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Amumu Build Guide by Boukster

Jungle [Mr Amumu] // The Tear of the Undead \\

Jungle [Mr Amumu] // The Tear of the Undead \\

Updated on October 15, 2019
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League of Legends Build Guide Author Boukster Build Guide By Boukster 26 1 55,435 Views 2 Comments
26 1 55,435 Views 2 Comments League of Legends Build Guide Author Boukster Amumu Build Guide By Boukster Updated on October 15, 2019
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Choose Champion Build:

  • LoL Champion: Amumu
    BALANCED
  • LoL Champion: Amumu
    AP

Champion Build Guide

[Mr Amumu] // The Tear of the Undead \\

By Boukster

> UNDER CONSTRUCTION! <


0. RECAP!

ARMOR
-> -> -> -> ->

MAGIC RESIST
-> -> -> -> ->

BALANCED
-> -> -> -> ->

ABILITY POWER
-> -> -> -> ->



MY MAIN BUILD
-> -> -> -> ->



1. Introduction


Our little friend... Amumu, yeah, where to start... I've started playing this little fella in S2 and I've grown a lot of love for this champion. He's such a great champion with many sides, who 1v1's ADC's to the one who tanks all enemies in a teamfight. I still cross my fingers they won't change a lot about him when/if he is remade.

My name is Boukster aka. Mr Amumu. It's very cheesy to name yourself similar to a champions name, but w/e! Sooooo I decided to write a guide on Amumu, just because I really enjoy helping others with this amazing and fun to play champ..


2. Pros/Cons




Pro

His passive makes tanks vulnerable for magic damage. It converts 13% of the magic damage received as true damage. As soon as a fight starts, make sure you activate Despair to trigger Cursed Touch on your target(s) and debuff him/her/them.



(Q)


Pro

Perfect ability to engage, with its long cast-range and the 1 second stun, it creates a nice opportunity for players to join the fight or to re-position.

Con

If you miss, you'll have to wait quite a long time for the ability to cool down and be reused. It's cooldown is a big downside of this ability, during this period make sure you play defensively and do not overextend.



(W)


Pro

Great AoE pool. Activate this ability to keep your passive Cursed Touch active on the targets for the debuff. Combine this with Liandry's Torment for some nice damage over time (DOT) and damage per second (DPS). Enemies with the biggest HP should be focused first.

Con

With all the AoE potential, the damage is disappointing when build as a tank. This is mainly used just to activate your passive Cursed Touch and not for damage.



(E)


Pro

This is your main ability to deal a damage burst to enemy's with a lower hp maximum preferably. The damage is okay when building as a tank, but with a couple of Ability Power items like Liandry's Torment you'll be able to deal quite a lot of damage. Being hit by a basic attack reduces the cooldown on Tantrum for 0.5 seconds!

Con

As it your main damage burst output, you rely on hitting this ability which shouldn't be hard with the range (AoE) it has. Once again, the cooldown on this ability is fairly long, without any minions around you it wouldn't be wise to 1v1 anyone.



(R)


Pro

Your ultimate, lets say,, what an amazing ability. Curse of the Sad Mummy is a teamfight changer, with it's range you'll be able to turn fights in the blink of an Eye. With a couple of Ability Power items, this ultimate deals a massive amount of damage as well. Combine it with Flash to re-position for a spectacle.

Con

If you miss your ultimate, you'll be close to useless in teamfights if you do not have a proper build or when you're behind in the game. The massive cooldown is a real setback.


Pros


- Alot of Crowd Control
- Great engage
- Amazing team fight potential
- Okay AoE Damage
- Tanky and also a tank killer
- Very strong mid- and lategame
- Great for nuking down ADC/APC's

Cons


- Very weak early game
- Very long cooldowns
- Relies heavily on team
- Counterjungle
- Requires a lot of mana
- Reliant on his Ultimate
- Reliant on landing his Bandage Toss

3. Ability explanation


Cursed Touch is Amumu's passive. This is the very reason why Amumu is a tank-killer! Every basic attack, Despair or Curse of the Sad Mummy will trigger his passive that causes 10% of all incoming magic damage to be dealt AGAIN as true damage.

Bandage Toss is the ability that you use if you need a gap closure. This ability will stun the target for 1 second. It is a skill-shot that your gank/engage relies on, do not miss it! Try walking up to a champion before engaging with your Bandage Toss so you can use Bandage Toss when the enemy Flash away.

Despair is an ability that does Area of Effect damage (AoE). When you're fighting you always activate Despair, this also resets your passive.

Tantrum is your main damage output. It is also an AoE spell and deals a big amount of damage combined with Despair and Liandry's Torment or Abyssal Mask Getting hit by minions or champions will reduce your cooldown by 0.5 seconds. Fighting with a minion-wave around you is highly advised if you've got enough health!

