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Amumu Build Guide by xlovingU

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.


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League of Legends Build Guide Author xlovingU

Come Play With Me. - A Amumu Jungle and Laning Guide

xlovingU Last updated on February 16, 2012
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Team 1

Ability Sequence

1
13
14
16
17
Ability Key Q
3
8
10
12
Ability Key W
2
4
5
7
9
Ability Key E
6
11
15
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 30

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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Introduction

This is my Amumu guide. I've played him a lot so I'm used to playing Amumu very much. Feel free to criticize, it'll help me improve my build. There are 4 ways to play amumu so make sure you choose from the opponent's champions and how they build them :D U hope you have a good time with this build! Good luck!


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Questions?

Ask any question in the comments and i'll try to answer all of them in this box. :D


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Lore

"Things are bad when Amumu is crying, but they're much worse when he's angry."
-Ezreal

Perhaps one of the oddest champions in the League of Legends is the yordle known as Amumu. His life before joining the League remains unknown... especially to Amumu. All he remembers is that he woke up alone in side a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he not feel his heartbeat. Furthermore, he felt a deep sadness that he could not entirely explain; he knew he missed his parents, though he could not remember who they were. Dropping to his knees, Amumu wept into his badages. No matter what he did, it seemed he could never stop his tears or sadness. Eventually, he stood up, determined to wander the world to discover his past. Amumu traveled all across southern Valoran - a feat that is not easily dismissed.

While Amumu still hasn't learned much about his past, he has learned a great deal about who he has become. he is most assuredly undead, though he harbors none of the evil characteristics typical of undead beings/ he also seems to keep trouble ar arm's length; Amumu was able to traverse all of the Southern Valoran without so much as a single bad thing happening to him. He was just sad, and the people and beings he encountered eventually shared his sadness. Ultimately, he made his way north across the Great Barrier to the Institute of War, the home of the League. Amumu's story was compelling to the summoners he met there, and they invited him to take part in a League Judgement. His success within the League as a champion has given Amumu something he desire; a home. With his presen (un)life secured, he now hopws the friends he has made will help him discover the past.


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Pros/Cons

Pros

    2 stuns, one aoe, one singular
    Beefy if built correctly
    Big advantage of getting an ace if ultied and stunned correctly
    Fun to play

Cons

    Hard to aim stun
    Hard to save every teammate


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Change Log

February. 2. 2012: Created Build.
February. 16. 2012: Added 'Amumu's Spells' Tab, 'Lore' Tab, 'Amumu's Combos' Tab, added in 'The Perfect Team' tab and added in tags.


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The 4 Builds

Build 1


This build is for and opposing team that is equally balanced out. (Balanced Team: 1 Tank, 1 DPS Ranged Carry, 1 Ad Champion, 1 AP Carry, 1 AP Support, and a champ in their team who jungles.)You can either get a Ninja Tabi, or a Mercury Treads depending on the fed, the not fed, the strongest, and the ccs.

Build 2


This build is mainly for an AP heavy team. (3 or more ap champions)
It has many magic resistant items and will help Amumu as a tank a lot!

Build 3


This build is for ad heavy teams. (3 or more ad champions) It gives a lot of health and it gives a lot of armor.

Build 4


The last build is for a jungle amumu. I think amumu is a much better tank if he jungles, but that's up to you. you can mix in some other items depending on your team and enemy team. Like maybe soem items from build 1 and 2, maybe a little from all of them. You choose depending on what YOU think.


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Jungle Route

ALWAYS REMEMBER SMITE DMG
Just incase that you don't know what dmg smite does, i created a list!
Smite Dmg for each Level: )

Jungle Route


Level 1 = 467 )Start off at Blue golem. Make sure you get a leashe and make
Level 2 = 493 )sure your bottom lane guard you by standing infront of the
Level 3 = 519 )river. Get a leash, keep using tantrum on golems and small
Level 4 = 546 )lizards, then smite your golem when your golem's about 430
Level 5 = 572 )health. Now, move on to wolves and kill the big one first.
Level 6 = 598 )Move to the Wraiths, Make sure to keep tantruming because you
Level 7 = 624 )have blue buff and gank bot afterwards. Try your best to get
Level 8 = 651 )the one out of two laners at least one kill. go to red lizard,
Level 9 = 677 )and smite it near the end, then get the small golems and gank
Level 10 = 703 )top afterwards. Now, you can feel free to gank when you like
Level 11 = 729 )jungle when you like. Try getting blue often to make sure you
Level 12 = 755 )don't run out of mana.
Level 13 = 782 ) Where to pop hp pots: 1 at golem, 1 at wolves, 1 at wraiths,
Level 14 = 808 )and 1 at lizard. you can use last hp pot where you want to.
Level 15 = 834 )
Level 16 = 860 )
Level 17 = 887 )
Level 18 = 913 )


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Runes

Mark of Fortitude


This mark gives some health for survival and for well, Tanking :P

Seal of Resilience


This seal gives armor just incase that opponent team is ad heavy or balanced out.

Glyph of Warding


This mark gives magic resistance just incase the opponent team is ap heavy or balanced out.

This is basically your marks, seals, and gyphs, turned into 3 quints. This will equally balance out the runes. 9 Marks of Fortitude 9 Seals of Resilience 9 Glyphs of Warding1 Quintessence of Fortitude, 1 Quintessence of Resilience, and 1 Quintessence of Warding.[/color]


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Masteries

I honestly like putting all my points in defense. I like going full tank trying not to get any kills, but assists.

