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Amumu Build Guide by MotrColt

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League of Legends Build Guide Author MotrColt

[6.4] Amumu, the Ultimate AP Tank

MotrColt Last updated on February 27, 2016
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 6

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 6

Recovery
 
 
5/
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
5/
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 18


Guide Top

Why Play Amumu?

Amumu is one of if not the best team fighting junglers in the game. With great gank potential, AoE crowd-control, and good AoE damage Amumu has alot to offer a team. Riot makes up for this by giving Amumu poor survivability in the jungle and making him one of the most prone junglers to counter-ganks. With all but of Amumu's abilities scaling of of AP, and all but his Q dealing AoE, building Ability Power items makes Amumu a damage threath the enemy team can't ignore. This guide looks to make Amumu a significant AP threat while still giving him enough tank stats to make Amumu a great off-tank or decent main tank.


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Pros & Cons

Coming Soon


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Abilities

(Passive) - Good amount of flat MR reduction to whoever Amumu auto attacks. Not just beneficial to Amumu but your AP carry will love you for it too. As most of your damage is AoE and doesn't require constant attention to deal, you should be trying to auto attack each of your opponents in order to apply your passive to as many people as possible.

(Q) - Gap closer, stun and solid single target damage (with this build) all in one. If you miss this ability your effectiveness goes down tremendously. Don't forget that this item stuns! Often times an Amumu in a 1v1 situation will use his Q and immediately R, while this is needed in team fights to get everyone locked down before they can out of your range, in 1v1 situations, use your e[/b]ntire Q stun before using your ultimate.

(W) - The ability that allows Amumu to deal significant damage to Tanks. Combine this with a Liandry's Torment and you can shred start to shred through even the tankiest of champions. Often times that damage from this abiity is deceptive and thus the opponents tanks often times wont make it a priority to get out of range its range in team fights.

(E) - The ability that allows Amumu to forgo stacking armor early and still being relatively tanky with just health, though armor later will definitely be necessary. Solid amount of AoE damage with 50% AP scaling. Cooldown is reduced every time you are hit with an auto attack, which as the tank should be often.

(R) - NOT A STUN! Many new Amumu players think this ability is a stun, however champions caught in it can still cast spells. Amumu's ultimate prevents all those trapped in it from moving or auto-attacking. The ability that makes Amumu one of the best engaging team fighters in the game. A good ultimate can often result in a victory, or turn the tides for your team when behind. Ability is on a very long cooldown however, so if your going to use it, make it count.


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Summoner Spells


The most versatile of all Summoner Spells. Without a means to escape other than using Bandage Toss (Q) over a wall to jump to a jungle camp, Amumu has no means to escape when counter-jungled against. Flash provides us with some means of safety in this regard early game.

Late game you will often be engaging team fights by Bandage Tossing (Q) onto the enemy front line. Now if the enemy team is bunched, a quick Curse of the Sad Mummy (R) can result in a 5-man crowd-control, usually resulting in a won team fight for your team, however if the enemy team is not bunched, you can Bandage Toss (Q) their front line, flash to their teams carrys and ultimate, ensuring you can lock them down for long enough until your team can wipe out their health bars.


What allows a jungler to do what he does. Pretty self explanatory. Needed in order to buy jungle items, clear the jungle faster, pick up valuable buffs by smiting from jungle camps, secure baron and dragon kills.

Since Smite is so self explanatory I will instead go over the different Smite buffs from jungler items as well as the buffs picked up from smiting different camps.


Guide Top

Masteries


Guide Top

Runes

Coming Soon


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Choosing Your Jungling Item

Important enough to where I thought it warranted its own section. Certainly different options in regards to which jungling item you want to choose and I'm sure there is an instance in which all 3 could be usefull.

Challenging/Red Smite - Generally the worst of the Smite options on Amumu
Allows Smite to be cast on enemy champions, revealing them for 4 seconds, reducing their damage on you by 20%, and providing a true damage DoT for 3 seconds.

