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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, the purchaseable items is how the build would look in the end, but i usually start with a:
Doran's Ring and one health potion, the extra ap and hp is a nice boost since Amumu is very harashable, however if the team got alot of burst damagers or early games i go a regrowth pendant instead.
Cursed Touch: (Innate): Amumu's attacks reduce the target's Magic Resistance by 20 / 30 / 40 for 5 seconds.
Simply a magnificent ability, and the reason why i dont take Magic Penetratrion aswell.
Bandage Toss "Q": (Active): Amumu tosses a sticky bandage at a target, it stuns and deals magic damage to the target while he pulls himself to them.
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
If any of you played DotA then this skill is similiar to Clockwerk Goblins Ulti, A great skill to chase down runners and our main initiate, with a 1.0 ap ratio, this is one fel of a skill if you're good at aiming with it. Should of course note that while it is an instant cast it takes smoetime for the bandage to reach the spot, and the enemy can avoid it. In addiction to that, you can fling yourself with this over your own minions, but not the enemies, so make sure there isnt a minion blocking the way before using this.
Despair "W": (Toggle): Overcome by anguish, nearby enemies lose a percentage of their maximum health plus a base damage each second.
Cooldown: 1 second
Great farming ability, stacks well with your ultimate too, at last level it gives 18 flat damage + 2,7% of the enemies max health each second for no more than 10 mana a second! In addiction to that, for every 200 ap the max health damage gets up with 1%.
Tantrum "E" (Passive): Amumu takes reduced damage from physical attacks.
(Active): Amumu deals magic damage to surrounding units. Each time Amumu is hit, the cooldown on Tantrum is reduced by half a second.
Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Now, this ability is rather weak in single target, but 175 (max level) + 50% of your ap in an aoe with 6 second cooldown is quite alot if you keep on repeating with it. Not to mention the 1-5 physical damage reduction depending on it's level, not alot in 1 hit but it's passive so after, lets say 1000 hits that's 5000 damage you just resisted.
Curse of the Sad Mummy "R": (Active): Amumu entangles surrounding enemy units, causing them to be unable to move or attack for 2.5 seconds, dealing magic damage to them each second.
Cooldown: 170 / 150 / 130 seconds
50/100/150 damage a second, bwaah.. Not worth it, it's the snare we want, aoe snare which disables auto attack for 2.5 seconds? This is what makes Amumu so feared, if you hit every enemy champion in one ulti you technically won the teamfight as it is, however, it isnt really worth it just using it on one as it got an insane cooldown.
Forgot to mention that it works on minions too, and it got 1.0 ap ratio, so the damage is abit better when you reach 500 ap.
Laning: I havent tried amumu in mid but i'm working on that part, about top and bot however, always try to lane with a ranged, a melee with a stun or slow is good aswell, but a ranged burster is definetly the burst choice.
People I find to be great lane mates:
Ryze, Annie, Morgana and FIDDLESTICK to name a few ranged.
Sion, Rammus, Jax and NUNU.
To name a few melees.
Anyway, when you got a lane, get to bush asap, it is such a great advantage if you're with another stunner.
Early game: Early game is mostly about farming gold and lots of it, as this item build is quite the expensive one, don't be afraid to tantrum for a last hit either, as we got Mp5 it's up again soon enough, harras with bandage toss, auto attack once, then tantrum, but be careful if they're stunners or slowers, and always make sure your lane mate is on his toes should you get hit by one.