Build Guide by ForneverGC
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.
*Please keep in mind more information is being added everyday.
This guide will provide you with the build I choose to use playing as Amumu in normal games (In ranked I jungle). This guide is based on fighting against a team with equally balanced AD, and AP carries and therefore item scenarios with be explained later on in the build.
AA = Auto-attack (Basic Attacks)
AD = Attack Damage
AP = Ability Power
AS = Attack Speed
AoE = Area of Effect
CC = Crowd Control (Stun, fear, slow, snare, etc)
CDR = Cooldown Reduction
DoT = Damage over Time
ELO = Elo rating (Rating system designed by Arpad Elo that is now used in gaming communities worldwide)
FB = First Blood
HP = Health
LS = Life Steal
MD = Magic Damage
MP = Mana
MR = Magic Resistance
MS = Movement Speed
OOM = Out of Mana
SV = Spell Vamp
DPS = Damage Per Second; also: Strong Auto-attacker
MDPS = Magical Damage Per Second; also:Strong spells; casters
MP5 = Mana Regeneration per 5 seconds
HP5 = Health Regeneration per 5 seconds
ArPen = Armor Penetration
MPen = Magic Penetration
HoT = Heal over time
Mia = Missing in action
Hello, and welcome to my guide for Amumu, the Sad Mummy. Here I will be telling you everything I know about Amumu. Please keep in mind that my item and mastery choice is based on an average team with equal AP/AD carries.
I first picked up Amumu as my first champion in League of Legends, and still remains one of my favorites. I picked him because he was relatively cheap and seemed pretty cool, though he was nothing like what I had expected, he was still just as badass as I had suspected. Also he is never a bad choice, Amumu fits into almost any team composition.
If you like to play a Tank, buy Amumu. If you like to help your team, buy Amumu. If you like to do some nice AoE damage, buy Amumu. If you want to be the cutest mummy every, buy Amumu.
What is Min/Max?
Min/Max is minimizing the bad and maximizing the good. So let's look at some bad things about Amumu and counter them. Amumu's pros and cons are as follows:
Decent AoE damage
Dominates other Tanks
Extremely ****ing cute
No pushing capabilities
Often banned in ranked games
Amumu is very slow, so we get Boots of Swiftness to run faster
Amumu is bad early-game, so we get Regrowth Pendant to keep us in lane longer to farm up some gold. If you get harassed too much just sit back and have the health regen heal you up, it's faster than you think.
Amumu has no escape, so we get Ghost and Flash
Amumu's abilities have long cooldowns, so we get Randuin's Omen for the CDR, and all the other amazing stats on it ;D
And now for the good!
Amumu has good AoE damage, so we want to emphasize that with a I mean, who doesn't like more AoE damage?
Amumu can shut down the enemy team with stuns, but has no slow. Not to worry though we have a Randuin's Omen! AoE slow FTW.
Amumu has good damage, so we stick to tanky items. If you want to get some ability power, you can replace Randuin's Omen with a Rylai's Crystal Scepter. You still have the slow, just on-hit, a little less tanky and no CDR.
Runes & Masteries
Marks: Greater Mark of Insight.
because the magic pen helps against tanks and there is really nothing better to get for marks.
Seals: Greater Seal of Clarity.
The much needed mana regen, flat seals get out-played fairly early so we go with per/level. This along with your icon=philosopher's stone should make your mana problems disappear.
Glyphs: Greater Glyph of Shielding. Since you get more armor than magic resist in this build, these are great. I like per-level MR instead of flat because the flat bonuses are quickly out-played around level 6 or so.
Quints: Greater Quintessence of Fortitude.
The notorious flat health quints, can't go wrong here. Amazing for the early game, and good for the rest.
Slightly typical 0/21/9 build.
Tier 1 - Armor and Magic resist, very important.
Tier 2 - Health regen because theres nothing else to get, we don't want the dodge because it reduces the uptime of Tantrum.
Tier 3 - Blocking physical damage obviously helps, and sometimes at a little bit higher lvls you can tank minions just so you get Tantrum up a lot and you won't die nearly as fast with Defensive Mastery
Tier 4 - Health, whats not to like?