Now I see many people recommending taking this item based off of needing to do extra damage to enemy champions, however the DoT is pretty minuscule doing only 162 damage at level 18, less than 40% of ignite. The real reason we choose Red Smite is for the 20% damage reduction DONE TO YOU by that champion. Skirmisher's helps you to win duels by surviving longer. 4 second reveal on enemy champion can be useful in fights around brush.

This item is pretty weak on Amumu as, even with it, we are still often times not powerful enough to 1v1 the opposing jungler or top lane, nor should we want to be. Amumu in more centered around team fights in which Red Smite is nearly useless for us. As the tank/offtank for our team we want to be soaking the enemy teams damage, though we are not the high priority target. This buff can help prevent a champions burst on to us in team fights, but any competent carry would notice Red Smite having been used on them and switch targets causing there damge to be focused instead onto our more valuable targets which is counter productive for us.


Chilling/Blue Smite - Probably the most popular of the 3 Smites on Amumu.
Allows Smite to be cast on enemy champions, stealing 20% movespeed and dealing instant true damage. The instant true damage dealt is actually more than the overall DoT from Skirmisher's at level 18, though it does deal less at earlier levels.

The real reason we build this is for the 20% movement speed steal. Helps tremendously early with ganks and is thus probably the best item to get you and your teammates ahead early. Amumu already has good early ganks with his Bandage Toss (Q) acting as both his gap closer as well as a stun, however he doesn't have much of a means to keep them in place after that stun until he hits level 6, and that's where Chilling Smite helps out.

As Amumu, pre-6 if you miss you Bandage Toss (Q) on a gank, there isn't much you can do to prevent the opposing player simply walk away, outside of your team mates providing there own CC. With Blue Smite however, you allow yourself to not put all of your eggs into one basket, relying solely on landing your Q but instead have this follow up form of CC.

Chilling Smite is also a pretty good smite for helping against counter-jungling as the stolen movement speed can help you to get away from the opposing jungler. Vision wards from Green Smite are still by far the safer option against counter-jungling, and thus the only reason we really take this is for the extra CC during ganks.

With every point put into Amumu's ultimate however , Chilling Smite really falls off as Amumu simply doesn't need this extra form of CC anymore with his Curse of the Sad Mummy (R) and Bandage Toss (Q) being plenty. With a 2 and a half minute cooldown on Amumu's ultimate however, Chilling Smite still allows you to have impactful ganks while his R is on cooldown.


Green Smite - Usually the option I choose on Amumu.
Green smite isn't really a smite in the same sense as the following two, in that if you pick up the Tracker's Knife, it does not add a buff to your smite. Instead we decide to forego these buffs in favor of picking up two Stealth Wards every time we return to base. This is very valuable as we normally want to carry a Sweeping Lens as our trinket in the jungle and thus have no other means of obtaining Stealth Wards outside of picking up a Sightstone.

Vision is key in every facet of the game. Whether you need to protect your jungle, gain knowledge of an incoming gank, be secure that you won't die as you push a lane, know when to escape when counter-jungling in hostile territory, gaining control over baron and dragon, etc. Very few things in the game can be accomplished without the aid of wards.

Stealth wards are in some cases more important even than Vision wards late game, even with their short life spans. Sure you can drop a Farsight Alteration or Vision Ward on baron, but you can be sure it will be cleared quickly by the enemy team. Using a Stealth Ward on a high priority target will ensure you will have vision of that target throughout its duration or else the opposing team will be forced to burn a Sweeping Lens or Pink Ward to deny that vision.

Choosing Green Smite also makes it so that you are less likely to burn Smite on a champion and thus have it down when trying to take an objective.


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Itemization

STARTING ITEMS

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Vs.


EARLY GAME

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CORE ITEMS

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Vs

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6TH ITEM DAMAGE

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6TH ITEM TANK

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NICHE PICKS

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YOU HAVE MUCH BETTER OPTIONS

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ASKED ABOUT ITEMS

Feel free to comment about an item if you think it does well on Amumu or if you want to know my opinions on it and I'll try to add it to the guide.


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Jungle Routes

Coming Soon