Amumu Build Guide by noaesra
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This is my jungling Amumu guide that I have lead my team to late game ace's for surrenders and good games if he is build right, Amumu is one of the most effective champions in the game. I'll be explaining how I play Amumu and how he can be very effective in team fights and ganking and it is a great jungeler!
here is my inspiration source, i love this guy
+Huge Damage if left unchecked
+Great at taking damage
+Gamechanging ultimate ( CC )
+Great in almost any confrontation
+Good staying power in lane
+Can stop champions from escaping with a skillshot
+flat AP hes unstoppable
-Can be mana-hungry at times early game
-Can be harassed easily by champions with long range like Caitlyn
-can be difficult to land
Maybe I'm a little biased but I just can't find that many bad things about Amumu
For my first items i take Cloth Armor and 5 Health Potion and the route i run is wolves u start with your Despair and get some help from your mid for faster kills, then move to ancient golem make sure u get a leash and as soon as u can Smite then grab your Tantrum and finish the camp then move onto wraiths return to wolves and grab your Tantrum again then go to lizard elder and use your Health Potion and Smite then either wraiths or golems depending on whether bot lane needs a gank or mid, of course then grab your Bandage Toss at 4. Then after u finished your route and checked for ganks if none kill wraiths, golems, wolves again then you should be level 5 and have more 900 which is enough to get 2 Sight Ward your Philosopher's Stone Boots of Speed 2 Health Potion and 1 or 2 Mana Potion
Skilling Bandage Toss is what I usually do, although Tantrum can be a nice alternative. Grabbing Despair at level 4 can be beneficial as it has a good initial amount of damage to add with everything else. Tantrum is one of your best harassing skills in lane (By doing about 100+ damage every couple of seconds you really wear the enemy down), with the added bonus of being able to ignore a crazy amount of damage from minions when you actually do the harassing. From there you want to increase your damage output so you want to level your Despair. While Bandage Toss is an amazing skill, it's true usefulness comes from a great initiation. And of course level your sexy Curse of the Sad Mummy whenever possible.
In the laning phase your main goal should be to farm. If something is preventing you, then often using your Tantrum can be a good way to grab control of the lane when your enemies get close to you. Enemies with long range like Zilean or Caitlyn are a huge pain to lane against as Amumu and you should just focus on getting enough xp and gold for those Boots of Speed and Philosopher's Stone.
This is the teamfight stage (Or the pushing/ganking stage) and it is here where Amumu begins to shine. Using your Curse of the Sad Mummy to hold every champion in place that gets caught with it is basically overpowered as your team should be able to go wreck havoc on them. Use Despair when you are in the middle of things and Tantrum whenever it's up and enemies are in range. It makes a difference.
Your job is the same as it is in Mid Game. But you're just a lot better at doing it now. You're basically overpowered now. You should be able to 1v1 almost any champ if it's gone well and by the time they realize that they are losing a fight it's often too late since you have amazing chase ability with your Bandage Toss. While 1v1s won't happen often, it's important to realize that you need to maximize your damage output by staying in the middle of things, using your ult to destroy and allow your teammates to destroy everything around you and just be an amazing damage dealer and damage taker.
For marks I run Greater Mark of Magic Penetration. There's no question that it really is the best mark choice for this build. Next.
Seals are interchangeable. I find that Greater Seal of Armor are the best mainly for Amumu's ability to harass early game with Tantrum, although you may wish to use Greater Seal of Health or Greater Seal of Scaling Mana Regeneration.
Concerning glyphs, I like to run Greater Glyph of Scaling Magic Resist. They outpace Greater Glyph of Magic Resist by level 10, which is when your game presence should really pick up and your magic resistance will most likely not measure up to your armor. We want a well-rounded tank all about and the extra MR will make a difference.
Quintessences are also interchangeable. I prefer Greater Quintessence of Movement Speed because as their name implies they allow me to move quickly, allowing me to position myself late game for Bandage Toss and early games for Tantrum.
Greater Glyph of Magic Resist
Greater Seal of Armor
Greater Mark of Magic Penetration
Greater Quintessence of Ability Power
A good passive, keep it in mind in team fights, don't be afraid to auto attack to enable your maximum damage output.
