Amumu Build Guide by durrrr88

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 durrrr88

PRO AMUMU - THE SEMI TANK

durrrr88 Last updated on December 7, 2011

Ability Sequence

1
14
15
17
18
Ability Key Q
3
7
10
12
13
Ability Key W
2
4
5
8
9
Ability Key E
6
11
16
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: 8

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
2/
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

I play as a tank that can dish out some damage. If you like being at the center of the action, literally, you'll love Amumu. I have multiple build paths depending on the enemy team. I try getting items that make my champion tankier while providing some offensive purpose. Also, Amumu can jungle! There is a very simple path that you can take to jungle effectively with Amumu while retaining the runes and masteries that I have provided.


Guide Top

Runes

Marks: For Marks I use for the flat Magic Penetration. I find that it helps my overall damage I recommend it for Amumu. I know no alternatives, if someone would like to share, that would be nice but seeing as every Summoner should have ArPen and MPen marks, MPen is recommended.

Seals: For Seals I use for the Mp5. I find that it greatly helps me stay in the lane and is very helpful whenever I'm disallowed the Golem buff.

Glyphs: For Glyphs I use for the cooldown reduction. It helps me initiate fights more often, harass better, and farm better. This also applied to my Summoner Skills which allow me even more farming and more protection against people back-dooring turrets.

Quints: are universally good on any champ. For Amumu, it gives him that bit of extra health needed to jungle early game while not being at any risk of dying.


Guide Top

Items

I always start off with a and . Once I get enough gold I recall and grab my Philosopher's Stone or I stay in the lane until I can afford my boots, depending on how the lane is going. I always teleport back into the lane right after buying or to another lane if it needs help. Those are the only things that are important about the item buying that I can describe, other than those tips follow the build or branch off depending on their composition.

:
Get this when:
- You need health and armor.

Pros:
- Nice combination of health and armor.
- Dat passive.

Cons:
- Do not rush this as a first item. You'll be dead weight early game when you're trying to get a turret because the turret will instantly lock down on you and you won't be able to live through its blows unless you already have your Warmogs/other armor items.

:
Get this when:
- You have lots of AP on your team/they have a lot of MR on their team

Pros:
- Magic Resistance
- Nice reduction of MR for your whole team
- Extra AP scales for your Q (Bandage Toss) and R (Curse of the Sad Mummy)

Cons:
- Don't get it if you're pure tank Amumu and your team is not doing good.

:
Get this when:
- You're butt-raping the other team.

Pros:
- Invincible :D
- Extra Armor
- Extra AP

Cons:
- Using it will take all the focus off of you.
- Extremely expensive, so don't get it unless you're trolling.

:
Get this when:
- There's a lot of AP carries

Pros:
- Lots of MR
- Dat health regen and movement speed.

Cons:
- n.a

: The best late-game item EVAR. All your spells now slow the enemy down! Just follow an enemy with

Code:
Despair
turned on, and watch their health bar melt. Good amount of AP and Health as well. The reason I don't take this early/mid game is because it is not quite as tanky as the other items, and survivability is important as the tank.


Guide Top

Summoner Spells

is the second Summoner Skill I use which helps me to aim my ultimate much better which can make or break a team fight. I also use Flash as an escape mechanism in case I'm being ganked, or I just can't go 1v1 against whoever I'm fighting. I also use this to get past minions to get an unsuspecting champion with my Bandage Toss without him being able to dodge it. Many people don't understand that using Flash with Amumu is not because you need a crutch; rather it allows you to go massively more aggressive.

- Useful I guess, but you already do sky-high damage in an AoE. You're supposed to be a tank anyway.


Guide Top

Pros / Cons

Pros:

Amazing initiator
Amazing farming
Can tank and have good DPS at the same time


Cons:

Squishy Early-game
People will often tell you that you are bad early game
Many kill-steals, accidental or not.
Not recommended for level 30 play


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