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
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Ignite
Flash
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
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.
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.
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
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.
:
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
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.
- Useful I guess, but you already do sky-high damage in an AoE. You're supposed to be a tank anyway.
You must be logged in to comment. Please login or register.