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Counterplay

Patch 26.16Sketch

Counter Amumu

The opponents who give Amumu trouble, and how to handle each one.

Where these numbers come from

They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.

Lee Sin
Lee Sin

The Blind Monk

Nightmare

He wins the game before you exist. Your first clear is slow and leaves you at low health, his lets him walk into your own blue camp and take it. Start on the opposite side of the map from him, ask for cover on your first camp, and never take a duel without your ultimate. In a fight, hold the bandage for the moment he finishes his dash rather than throwing it at his approach, otherwise he simply second-cast out of it. Your game starts when his runs out of steam, so play to get there intact.

Lee Sin
Lee Sin

The Blind Monk

Nightmare

He wins the game before you exist. Your first clear is slow and leaves you at low health, his lets him walk into your own blue camp and take it. Start on the opposite side of the map from him, ask for cover on your first camp, and never take a duel without your ultimate. In a fight, hold the bandage for the moment he finishes his dash rather than throwing it at his approach, otherwise he simply second-cast out of it. Your game starts when his runs out of steam, so play to get there intact.

Shaco
Shaco

The Demon Jester

Hard

His boxes fear you and hold you in place while he empties your health bar, and you have nothing to disengage with. Never walk through an unwarded camp after the third minute, and buy a vision ward earlier than you would like. He cannot contest objectives head on: call your team to dragon the moment your ultimate is up and let him farm empty camps. In a teamfight he has to enter from a flank, so keep Tantrum for his opening.

Shaco
Shaco

The Demon Jester

Hard

His boxes fear you and hold you in place while he empties your health bar, and you have nothing to disengage with. Never walk through an unwarded camp after the third minute, and buy a vision ward earlier than you would like. He cannot contest objectives head on: call your team to dragon the moment your ultimate is up and let him farm empty camps. In a teamfight he has to enter from a flank, so keep Tantrum for his opening.

Master Yi
Master Yi

The Wuju Bladesman

Favorable

He clears faster and beats you in a duel, but he loses every five-versus-five you open properly. Never look for him alone before your first resistance item. In a fight, do not open with the ultimate: wait until he commits onto your carry, then stun him, because he has nothing to escape the zone once he is locked. Despair ticks on him the whole time and that is usually enough. Simply refuse to hand him a comfortable early game by ganking the lanes he leaves open.

Master Yi
Master Yi

The Wuju Bladesman

Favorable

He clears faster and beats you in a duel, but he loses every five-versus-five you open properly. Never look for him alone before your first resistance item. In a fight, do not open with the ultimate: wait until he commits onto your carry, then stun him, because he has nothing to escape the zone once he is locked. Despair ticks on him the whole time and that is usually enough. Simply refuse to hand him a comfortable early game by ganking the lanes he leaves open.