Tier 5 - AP and AS, this is totally optional but I didn't find anything else to get that has any significance. The AP is nice and the AS helps farming a bit.
Tier 6 - You know the deal, 4% less damage for one point. You went this far down in the tree, why not get the most important mastery?
Tier 1 - Improved Ghost of course, and more health/mana regen, helping you lane for a while along with your Regrowth Pendant
Tier 2 - More exp, can't go wrong.
Tier 3 - You really can pick anything in this tier, I don't like Greed because it only gives 6 gold a minute, which in a 45 minute game is 270 gold.
Well, lets first look at our VIABLE options.
Now as long as you pick out of these, you really can't go wrong, it's mostly just preference.
But, what you should get is Ghost or Flash Along with something else.
Ghost. My favorite out of the choices, Amumu is quite a slow champion and with your defensive items you should have enough time to get away from a ranged while Ghosting.
Flash. I use this along with Ghost because well, Amumu isn't very mobile and i'm not very good with Clairvoyance. Flash is an all around great spell. It allows you to:
-Go through walls
-Get out of a sticky situation quick
-Have the element of surprise with icon=Flash+ icon=Curse of the sad mummy
-And other things I can't think of.
Clarity. Not my most encouraged choice, you only will use this if you are keeping up your Despair and spamming Tantrum.
Cleanse. Some people prefer the / combo, that totally works but i'm not a fan of it, I always forget to use it.
Clairvoyance. Amumu's stuns make him a decent support, so if your good with Clairvoyance and want to be more of a support, don't be afraid to take this. Also I would recommend it if no one in your ranked group has it.
Cursed touch. Amumu's attacks reduce the target's magic resistance by 15/25/35 for 4 seconds.
This is a pretty good passive, it especially helps take down the opposing tanks quite easily, along with Despair. Also it can turn a carries passive MR into nothing, literally.
Bandage toss. Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them, and deal 80/140/200/260/320 (+100% of ability power) magic damage.
Amumu's skill shot, I cannot stress how important it is that you learn how to use it, and don't freak out when you need to use it. Take your time to line it up if you have to, this ability could decide if the gank is successful or not. Keep in mind this can go through walls.
Also try to aim for the enemy's hardest carry. ( , , , etc.]
Despair. Toggle: Nearby enemies take 8/12/16/20/24 magic damage plus 1.5/1.8/2.1/2.4/2.7 (+1% of ability power)% of their maximum health each second.
What makes you good 1v1 against other tanks, and generally anyone with high health, toggle this on before going into any fight. Also makes Amumu a great jungler.
Tantrum. Passive: Amumu takes 1/2/3/4/5 reduced damage from physical attacks. Active: Amumu deals 75/100/125/150/175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit, the cooldown on Tantrum is reduced by 0.5 seconds.
Amumu's main damage along with his Ultimate, this ability also makes him a great farmer. This becomes more effective with more people hitting you which is why we get no dodge, so if your doing your job right, you should have this up a lot in team fights.
Curse of the Sad Mummy. Amumu entangles surrounding enemy units, causing them to be unable to attack or move for 2.5 seconds, dealing 50/100/150 (+35% of ability power) magic damage to them each second.
Oh my, Amumu's ultimate. This is the reason why many believe Amumu is broken, or overpowered. Get this ability every time possible. This ultimate is absolutely amazing, it has turned around countless team-fights i've been in. If it weren't for this ultimate, Amumu would be pretty useless. Learn how to use this and you will be hated by many, and loved by just as much.
It can be used in almost any scenario, to run, save a teammate, gank, or just kill an entire team. Also this ultimate can give your teammates like Nunu, or Fiddlesticks time to setup their ultimates on top of yours.
Starting items are always a big deal and a lot of Amumu players go for
first, but I disagree with that because Amumu isn't just a straight health champion, also gold is a big problem on him. I like to take a
Regrowth pendant first for the lane presence it allows me in the early-game, also I swap it out for a Philosopher's stonePhilosopher's stone as soon as I can for the extra gold it gives.