Amazing skill. A skillshot that can be used to stop people from fleeing, gank, initiate, and at a high rank it can be almost spammed for the stun. Save this skill in teamfights for use against champions you need to stop channeling, in particular, Katarina as your Curse of the Sad Mummy will not stop her ultimate from destroying your team.
A great skill in teamfights. It will work wonders against champions like Cho'Gath amd Dr. Mundo. It's basically a madred's in an AoE effect if you obtain the ability power to use it.
A burst skill that lowers its CD everytime you get hit by an autoattack, making it the perfect move to use when next to enemy minions or to farm. It's low mana cost allows you to spam in the laning phase as well as dealing good damage.
To be honest this is one of the best skills in the game. A large damage output coupled with forcing your enemies to be rooted to the ground in an AoE effect make it a huge disruption in positioning and gives your team a huge advantage. I really can't say more than that.
Leveling your skills after putting one point in E at lvl 1 should yield: E > W > Q > E
Cursed Touch: A great passive, lowering champions' magic resists by a full 35 points at level 18. This debuff is only applied when you basic attack an enemy champion, so it's important to do this often, even in a teamfight. This ability synergizes well with magic-damage heavy teams, boosting all of their damage when you're attacking the enemy as well. It also increases Amumu's overall damage, since all of his abilities inflict magic damage. It's important to note that this ability stacks with Abyssal Scepter, eliminating large portions of your enemies' Magic Resist.
Bandage Toss: This ability is a long-range, skill-shot stun that pulls you to the target when hit. Like the rest of Amumu's skills, it does Magic Damage and scales off of ability power. If you are used to champions that have fast skills shots like Ezreal, then aiming Bandage Toss will take time for you to become accustomed to.
It's important to note how far this ability travels, because there are very few champions that can claim to stun at a farther distance. (The only two champions who can claim such a feat are Ashe with her Enchanted Crystal Arrow, and Xerath) Use this range to catch your enemy unawares since you won't have to alert them beforehand of your location when you commit to a gank.
There are many uses to this ability, such as initiation, chasing, ganking, and escaping (extremely rare and situational). Despite these several uses, its usefulness for jungling is limited, which is why there are no skill points put into it until level 4. There are rare situations where it would be ideal to take Bandage Toss at level 3, which will be discussed later.
Despair: This is the ability that makes jungle Amumu viable. It is a DoT AoE ability that does both flat damage combined with % of maximum health. (Keep in mind that both forms of damage are reduced from magic resist) While Amumu is slow to kill a single neutral monster, he makes up for it because he can clear several simultaneously. Outside of the jungle, the ability excels sustained damage in a team fight constantly draining enemy champions' health. The % of maximum health damage is what allows Amumu to drain the health of bulky champions that have a lot of health. This makes Amumu a great counterpick to Cho'Gath, Dr. Mundo, and Vladimir, all of whom are known for their tendency to stack health.
Tantrum: Your primary farming skill and main source of burst damage. Like Despair, Tantrum is also AoE and has a relatively low mana cost. However, it can still drain your mana relatively quickly and leave you OoM if you spam it. In the jungle, it benefits you by providing passive physical damage reduction from physical attacks. Not only that, but its cooldown is lowered by half a second whenever you're hit by an auto-attack.
Curse of the Sad Mummy: Like the ultimates of most characters, this is the spell that defines him. This skill alone is why you see him banned often in ranked games. Upon activation, all champions in the surrounding area instantly have damage and a stun applied. With the amount of AP included in this build, anyone who hasn't built magic resist will take a lot of damage. The insane power and utility of this ultimate is only counteracted by its high cooldown. Therefore, you'll want to make effective use of it so as not to waste it and be without it at a crucial moment. I'll include a section describing these situations later in the guide.
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I've been playing Amumu a while now, and he is one of my favorite tank and my best jungler. This is obviously a sort of hybrid tank but it's a build that works. And remember, try it before you think about downvoting!
NOTE: If you have any suggestions or questions please feel free to ask in the comments. I read those. If you actually do comment.
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Last up-date : 17-10-2012, 23:33 xD
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