Amumu Build Guide by Ar3n05
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.
Alright, so this is my Amumu guide. Feel free to comment/critique.
First off, Amumu belongs in the jungle. With his Bandage Toss, assuming you can hit with it, you can at the very least make someone blow Flash (a successful gank). At level 6, there is no reason that you shouldn't be able to get someone a kill while ganking because of your ult, Curse of the Sad Mummy.
I play Amumu because I enjoy tanking and being able to deal out a bit of damage, if tanking isn't what you want to do, play someone else. Please. I've played him extensively in the last few months, and so I think I know how to build him and play him, please correct me if I'm wrong. While I only really play Normals, every person I play against has somewhere between 250 and 2000 wins. Most people don't suck at that point, and from what I've heard about the first few levels of Ranked play, the people I play against would do fairly well.
Pros / Cons
- One of the best tanks ever.
- One of the best junglers ever.
- Amumu's ult is game-breakingly amazing.
- Awesome at farming.
- Fairly unique skill set.
- Dem tears.
- He's cute.
- Doesn't have much harass, so if stuck solo top, you're going to have issues.
- Sometimes tanking is just not a fun job to have.
- Ganks are reliant on a teammates damage. Don't even bother if you don't think it will work. You'll get behind on farm and exp.
- Always sad.
MasteriesThese are pretty self explanatory for the most part. Heavy in the blue area because of needed tankiness. Smite buffs are in this tree as well, adding an extra 10 gold every time; helpful at the beginning. Buff duration is important for any AP champion, but is needed on a jungler in order to sustain mana while in the jungle. If blue runs out, going back to base is inevitable.
I build my runes the way that I do because not only was it suggested to me, but it works as a general AP page for those of us that don't have a billion rune pages. I use Greater Glyph of Scaling Cooldown Reduction because end game is more important than early game so far as being able to spam abilities or having your ult up. I am going to begin using Greater Seal of Armor at the behest of Crow. Greater Mark of Magic Penetration are used to get through the tiny amount of MR that every champ has innately so that Despair can actually do some damage. The Greater Quintessence of Ability Power are for a bit of extra Tantrum damage in the beginning.
Flash Everyone knows that this is a great spell, and that it can be utilized on every champion. It helps with positioning Curse of the Sad Mummy, as well as being a get out of jail (almost typed fail, still applies) free card. I personally don't use it because with Bandage Toss, it's not needed as much as some other things.
Teleport This is a great spell for a tank to have. It lets you get to the action much faster. If there are wards placed in the bushes in some places, if the opposition pushes too hard, just TP to the ward, behind the other teams' players. Should be a fairly successful gank. If I somehow wind up laning as Amumu, I grab this for sure.
Cursed Touch (passive) While at first it might seem to not mesh all that well with Amumu, once you start jungling, it makes a huge difference. Just hit the big creep first, then hit the other ones once each and continue to kill the big creep. In a team fight it can help a bunch too, especially in concert with Abyssal Scepter.
Bandage Toss (q) This skill shot can be a little hard to land, but with a little practice you should be able to hit with it 90% of the time. This is your ganking tool pre 6, as well as a great way to initiate team fights later on. Only one rank is needed in this because the stun duration does not change with additional ranks. I grab this at level 3 in case anyone is having a problem in lane after red. If so, I head there immediately to cover for them or to try for a gank. If there isn't anything going on, I continue jungling.
Despair (w) Dem tears. Really, even though in the description it doesn't seem like this would do a lot of damage, it really can. Especially in a big battle. This and Curse of the Sad Mummy are the reason why Amumu should get focused. Despair is also a great tool for chasing once Rylai's Crystal Scepter is built because it's basically a permaslow. This skill makes the large buffs, including dragon and baron much easier.
Tantrum (e) This is another great skill. Not only is the cool down so low that it is nearly spammable, but it's passive also reduces the amount of damage that you take. Which makes it awesome for jungling. At the beginning, spamming it while jungling isn't really a great idea because of its mana costs. Twice is all that it should be used to get wolves, wraiths, whatever. It's also an AoE, so, yeah, use it in teamfights, do some damage.
Curse of the Sad Mummy (r) This is easily one of the best ults in the game. Hands down. With this any gank should result in a kill (read assist for you) initiate with Bandage Toss and then ult and the team fight is half over. If you can run in, then saving Bandage Toss for then is a great idea for finishing them off. Only downside of this ult (besides stupid Irelia) is the long cool down. Hence the Greater Glyph of Scaling Cooldown Reduction. This cuts cool down times by quite a bit. If you're thinking about starting a teamfight, make sure that this is up.
Abyssal Scepter A great item in my opinion. Not only does it give needed magic resist, but it also boosts AP and debuffs opposing champions MR. It's also not all that expensive. I use it on Amumu because it synergizes with his passive very well as well as giving him some tanking power against the AP Carry and some damage.
Force of Nature The best magic resist item in the game, it also gives the best health regen. A great item for a tank. Not much more to say about that.
Frozen Heart This item is also a great item. It gives the second highest armor bonus in the game as well as giving you 500 mana. And 20% CDR. Oh wait, and it's passive debuffs the oppositions AS. Awesome against champions like Vayne.
Mercury's Treads I build these mostly for the tenacity, although the early MR helps immensely. With just Cloth Armor and a Null-Magic Mantle you have around 60 MR and Armor.
Rylai's Crystal Scepter Pretty much my favorite item. 80 AP, which is a lot, a perma slow with Despair, and 500 health for a bit more tankiness. what more could you ask for? If you've been thinking about building a Warmog's Armor, please rethink and build this instead, less health, but it's still the better option because of what it brings to your gameplay.
