Amumu General Guide by cyberskull
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Hi guys! Cyber here with another guide this time for Amumu. Now this is a rather weird guide/build but please don't downvote automatically without even trying it first! I assure you that you will achieve successful results with this guide! It might not happen right away but once you get used to playing Amumu as an AP Carry and once you get to know your limits you will dominate!
Before we begin just wanna say how you can contact me if you have questions or want to play with me:
1) via Skype - terminator_xp
2) via buddy request in League - submit95, EUW
3) via PM here
Onto Amumu. He is normally played as a super tanky supportive/disruptive jungler. While this may be the best way to play Amumu I have found that Amumu is an amazing and dominant AP Carry if played correctly. He does have some disadvantages when he goes mid lane but he brings sooo much in team fights that you'll just ignore his disadvantages. The main reason Amumu can mid is because he has a lot of counters to most AP Carries. His passive reduces their magic resist, you can build magic resist to negate most of their damage and you can actually pull off crazy damage at level 6 (bot aoe and single target). Well that's about it for introductions. Let us begin!
Pros and Cons
+ High resistance versus the enemy AP Carry
+ Good damage output thanks to Cursed Touch and Abyssal Scepter
+ Crazy damage on your Ultimate
+ Game changing Ultimate
+ Somewhat tankier late game
+ Lots of disables and CC with Rylai's Crystal Scepter
- Small mana pool
- Mana hungry if you spam abilities
- Needs Blue Buff to stay in long team fights
- Squishy against physical damage early on
- Not the best farmer early game
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
Standard marks for any AP Carry. Since I don't get a lot of ability power early on I need the magic penetration to do some nice damage.
There's a lot of interesting choices for seals but I prefer these the most. Why you ask? Since you're not gonna be a bit more tanky until late game you're gonna need some help against physical damage dealers and these help out a lot. Other viable choices for seals are mana regeneration or health per level but I prefer these the most.
Flat Magic Resist combined with an early Negatron Cloak makes you so tanky against magic damage early on. You might even have to force the enemy laner to go for an early Void Staff just so he can fight you and if you do it benefits your team since Void Staff counters people with high Magic Resist but it doesn't help as much against people with low Magic Resist (your teammates won't have a lot of MR so early in the game).
You could go Flat AP for Quints but I prefer and recommend these because they lead to easy Bandage Tosses and help you escape ganks early on. Amumu has no escapes so these help a lot.
Believe it or not these are my Top Lane Vladimir masteries but they work extremely well on Amumu. They give you some extra offense and make you quite durable for an AP Carry. The only thing you could change is swap the 3 extra ability power for 3 extra attack damage just to make last hitting easier. Other than that these masteries are pretty solid.
Standard escape spell for an AP Carry. Flash is actually quite important on Amumu because you have no escapes. Make sure you only use this when you really need to. You can also initiate with a Flash + Ulti combo so keep that in mind.
Ignite is also a standard summoner. The only thing to keep in mind about this summoner spell is to not waste it on an already dead champion. I sometimes Ulti and E and then I foolishly ignite someone that is just about to die. Make sure not to waste Ignite like that and you'll do fine.
I get my Q for level 1 because it allows me to catch people off guard and makes plays if my team does a jungle invade. At levels 2 and 3 I just grab my other 2 abilities and then I max E because it does insane damage later on and is on a low cooldown and a very low mana cost which lets you farm with it instead of wasting all your mana to farm with W. After E I max Q. Why you ask? W deals percentage damage and sure it does go up with ranks but even at level 1 W still does a nice amount of damage. Plus it eats away at your mana quite hard in large and long team fights. Maxing Q before W gives your initiation spell a lot of damage which combined with E can take half of the enemy carry's HP bar. After Q we max W as the only spell left. R is obvious. Rank it whenever you can.
Amumu's autoattacks reduce the target's magic resistance by 15 / 25 / 35 for 3 seconds. The debuff doesn't stack but it refreshes with every autoattack.