For as long as I've played this game, people cannot decide on the best boots for Amumu, because there isn't any "best boots" for Amumu. You have 3 options for boots while playing Amumu. Option one, and what you should get if the enemy team is giving you no trouble is Boots of Swiftness. Amumu is a very slow champion and I cannot stand it. These will help you catch up and get in range to use your Bandage toss. Option two, if the enemy team has a good amount of CC thats stopping your job of annoying the enemy team, you will want to grab Mercury's treads. The reduced CC time is more helpful than you could imagine, I can't count how many times I've been CCed 'til death so I couldn't use my Ult. Now for option three, Ionian boots of lucidity. It's no secret that Amumu is dependent on cooldowns. If you're just dominating the other team and someone on your team has a slow, grab these boots.
Now not only boots, but all of yours item should be countering the opposing team. The items I have chosen are to counter a team with AP and AD carries doing the same amounts of damage. So if your fighting a mostly AP team(say 3/5 or 2/3 AP) We'll focus on a little more MR items such as getting Banshee's veil instead of Sunfire cape and then a Force of Nature followed by a Guardian Angel, and just building health afterwards. If we we're fighting a mostly AD team, we'd get items such as a Frozen heart after your Sunfire Cape and Randuin's Omen or Thornmail right after, now let's explain the reasoning for these items.
- Sunfire Cape. As I've said before, Amumu's AoE damage is great, and this only compliments that. With the added health and armor this item is good for almost all situations.
- Banshee's Veil. Pretty self explanatory, but this can make Ashe's Holocaust Arrow do absolutely nothing to you, enough said.
- Randuin's Omen. Health, Armor, CDR, AoE slow. Good for team-fights, and one of the best items with armor.(If you remember to use it) Don't get this item if you never use its on-use effect.
- Guardian Angel. Gives you a nice amount of armor and MR, also makes you able to say "Oh look you killed me, now do it again."
- Force of Nature. A LOT of MR, some needed run speed, and some health regen. Honestly not my favorite item to get but it's relatively cheap if you need some MR before the enemy team's Evelynn gets 20 Mejai's stacks.
- Frozen heart. This thing kills AD champions. 25% reduced AS against a fed Yi is insane. Gives a bunch of armor and mana, also some CDR. All around item for fighting an AD team or if you never use Randuin's Omen, get this.
- Thornmail. This item is hilarious, I have honestly sat still and had a Tryndamere AA himself to death with this item.
As the tank, your role is to be the first one in and the last one out, make sure this is the case. Never leave a fight as your carry is still fighting without calling it out, by no means does this mean give the enemy team a double kill if your carry is guaranteed death.
Just farming your way to level 6 grabbing as much gold on the way as possible, now last-hitting with Amumu isn't the easiest thing to do, but what is is going into the enemy jungle and killing their jungle-camps while your creeps are pushed back to your tower with your lane-partner getting all the last hits. Now you should be in lane for the most part, but if your struggling for some gold going into jungle is no problem for Amumu. Just keep up Despair and Tantrum whenever you can, easy-sauce.
With your ultimate ready you should be looking for a fight. Amumu is a great initiator for ganks and team-fights alike. Run in with your Despair up and ready to Bandage toss your victim. Just make sure you keep Despair up and use Tantrum every time you can. Now a lot of people use their ultimate whenever they're in a fight, but with Amumu this is not the case. Amumu's ultimate has a long CD and should only be used when:
-Chasing a fed carry with Sword of the Occult, or Mejai's Soulstealer stacks.
-Fighting 3 or more enemies.
-Saving someone(Only if you can guarantee the escape by using your ult.
What I like to do for initiation is Despair -> Bandage toss -> Ult -> Tantrum
The game is winding down, whoever gets aced loses. Really, just don't die and don't let your teammates die. If you played right and your teammates weren't absolutely atrocious, you should be winning with ease.
I hope this guide has helped you learn Amumu, or inspired you to make your own build. Obviously, comments are appreciated as with ratings, if you down-rate please let me know why so I may improve my build, and my gameplay personally. Instead of trying to get a ton of kills as Amumu, try to get a ton of assists. The most important thing is just to have fun, good luck.