Amumu Build Guide by Philan
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.
Hello this is my first guide and I just noticed there are very few Amumu Dominion guides out, and I don't see many people playing him like I do. So I thought I might share my build because it has been working very well for me. It has placed top 3 in most of my games and it does a lot of damage too.
Greater Seal of Evasion
First off you don't have to use the dodge seals. I just had them left over from when I played as a full tank and they help against heavy auto attack champs. I had them swapped for mp5 for a bit because it was nice to never have to turn off your tears but not really needed. Feel free to change it up and if you find something that works well give me a heads up.
Greater Quintessence of Movement Speed
Now for the quints I really do think move speed is best for this map. It is all about moving around fast when needed. Also, I don't get boots right away so this helps a lot in the first 5 minutes of the game.
Greater Mark of Magic Penetration
Magic pen.... well this is an AP build so should not have to explain this :P
Greater Glyph of Scaling Ability Power
Why AP glyphs. I started with cooldown but found I was over the max 40% late game so it was a waste. If you changed up boots I would go back to CD glyphs so it's your call. But as it is, you end with 40% CD so there is no waste.
Seeing as the masteries have been changed I am still working out whats best. This is working good for now but i will be testing things for the next few days and well see if anything works better.
so far there are some good and some bad 1% more cool down but a loss of 5% magic pen.
Lots of magic pen, keeps you mobile and provides lots of mana. You don't go OOM in a fight and almost never have to turn your tears off. So even if you get silenced before the fight starts you can still do some damage.
Ahhh the part everyone scrolled to first haha.
Catalyst the Protector
I start with a Catalyst and a health pot. This will make you strong for the first fight and builds in to the ROA. The nice thing is you level up so fast so it will proc in the First fight for windmill and will give you plenty of hp to keep fighting.
Rod of Ages
ROA in most games I will get as fast as possible, even skipping boots to finish it fast. You should be able to get this finished around the 5 minute mark meaning it will be fully stacked by 15 minutes and most games last about 20. Even without full stacks this item is strong and with the Catalyst proc is a must. I have tried games without it and have yet to find anything better for a starting item.
Ionian Boots of Lucidity
With these boots and if you follow the guide to the letter, you will have 39% CD and that helps a lot with the cooldown on your ult and getting more then one toss in a fight is always good.
Rylai's Crystal Scepter
Rylai's. Now even though this is an AP build, Amumu is at his heart a tank and the hp from this and ROA helps a lot to stop you from getting nuked. Also making your Despair work as a slow.... do I really need to spell this out hahaha.
Deathfire grasp. This is the last part of my core build and brings your CD up to 39% with a nice bit of AP and mp5. Also, the active will help you nuke a Singed or any tank that's making you life a pain. I find this really useful if there is a heavy tank/hp team and
I will get it before Rylia's if that's the case.
Now I only have the 4 items because most of the time the game is over by then. So if the game is going long I will sometimes grab a Prospector's Ring or if you have the gold Haunting Guise is good for more magic pen late game if the other team has a lot of MR.
Still, tanking old habits die hard.
Now if your finding you are too squishy mid game then their are times I will get Thornmail or Force of Nature depending on what the enemies team comp is.
Will stop any auto attack champion in their tracks and slow down any AD heavy hitter with the cheapest 100 armor out there.
Force of Nature
This well help say goodbye AP nuker and hello move speed. Plus a bit of health regen never hurts if you get stuck defending a point with low health and you aren't able to recall.
This is a must if the other team has any stealthers. This item will reveal any stealthed player in your Despair which you can leave on most of the time. I would rush this right after your Rod of Ages. Now you will be over max cool down so you can change up your boots. My second choice boots are Sorcerer's Shoes if the other team is tanky. If not Boots of Swiftness always nice to go a little faster, it really depends on the other teams makeup.
Okay now for the fun stuff I know you have all been waiting for this part and I almost did not put it in to be honest. I have yet to have a game where i was able to get to full build
This will get you over the coveted 500AP mark. Assuming you followed the guide to the letter. You will still have a 6th slot open for one of the tank or last minute item I mentioned. On that note, if you get to this point you will have had a long game 25min plus. the good news is now your Bandage Toss will hit for over 800 your ult Curse of the Sad Mummy will be around 750+ and that with 3100+ hp to boot and room for a tanky or an AP item.
Skill Sequence/Summoner Spells
Well this is a vary standard skill order. I find tantrum maxed first keeps you hitting hard mid game until you get some more AP to back it up.
I get ghost on this map. I would say this is almost required because every second counts for capping and saving points.
True damage yes please. Now this is not required but I have always found that it works well for me.
I know what your thinking... but hear me out in ONE case this is useful not just for Amumu in fact, but for anyone that has to deal with a Heimerdinger. Saying goodbye to a turret works very well with someone that has a silence. Once and for all solving the Heimerdinger problem.
League of Legends v18.104.22.168 Patch
Attack range increased to 125 from 100
Crystal Scar's Aura armor penetration reduced to 12% from 15% (should not affect damage but will make it easier to tank)
Just a heads up on gameplay, this works well when going top with a group and also roaming. The ult can help push a tower with a group. That being said, I have never had much luck against a bot lane pusher solo, just a heads up.
Well I hope you like my guide and I will go through this a few more times to add more on gameplay and so on. I will try to keep it up to date.
Please comment and rate if you like or have any questions. Please remember to try out this guide before voting on it.