Solid passive for a mid laner. Helps you deal more damage by reducing their magic resist but you have to keep attacking. Otherwise it won't proc. This makes Amumu excellent for mid lane because not only can he stack a lot of Magic Resist and be durable he can also lower yours and deal more damage to you.
Active: Amumu tosses a sticky bandage in a straight line towards a target location. If it contacts an enemy, Amumu will pull himself to it, dealing magic damage and stunning the target for 1 second.
Cooldown: 16 / 14 / 12 / 10 / 8
Cost: 80 / 90 / 100 / 110 / 120 Mana
Magic Damage: 80 / 140 / 200 / 260 / 320 (+ 70% AP)
Your initiation spell. It has a pretty high AP Ratio and if you max it 2nd like me then it will do some awesome damage as well. Properly utilizing this can win or lose you a team fight. Make sure you land it!
Toggle: While toggled on, Amumu will be surrounded by a small damaging area of tears. Enemies in the area will be dealt a percentage of their maximum health plus a base amount as magic damage each second.
Cost: 8 mana per second
Base Magic Damage: 8 / 12 / 16 / 20 / 24
Max Health To Damage Ratio: 1.5% / 1.8% / 2.1% / 2.4% / 2.7% (+ 1% per 100 AP)
Believe it or not this drains a LOT of your mana if you keep it on. This is because of your mana pool. If you don't build mana items you'll have a small mana pool and without blue buff it's hard to keep this ability toggled on. However I don't recommend getting mana items so just try and get Blue Buff and if you can't don't keep this toggled on constantly.
Other than that this is a nice skill. Does % damage of their max health so even if you don't max this ability it still does a nice amount of damage. I don't recommend using this for farm. Use it only in big team fights but don't overuse it if you don't have blue buff.
Passive: Amumu takes reduced physical damage from autoattacks and abilities.
Active: Amumu will make an instantaneous tantrum, dealing magic damage to surrounding units. Additionally, each time Amumu is hit by an autoattack the cooldown on Tantrum's active will be reduced by 0.5 seconds.
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 35 Mana
Physical Damage Reduction: 2 / 4 / 6 / 8 / 10
Magic Damage: 75 / 100 / 125 / 150 / 175 (+ 50% AP)
Your main source of damage, farming and your most useful and spamable spell in my opinion (besides your ultimate). This grants you some resistance against auto-attackers but the biggest thing about it is the cooldown and the mana cost. The mana cost is super low and you can freely use this to farm. And the cooldown gets reset every time you get attacked by minions or champions. Awesome skill and is definitely worth maxing first. The only bad thing about it is that it doesn't do a high amount of damage but it does enough damage for early game. Late game you won't rely on it as much as you will on your Ultimate.
Active: Amumu entangles surrounding enemy units, dealing magic damage and rendering them unable to move or use autoattacks for 2 seconds.
Cooldown: 150 / 130 / 110
Cost: 100 / 150 / 200 Mana
Magic Damage: 150 / 250 / 350 (+ 80% AP)
Amumu's Ultimate is his signature skill and the reason why Amumu is such a great champion (as a Jungler and as an AP Carry). One good Amumu Ultimate (especially when you're AP) can change a team fight hugely. The AP Ratio on this Ultimate is pretty damn high for an AoE skill so overall this ability is amazing. There are a few things you need to remember though. Spell Shields will negate the damage. This skill does not stop channeled abilities and Cleanse can remove the immobilization effect. Keep that in mind.
Explanation on Item Purchases
I start off with Boots + 2 Health Pots and 1 Mana Pot. The reason for this is because I am quite mana starved early on if I decide to go in for some harass so I need the extra mana regen. After that I go straight for a Negatron Cloak. It gives me a ton of Magic Resist and if the enemy laner doesn't go straight for Sorcerer's Shoes then he won't do much damage to me (fought a Fizz once who went for Doran's Ring instead and his Ultimate took out like 1 and a half of my hp blocks lol).