Thornmail Not only does it give the best armor bonus in the game, but it also returns some of the damage dealt to you. I got two kills with it today, one a Vayne who thought that she would poke me with very little health, and one in a 1v1 against a fed Tryndamere. A great item for a tank that can expect to get hit.
Okay, items. Starting with Cloth Armor and 5 Health Potion is pretty standard for a jungler, especially prior to changes. After that, Boots of Speed are important for getting to newly spawned jungle creeps as well as with getting assists on ganks. For the most part you want other people to get the kills as Amumu, although a ks here or there isn't unheard of because of Despair.
Next item to be built should be a Philosopher's Stone, the regens are nice as well as the great 5g/10seconds. This is needed because of how often ganks are needed, pushing back on how well you can farm. If you want to chase well, Boots of Swiftness or Boots of Mobility can be good, although the early MR and Tenacity are great. If going with one of these other boots, build Eleisa's Miracle out of the Philosopher's Stone for Tenacity and improved regens.
Now here is where things get tricky as a tank. You have to itemize against the other team. Your team being torn to shreds by an AD carry? Build Thornmail. If it's Vayne (ugh) a Frozen Heart may be a better choice because of the debuff on AS from its passive. Silver Bolts = Bad. If the other team is AP heavy and that's what's causing problems, build Abyssal Scepter for some added AP, MR, and a MR debuff on the other team. They have an Annie? Build Force of Nature. In all things while tanky, learn how to adapt to the other teams comp.
Now for why I build Rylai's Crystal Scepter. Assuming I need to explain. The slow on it is amazing. Chasing with Despair on means that they should not be able to get away. Ever. Add a good amount of HP for a little more tankiness and 80 AP for more of a punch, and you have yourself a winner.
Force of Nature is simply the best MR item in the game. Or highest anyways. The health regen on it is also amazing.
Another note. Do not build Warmog's Armor on Amumu. Ever. Please. I don't care how well he farms. It's not worth it. All it gives is health and health regen. Sure armor eventually starts to scale differently and HP can be beneficial, but not for something that only gives health. Rylai's Crystal Scepter is much better in that regard. And it only costs 105 more gold.
Here are some very good alternatives to the above build.
Aegis of the Legion A great item, and held by many to be one the best in the game, this should be used if you need an early game defensive boost, or if you feel like buffing your entire team in a more support-like role.
Banshee's Veil A good item on just about anybody, especially if the other team has a Karthus or Ashe. Taking an arrow and just watching it not do anything is a good feeling.
Boots of Mobility A good choice if the other team doesn't have much CC, or if you feel like being able to gank better. If they do have a bunch of CC, then building Eleisa's Miracle would be a good source of tenacity.
Boots of Swiftness For the most part, the same as above except for it's better for chasing than for getting to places for ganking.
Eleisa's Miracle A good item to build out of philosopher's stone, it's mainly useful because of the tenacity it provides, although the regens are nice too. This is a must if the other team is CC heavy and you want to build Boots of Swiftness or Boots of Mobility.
Randuin's Omen Another great item that provides tons of tankiness. It's passive is also great, and stacks with Rylai's Crystal Scepter, as well as with the AS debuff from Frozen Heart maxing you basically unescapable and pretty much impervious to whatever an AD carry tries to do. I only grab Thornmail over this because of the prevalence of Tryndamere and some other hard hitting champions.
Sunfire Cape This is a great item on Amumu, especially considering how well it meshes with Despair and Rylai's Crystal Scepter. Makes farming even easier, lets you do more damage in team fights, just all around a good item.
Items that you Should Never Grab
Warmog's Armor Please don't build this on Amumu. I realize that 1270 health is quite a bit, but at the same time, if you replace say Rylai's Crystal Scepter or something like that with this, then you have the Singed problem. They'll just ignore you while you do absolutely nothing to them. This item also doesn't provide any utility outside of health, like Randuin's Omen does, or Rylai's Crystal Scepter does. All in all, I would only get Warmog's Armor on a bruiser in the atmog's combo. Okay, there is a situation where this is helpful. If the other team has a Vayne and a Kog'Maw. That's just a ton of true damage and a bunch of health would be good in that situation.
Any AD item. AD Amumu is not a viable build. I've done a 1v1 against one of my friends, me with AP Amumu and him with AD. My Curse of the Sad Mummy did 3/4 of his health in one shot. So, to those of you thinking of trolling with an AD Amumu, while it is hilarious to watch him headbutt at high speeds, it's not worth it for actual gameplay.
This is important. Leave kills to the carry's. They do their job better than you do. Unless they suck. Then you're screwed anyways.
Bandage Toss to initiate because you should be initiating nearly every team fight. If you don't want to, play someone else.
Ult. As often as makes sense. In a 1v1, don't bother, even if losing. If you have to blow it to save a carry, do so. They're important. For the most part though, you want to be ulting in the middle of a fight, causing as much havoc as possible. This should turn what could be a close fight to a quickly one sided encounter.
Proof it Works
If anyone else has some good games, send me a message here, or post it in a comment and I'll put it on the build.
Giving Credit Where it is Due
First of all, thank you to everyone who has tried out this build. It really does work for me, and as you can see above, one of my friends did very, very well with it. It was also his first game as Amumu. One of my other friends, DarkTartar, also helped out with the build through some discussion after a match.
Secondly, a big thank you to jhoijhoi, for her awesome guide on how to make guides, you can find it here. It really helped, especially with coding.
Lastly, thank you to the guys and gals of Mobafire, because without them, this site wouldn't exist.