Jungle Masteries
Laning Masteries


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Items

I described the 4 builds, and like i said, you can mixin some other items for the jungle build depending on the enemy team. So basically, i use these builds everytiem i play amumu. :D Look at the '4 Builds' Tab if you're wondering what te heck these builds are meant for!

Laning:
1,2,3: Philosopher's Stone and Heart of Gold. These Items can Build up to something else and can help you earn gold because you should be giving your bottome laning partner all the farms they can get!

Jungling: Get a cloth armor to survive a little bit more easier and 5 hp pots. In 'Jungling Route' Tab, there should be places to pop hp pots.


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Perfect Team

IMO, i think the perfect team is:
-Amumu
-Katarina
-Ezreal
-Lux
-Gangplank

I thought that this would bw the perfect team because Amumu can use Curse of the Sad Mummy (R) and Kat can Shunpo in (E) and Ulti, Ezreal can use all his skills to get passive and BOOM ULTI IT UP. Lux can shield everyone and ulti in a straight line hitting atleast one opponent because everyone is stunned. and Gangplank can ulti in amumu's ulti and it will be most likely to get an ace with this combo. :D


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Amumu's Combos

W>Q>E (Recommended) in laning or 2v1 and/or 1v1. Press W so that you can deal damage when stunning them. Press Q after W so that the enemy stays still in your tears. After, press E to deal some extra damage.

W>Q>E>R (Recommended) in team fight. Press W>Q>E just like in the reason above, then use your ulti to stop everyone and possibly get an ace. (Look in the tab above to see the perfect team and to help get and ace.)

Q>W>E in 1v1, it is similar to W>Q>E except it is alittle different because the w is casted later.

R>W>E>Q Ulti if everyone is together, Despair and Tantrum to damage everyone that is stunned, and Q the last people trying to get away.


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Amumu's Spells

Cursed Touch (Passive)
- Amumu's attack reduces the target's magic resistance by 15/25/35 for 4 seconds. The debuff doesn't stack, but it refreshes with every attack.

Bandage Toss (Q)
- Cooldown: 16/14/12/10/8
- Cost: 80/90/100/110/120
- Range: 1100
-Throws a bandage to enemy target (skill shot). If it hits and enemy unit, if it hits and enemy unit, Amumu will pull himself to the enemy stunning them for 1 second and dealing 80/140/200/260/320 (+100% of ability power) magic damage.

Despair (W)
- Cooldown: 1
- Cost: 8 per second
- Range: 300
- Toggle: Nearby enemies take 8/12/16/20/24 magic damage plus 1.5/1.8/2.1/2.4/2.7 % (+0.5% per 100 ability power) of their maximum health each second.

Tantrum (E)
- Cooldown: 10/9/8/7/6
- Cost: 50
- Range: 200
- Passive: Amumu takes 2/4/6/8/10 reduced damage from phsical damage Amumu will take.
- Active: Amumu deals 75/100/125/150/175 (+50% of ability power) magic damage to surrounding units. Each time amumu is hit by and auto attack, the cooldown of Tantrum's active is reduced by 0.5 seconds.

Curse of the Sad Mummy (R)
- Cooldown: 170/150/130
- Cost: 100/150/200
- Range: 600
- Amumu entangles surrounding enemy units, stunning them for 2 seconds, dealing 150/250/350 (+100% of ability power) magic damage to them.


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Skill Sequence

This is the jungle Skill Sequence. :D E>W>Q>E>E>R>E>W>E>W>R>W>W>Q>Q>R>Q>Q. Tantrum is maxed first for some dmg in the jungle and some ganks. W is maxed second for dmg for jungle and ganks. Q is maxed last because if you max that first, all it does is reduce the cd.

This is the Laning Sequence.Q>E>W>E>E>R>E>W>E>W>R>W>W>Q>Q>R>Q>Q. I get q first for a first blood type of thing. Once again, E is maxed First, W Second, and Q Last.


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Aiming Q

Aiming the Stun is just like aiming a Nid's Spear, or a Leona's Grab. IT'S THE SAME EXACT THING. (Except the range is shorter) Try to predict where the enemy is going, make sure the are is clear of minions or monsters, and make sure that the characters in the range. it doesn't have to be at the tip like Nidalee's Spear. Do it where you know that it's going to hit. MAKE SURE.


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Summoner Spells

IMO, I think that the best masteries on a tank is Flash and Exhaust. I mean, Think about it! Flash in to chase, or to run out. Exhaust to help team fights, ganks, 1v1s, etc. Other spells can work, but like i said, imo i think these two are the best for a tank. \

Other good option:

    Ghost
    Ignite (I don't usually use this skill)
    Clairvoyance (Sometimes to check baron, but you can solve this with wards)
    Teleport (To save turrets, etc)
    Heal Ummm, it's ok i guess
    Fortitude: If you're not realy good with map awareness i guess :P


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Summary

I hope you had a god time with this build, once again, feel free to ask any question and/or feel free to criticize. It only improves this build. I hope you liked Amumu! Have FUN. Hope you likeeeeeee this build!

I hope you like the build~
Have Fun!
Good Luck!
-xlovingU