8 games
    —SoloQ: 52.7% · 129 g
  • Alistar6 games
    —SoloQ: 47.5% · 141 g
  • Rakan5 games
    —SoloQ: 50.6% · 79 g
05 — In draft

Ban it or pick it?

Fallback pick: comes out late in the series, once the pool has emptied.

Pick rate as Support

Amateur tournaments, compared with soloQ
  • SoloQ Master+0.4%2,679 picks of 695,920ban 0.4% · patches 16.19 to 16.21
  • Amateur tournaments0.4%44 picks of 10,426ban 1.9% · patches 16.19 to 16.21
  • Pro0.2%4 picks of 2,214bans not published · patches 16.17 to 16.20

Presence by patch

4.1% on 16.21
16.1216.21
Pick + ban, all regions, one point per patch; a patch without a measure leaves a gap.

Within the series

Fearless series only · as Support
  • 0.7%G115 games of 2,116
  • 0.9%G220 games of 2,116
  • 1.5%G3+10 games of 681
Once picked, the series moves on to

Not enough series yet: published from 30.

Amateur: amateur tournaments created with tournament codes; soloQ: Master+, same patches. An amateur figure in gold and each card of “What changes” flag a gap that the volumes of both sources settle. Build: shares only, no win rate, which mostly follows game length. Gap to expected (lolalytics' Delta 2): the pair's win rate minus the one the two champions' own strength predicts, their win rate in their role in the same source; it is coloured when its 90% interval excludes 0, teal favourable, orange unfavourable. Under 30 games: games only.