Amumu General Guide by NewDimension
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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.
So, I noticed that as of now there is a lack of good builds for dominion. When I was a beginner, alt-tab was my best friend, so this made me sad. Hopefully my guide can help people build Amumu, one of my favorite characters, as he should be.
This is a guide built with the purpose of maximizing Amumu's effectiveness in Dominion. If you have any suggestions or feedback, please let me know.
Also, if the guide helps you, please upvote it!
Pros / Cons
Lots of AOE damage
BEASTLY crowd control Ultimate
One of the most powerful characters in the game
Naturally slowish (so we speed him up with this build)
Not a huge damage dealer like Yi or Tryndamere
With a completed build, Amumu will:
-Deal 4.7% of an enemy champions health in magic damage, plus 59 magic damage per second in an area around him. If an enemy champion has 2000 health, that is 153 magic damage per second. Keep in mind, this can effect more than one champion. You are dealing this much damage or more to every enemy close to you
-Have over 3600 health which will be effectively 7200 health against magic damage, and over 9000 health against attack damage
-Be able to burst max 2065 damage, 1515 of which is AoE
I believe Runes are largely a personal choice, since they cost a lot of IP, and can have different advantages. This is what I believe is a strong Rune choice for Amumu in Dominion.
Greater Mark of Magic Penetration is a no brainier. Seriously, use this Rune.
Greater Seal of Vitality is an all around decent Rune. Extra health is nice. You could replace this with armor or MR Runes. Any other Seal is kind of a waste.
Greater Glyph of Scaling Magic Resist is pretty legit. You could take Greater Glyph of Scaling Cooldown Reduction, but I don't really find the amount of cooldown it provides to be of much use compared to a decent chunk more magic resist.
3 Greater Quintessence of Movement Speed makes you have an increased movement speed of 18. That's almost equivalent to a level of boots. In Dominion, there is a lot of running around, and increased speed will let you get places faster. VROOOM. Of course, there are plenty of other options for Quints, so this one especially is prone to personal preference. Sure, take your flat health or armor quints if you feel so inclined, but do not underestimate the value of speed in dominion.
0/21/9 has yielded me the most success. You could go 0/9/21 or 9/0/21 if you'd rather have cooldown reduction and increased speed, but from play testing these possibilities, I've found that 21 in defense is invaluable. Whether you go 9 in Utility of Offense is really up to you.
Ok, on to the really important stuff. ITEMS!
This item is straight up amazing on Amumu. You get 200 extra health for early survivability, 30 AP for increased damage output, and enough mana regen to keep you from being oom. Combined with another item of 70 or more AP, it also makes Despair deal an additional 1% of an enemy's HP/s damage.
Speed in Dominion is extremely helpful for being where you need to be when you need to be there. It lets you chase people or run away. However, since Amumu should be played primarily defensively, Mercury's Treads or Ninja Tabi are viable alternatives, since you will likely be spending a lot of time at a single capture point, and could consider yourself fast enough from the use of Speed Quints and the possible speed mastery (which combined add 30 speed).
This item gives you 500 health, making you a lot beefier, adds 80 AP, which combined with Prospector's Ring gives you an extra 1% on Despair, not to mention increased overall damage, and to top things off, you have a passive that makes it so you can slow anyone within range of your tears. Even without the passive, this item is worth it. (the survivability of this item makes it a better choice than Abyssal Scepter for general situations, however if you face a heavy MR team consider getting Abysal Scepter instead)
This item makes you even beefier, increases your mana to an amount that is hard to run out of, and nullifies a lot of magic damage. Lots of MR, plus 10% decreased magic damage received, which can then be exploded in the enemy team's face. This is an amazing item.
One of my favorite items. You get armor and health which, guess what, makes you EVEN BEEFIER! In addition, you deal 35 magic damage per second in an area around you, which stacks beautifully with Despair. Can be replaced with Randuin's Omen.
So, you now have 3659 health, over 100 Magic Resist, and about 120 Armor. So what should you do? With Zhonya's Hourglass, turrets and physical enemies become minor nuisances, and you double your AP. That means another 1% on Despair and a lot of added damage on your other abilities as well. Then, to top it all off, you can become untouchable for 2 seconds in which Despair and you turret will deal damage, but your enemies won't be able to touch you.