Curse of the Sad Mummy will destroy everyone in teamfights. With it's stunning 2 second stun it is a gamechanger. Combine this with a Bandage Toss and Flash to relocate yourself into the enemy team and I can assure you, your contribution in teamfights will be gigantic!! (Go to chapter 7 to see how you can optimize the use of your ultimate)

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


4. Item Explanation

Keep in mind that every player has his own style and that not every build or item combination will work for his/her style. I'll try to explain my thoughts and style as good as I can.






Ninja Tabi are a must versus AD teams. These boots will assure you that you can outlive more damage. These boots will be great versus Jinx- or Vayne-like champions. In addition to the 20 armor, 12% of the incoming damage of the auto attacks will be blocked

Mercury's Treads are a must and have to be rushed versus high crowd control (CC) champions. These boots provide you 25 magic resist and extra tenacy resulting in a 30% reduction of the duration of crowd control effects.

Mobility Boots,, what shall I say. These boots are amazing when you're ahead and need a lot of map pressure. Keep in mind that you should not keep these boots, sell them and buy other boots instead. During early/mid game Mobility Boots make the difference due to the fact that you can put so much pressure on any of the lanes you'd like to.

Liandry's Torment is one of the best syncing items with Amumu. The extra health gives Amumu the ability to engage fights and not be shred as paper. In addition, Liandry's Torment burns enemies for 2,5% of their maximum health over 3 seconds (if their movement is impaired, else it'll be 1,5%/3seconds).

Abyssal Mask provides you a decent amount of health and magic resist to ensure you'll be able to run out of a fight after engaging. In addition you'll increase magical damage done to all enemy targets within 325 range by 15%.

Gargoyle Stoneplate is a great item for any tank that does the engaging. With the passive Stone Skin the active of Gargoyle Stoneplate will double your HP (there have to be 3 or more enemy champions
nearby). Combine Bandage Toss with this passive/active to maximize the chance to get 3 (or more) champions nearby. To finish it, cast your Curse of the Sad Mummy.

Thornmail, just get it. It give you so much sustainability and defense, this is an item you will have to get (unless versus a full AP team). Combine Thornmail with Ninja Tabi to sustain a lot of damage from the AD Carry/Bruiser.

Most players swear to get Rylai's Crystal Scepter while playing Amumu, myself, I do not always get it. It's situational whether I'll purchase it or not. If their AP/AD carry is fed or gaining an advantage, I prefer building more Health/Defense instead of going for Rylai's Crystal Scepter. Rylai's Crystal Scepter allows you to keep your enemies close while burning them down with Liandry's Torment and disallowing them to engage on your carries.

Dead Man's Plate creates a mental fear for the opponents. When Dead Man's Plate reaches 100 stacks you'll receive a whopping +60 movement speed and your first auto attack will slow the targetted enemy for -50%. Realize that you see a Amumu rushing at the enemy team with a red trial behind him pressuring everyone back and zoning them however he wants to.
5. Jungling from Blue Side

Overall Paths



**Updating Image

JUNGLE PATHS

SIDE PATHS

GANK PATHS




(Normally you'll walk away with 200hp at Gromp, but I did not have a pull @ Red Brambleback.


When you're jungling, you'd always like to optimize your DPS and experience/min. While you're doing Blue Sentinel you want to position yourself between Blue Sentinel and Gromp, at this point you should bring it to approximately 30% health. Then you want to smite Gromp, do not walk towards it, let it come to you.

Because Amumu has great AoE damage, he can do them both at the same time. Take care when you pull Gromp, his first 5 attacks come with an enhanced attack speed. Make sure your health is around 30-40% BEFORE you are smiting Gromp.

Keep Tantrum off cooldown for when you're in between Blue Sentinel and Gromp.

You should be finished around 03:05 +/- 5 sec, continue your way to Rift Scuttler. Advance to top- or midlane after Rift Scuttler, push it to the lane you want while damaging it.
6. Jungling from Red Side
7. Important Combo's

Q-R-FLASH Combination




Regular Ultimate




Optimized Ultimate



Comparison





The difference of speed at the flash + ultimate in both of these video's are quite significantly. If you're watching closely you can see there is a channel in the ultimate of 0.5 seconds. In this window you want to cast your flash, because as soon as your flash lands you instantly cast your ult, instead of 0.5 seconds later. Doing this will minimize the window of the enemies respond time.
Dragon
Amumu isn't a strong early game champion. Try ganking botlane early game to be able to take first drake around 8th min. If this is not possible, make sure to always keep it warded with a Control ward.

Amumu is able to solo Dragon after lvl 6 with full health.
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