Build Guide by Karnivore915

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.

League of Legends Build Guide Author Karnivore915

Amumu: Tankin' and Spankin'

Karnivore915 Last updated on September 1, 2010
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 0

Veteran's Scars

Defense: 26

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 4

Please read this before rating.
Levels are a rough estimate, may happen earlier/later.

Rune/Mastery/Summoner Spells/Ability Progression/Build

The reason I chose these runes is they are the best quality in their group (i.e. the Seal of Vitality nets you more health than the Mark of Vitality, and so on). They also compliment both the build and the mastery. Getting more Magic Resist also helps Amumu get more sunfire capes instead of being forced into another Magic Resist item. As of now (V1.0.0.98) the total cost of this rune build is a little under 13,000 IP.

This is pretty much the basic mastery. It is mostly in defense to give amumu survivability, yet with a few points in offense to get you the extra damage late game, and the final points in utility for bonus survivability. There are options (specifically pertaining to the choice of getting Hardened Skin instead of Perseverance). The reason I have Perseverance is due to the fact that Amumu's Tantrum (E) does the exact same thing Hardened Skin does. I find it to be worth the sacrifice to give you more of a balanced tanking experience.

EDIT: Lately I have found myself using fortify a lot. I have changed the mastery to support a more defensive Amumu and to use fortify.

Summoner Spells
Heal | Ghost
Many people will ask if these are changeable. My answer is that, as with everything in this build, they are. Many will say these spells are the weak point in the build, and should be placed toward something else. To them I say go ahead, change them, and you may do just fine. These spells are simply designed to get Amumu to have more survivability in a lane that he otherwise wouldn't have. There will be times when you and your lane partner are forced to hug the turret, not be able to push, and often will die without the aid of these spells. However, if you feel you need to get more offensive spells, then go ahead. I stick by these, and I defend their use.

EDIT: As such a large portion of players are using Ignite, Heal has become more of a luck spell than a utility. As such, I have been using Fortify a lot more. It helps a lot when defending against divers and back-dooring champions.

Ability Progression
Note: The graphic may be wrong. Pay attention to this text rather than using the graphic.
The point in this progression is to make your Despair (W) as powerful as possible, as early as possible. The way you should try to get your abilities are as follows:
Curse of the Sad Mummy (R) > Despair (W) > Tantrum (E) > Bandage Toss (Q)
Curse of the Sad Mummy (R) is first for obvious reasons. Despair (W) is next due to the high possibility of you being forced to defend the turret, and this helps you do it so much better. Tantrum (E) is next for its farming ability, not to mention the reduced damage for easier tanking. Bandage Toss (Q) is least important to level, but possibly the most important spell for Amumu to have. The bonus damage it deals at higher levels isn't enough to warrant it being important to level. The stun length stays the same, and the pull is still the same, so I find it worthless to level till late.

The build you see in the graphic is the absolute final item build, not the progression build.
This list is simply for reference, an in depth look will come later.
Also, this is not always the build. It is the "best case scenario" build.

1. (Start) Ruby Crystal
2. Ruby Crystal --> Catalyst the Protector
3. Sorcerer's Boots
4. Sunfire Cape
5. Catalyst the Protector --> Banshee's Veil
6a. (Physical Team) Sunfire Cape
6b. (Magic Team) Force of Nature
7. Sunfire Cape
8. Sunfire Cape

The Ruby Crystal at the start will put you at 800+ health at level one, which makes Amumu near impossible to kill unless you try to gank. Use this massive health to feed and try to get 850g before level 5, to go back and finish Catalyst the Protector. The Catalyst the Protector is amazing at keeping Amumu alive and saving his life in tough situations. Also, my favorite use is after a successful lane gank. Normally, most ganks will leave Amumu at low health, making it unable to push the turret. With this item, he will have either leveled from the kills or be near a level. All that needs to be done is to kill a few creeps and he's already back at 40% health, enough to push. You may be wondering why I chose the Sorcerer's Boots, but the reason isn't that weird. All of Amumu's attacks are magic, so are the Sunfire Capes. More Magic Penetration means more damage, which is always good. The rest are self explanatory, with Magic Resist or Armor being the main stat to go into, depending on the enemy team's composition.


Early Game (Levels 1-6)
As you should have read, buy a Ruby Crystal and go into a lane. I know Amumu can be a good jungler, but this is not the build for it.

Try to have a good pusher for a lane-mate, or a healer. My personal favorite lane partners are Taric (with a stun and a heal) and AP Nidalee (With a heal and a HEAVY damage harass). Pretty much any DPS will work, especially ranged.

Surviving and feeding are the main priorities. Get last hits in and defend. Amumu can barely push, but if your lane-mate does, you can move up, making sure to not overextend. If you do get kills, chances are they will be from baited turret divers (save heal for times like this), but there have been times where Amumu can dominate a lane. Bottom line is Amumu cannot die. It really does mess up the entire rest of the game, until/if you make it to late game.

Mid-Game (Levels 6-14)
This is about the time that one of the turrets gets downed and people start wandering away from the lane. Some call it the team-fight phase, but I still see plenty of pushes so I stay away from that name.

As of this time, Amumu should have a Catalyst the Protector and the Sorcerer's Boots. This is the time that strategy comes into play. If the enemy team has lots of magic damage, it might be wise to invest into the Banshee's Veil early this game. If not, continue on with the Sunfire Cape.

If the Sunfire Cape is bought, the next item should definitely be the Banshee's Veil, even if the enemy team has little to no magic damage. The spell immune can and will save Amumu's life.

For fights, try to coordinate the use of Curse of the Sad Mummy (R) along with your team. For example, if there is a Galio, wait for his ultimate and his taunt to be finished before using Curse of the Sad Mummy (R), because the damage of his ult is based on the damage he takes during the taunt. Many instances will have Amumu initiate, so be sure to use Bandage Toss (Q) to enter the fight and use Curse of the Sad Mummy (R) almost immediately (in most cases).

All in all, coordination is key in this stage of the game and all the coming ones. Wasting Amumu's ultimate can have very bad side effects, such as allowing the enemy team to successfully push when they otherwise would not have been able to.

End Game (Levels 14-18)
Most of the time, the game will be near over by now, with one team clearly taking the dominating position. At this stage, Amumu should have build his Banshee's Veil, and have at least one Sunfire Cape, and either part of another (Giant's Belt or Chain Vest), or if the team is still destroying him with magic, all or part of a Force of Nature (Regrowth Pendant or Negatron Cloak).

At this point, keep following the rules given in the Mid-Game section. Not much will change.

If you are being beaten, the best strategy is to put all efforts into defending and catching up with the other team who are likely fed. Sadly, most of the time, Amumu and his team will hardly ever get a successful ace and be able to push a lane to even the odds. That being said, there have been plenty of times where this has happened. Simply keep in mind, if you think you will lose, the best way to win is to not surrender.

If you are winning, make every attempt to end the game fast. Depending on the enemy team composition, they might have better item scaling than your team. If it drags out too long, they could counter push and win themselves.

Overtime (Level 18)
This hardly ever happens, but if a game is ever dragged out to the point of over an hour long, Amumu does have an advantage. His item scaling is much better than most other champions, and it is clearly possible to win at this point. Be cautious and keep in mind coordination, which is key to any victory.

Final Words
All in all, I love Amumu, and his ability to take lots of damage and to deal lots of it out. This build has worked wonders for me, and I have thought about and improved upon it many times to get this result. I hope the future Amumus out there enjoy playing with him and with this build.

Now start crying!