After that I go for my Merc Treads. They not only grant me even more Magic Resist (combined with Negatron, runes and masteries around 150 Magic Res) but also help in reducing Crowd Control on me. After Merc Treads I go for a Blasting Wand for some extra damage and use it and Negatron Cloak to get my Abyssal Scepter. Abyssal is an amazing item for AP Amumu because it not only synergizes with his passive but it also grants extra AP and Magic Resist. What more can you want out of an item?
After Abyssal I just go for a Rylai's Crystal Scepter for the HP and the slow. The AP is also nice but the HP and the slow are the main reason to get Rylai's. After Rylai's I go for my Rabadon's Deathcap. It grants me immense damage on my Ultimate and is a core item for any AP Carry.
After Rabadon's I just go for more durability with Zhonya's Hourglass (grants extra AP as well) and Guardian Angel. GA is bought last for 1 simple reason. Late game it is most useful because it can win a teamfight simply by giving you a second life. Plus it makes you tankier and combined with Zhonya's it gives you 2 ways to save yourself in a pinch.
Doran's Ring and Haunting Guise are 2 optional items I sometimes get. Doran's Ring can be bought after your Negatron Cloak if you have the money for it. It is bought mainly for the mana regeneration it gives but the extra hp and ap is also nice.
Haunting Guise should be bought only if you're totally dominating (4-0 or higher)
Early Laning Phase
Early Laning Phase you need to be careful of just 2 things:
#1 - Don't harass your opponent way too much. You'll just burn your mana that way.
#2 - Make sure you farm well. Amumu's early game farming isn't that strong. Don't farm with W though. Farm only with E and basic attacks. However keep in mind that you are melee so don't take too much free hits from the enemy laner just for a last hit.
Other than those 2 Amumu's Early Laning Phase isn't that much of a problem. In my opinion Amumu remains strong as an AP Carry throughout the whole game.
In team fights it is your job to:
#1 - Initiate if you don't have a tank/initiator
#2 - Ulti as much people as you can
#3 - Once you ulti stick to the enemy AP and AD Carries and take them out (especially the enemy AP Carry)
#4 - Once their carries are dead you have to protect your allies even at the cost of your own life
Just a chapter for some videos of Amumu games or just random stuff about Amumu:
Pro Player Pick by RiotGamesInc featuring Snoopeh from CLG EU. Check out when he says he went AP..he destroys Janna and Ashe all alone with his Ultimate, E and W:
Normal Game with Amumu by Sykkuno my favorite League commentator. He jungles but the video can help you get an understanding of Amumu:
Amumu Champion Spotlight Alternative by Ciderhelm. He explains Amumu's skills and how he plays in the game. Again he doesn't explain AP builds or something like that but the video does help you understand Amumu a bit more:
If you want to learn more interesting facts about Amumu keep reading:
- Amumu was designed by Ezreal (person).
- Amumu is voiced by Cristina Ulloa, Who also voices Annie and Nunu.
- The icon for Bandage Toss is a reference to Spiderman from Marvel Comics.
- Amumu was one of the champions available for the Ionian pool during the Ionia vs. Noxus match, and was one of the selected champions.
- Amumu is the third champion to have 7 skins.
- Amumu's dance is a reference to the television show South Park, in which the Gothic kids would dance by shuffling from side to side, and take a smoke from their cigarette every second time they turned. A side-by-side comparison can be viewed here. Both dances are, in turn, parodies of the classic "Peanut's Dance", which is the bizarre shuffling dance performed by the characters of the Peanuts comic.
- His name is a pun on "A mummy"
Special thanks to:
- jhoijhoi for the line dividers
- leagueoflegends.wikia.com for the awesome info they provide the league community with
- xMrPaniKx for playing some Amumu practice games with me when I was testing out the build I am using in this guide.
Thanks for reading this guide. I know it might be a bit short and not so pretty (not enough BB Coding) but I do have school and I can't write guides as long as my previous ones (my Kat one for example). About Amumu he's 1350 IP in the store and I can assure you he's worth the IP and he's a very fun and awesome champion.
Again thank you for reading and please leave me some feedback if you can. Talk about what you liked about the guide and what you didn't like as well as what I could change to make the guide better. See you around!