Other Options/End Items:
Abyssal Scepter is a VERY good item on Amumu. The game should not go on long enough for you to replace Prospector's Ring with this, but if it does, get this. If you are playing against a team with a lot of Magic Resist, or are playing against a heavy AP team, go ahead and get it instead of Rylai's Crystal Scepter.
Can be used instead of Sunfire Cape. I am considering completely replacing Sunfire Cape with this for the main build, since it gives you more survivability overall. The only disadvantage with it is that a lot of people have trouble remembering to activate items.
If you decide to go Randuin's, you can start with Boots of Speed and Heart of Gold, then get Prospector's Ring. Finish your Boots, Rylai's, and Odyn's, then complete Randuin's Omen.
Items are GAME SITUATIONAL. The above item build assumes that the other team has a balance of AP and AD characters. However, THIS IS NOT ALWAYS THE CASE. Below I will include variations on the build depending on certain situations.
AD heavy team: Replace Odyn's Veil with Thornmail
AP Heavy team: Replace-
Rylai's Crystal Scepter with Abyssal Scepter
Sunfire Cape with Force of Nature
Zhonya's Hourglass with either either Sunfire Cape or Warmog's Armor, unless the attacks of the other team could be MEGA DODGED by using Zhonya's Hourglass
Keep in mind, there may be situations in which you need to get Sunfire Cape before Odyn's Veil if you are taking more AD damage than AP damage, but not enough to warrant a Thornmail or Force of Nature. Also, don't be afraid to get Thornmail or Force of Nature if one of those damage types becomes too fed and is wreaking havok.
Ok, lastly, REMEMBER TO ACTIVATE ODYN'S VEIL MIDWAY-END OF A FIGHT! It can deal a lot of damage, and has a relatively short cooldown (should be used in every fight).
Get all 3 skills first. Despair will do more damage for that first fight than an extra level of your other abilities.
Other than that, I like to max Tantrum first since it is AoE, is used more than once per fight, and offers damage reduction. Despair second will increase your damage over time.
Your ultimate is GOD. Get it when available. Goes without saying.
Preferred Summoner Spells
This spell is extremely helpful for defense, and is a must have for Amumu. 3 enemies are coming bottom to take your capture point. Oh no! What should you do? Engage Despair, Bandage Toss to one of them when they all enter range of the turret, use Garrison then Curse of the Sad Mummy, followed by Tantrum, then Odyn's Veil, and laugh as they all die/retreat from the rape of your turret.
I don't like Ghost on Summoners Rift. I much prefer Flash. However, for Dominion, Ghost is pretty damn useful. It lets you quickly get to the top cap point at the beginning of the game, it lets you run away from enemies who are too strong, and it lets you quickly get to a capture point you need to cap/defend.
Other Possible Options
I havn't tested this, so I'm not sure if it is viable with the healing debuff of Dominion, but increased survivability can be really nice. On Summoners Rift this spell is highly underrated. In Dominion, it will give you extra time alive when under your turret, which means more turret and personal damage, which means more likelihood of killing the enemy. If you plan to sit most of the game at one location, might be more useful than Ghost.
You could use this to push the top lane, but honestly this won't help you much considering your role.
Basic Strategy (New)
Now that Dominion has been out for a while, here are a few things to keep in mind:
1) Go top with Amumu at the start. He will get dominated bottom.
2) Stay at top! Do not leave top to push bottom. Your team should never have 2 people at bottom unless your bot is in big trouble.
3) Fight under your turret, not half way between your capture point and theirs. You can push minions back a little, but engaging an enemy away from your tower forfeits a significant advantage.
Amumu built this way is a beast. Defend as much as possible, but you can also help your team capture points. Your job is to distract the enemy. If you end a game with the lowest score on your team, don't assume that you did a poor job. Many times I've fought three people alone, only to die without getting a single kill. However, I made the fight last for a good 15 seconds in which out team was able to capture 2 other points. If you die and lose the capture point you were defending 1v3, but make it take them 20 seconds to do it, you are the one who won the battle. That being said, fight with at least 1 other ally where possible, since it will make you much more deadly.
Be bulky, be beastly.