Build Guide by turqoisehex
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.
2 stuns go much further when there are only 3 opponents!
In 3v3, every champ needs to go further, do more, be all that they can be, etc. etc.
This Amumu is:
- Tanky and hard to kill mid to late game (very important)
- Extremely heavy CC
- Devastating in team fights
- Rips tanky characters to shreds with Despair
- Powerful Ganker who can stun from a bush or stun a chasing opponent
- Able to resist/escape ganks
Because of this, he's one of the best suited champions to Twisted Treeline.
This rune selection is essentially a caster build, with Greater Quintessence of Health for better early game survivability.
Greater Mark of Magic Penetration is critical, since everything about Amumu is all magic damage. They work well with his auto attack, since it deals almost no damage but gives even more magic penetration.
Greater Seal of Scaling Mana Regeneration helps to solve manna issues, and Greater Glyph of Scaling Ability Power makes all abilities hit hard.
Get Bandage Toss for early ganks (and hopefully first blood).
After that, Tantrum is your primary ability. When it's fully leveled it does massive damage, and helps land that triple kill ace.
Once you have Sunfire Cape, Despair becomes especially good since you are dealing huge damage to everyone near you. Despair is especially good in 3v3 because of the number of off tank champs that are played. By reducing the opponents' magic resistance with your auto attacks, then hitting them with tantrum, despair, and sunfire cape, tanky characters will fall very fast.
Try to get a couple auto attacks in before using Curse of the Sad Mummy to maximize damage. In team fights, it's best to save the curse for the last second: the perfect moment to turn the fight or score an ace. Don't use it up front, wait for them to fully commit. This is especially important because you don't want it to be disrupted by stun/taunt/knocked airborne (although it's rare for that to happen).
Boots of Swiftness are a must for Amumu! You need to be up close to them all the time, and when they focus on you, you need to get out of there fast. There is lots of CC in 3v3, but not enough to make Mercury's Treads better than boots of swiftness. Also, mobility is one of the keys to 3v3 since the map is so small. You can get anywhere fast using Boots of Swiftness, which makes them valuable for every situation in the game, where the other 2 common Amumu boots are only valuable in combat.
Maki Pendant is optional, but I usually find I need it early game to spam Tantrum. You can later upgrade it to Fiendish Codex if you want, especially if you are against a tanky team and want to have Despair on all the time, and later upgrade to Deathfire Grasp. Because of Greater Seal of Scaling Mana Regeneration, the Codex is optional.
Sunfire Cape is designed for Amumu, since he always needs to be up close. It deals magic damage, which means is has a great synergy with Amumu's passive.
At this point, you are still squishy, and can be quickly focused down and CC'd. Because you don't have Mercury's Treads, Banshee's Vail is extremely important for mid to late game survivability. If you find you have no trouble staying alive you can skip it.
Rylai's Crystal Scepter rounds out the build, and makes late game unwinnable for the opposing team. Get Blasting Wand first, since you are already hard enough to kill. If you finish crystal scepter, you will be slowing opponents with all of your abilities, and since you have Boots of Swiftness there is no hope of them escaping! If the game gets to that point [almost never does] you will know it's over for them.
If the game is still going and you are feeling squishy, go for Guardian Angel, or if you want to deal more damage you could go for Deathfire Grasp. Remember to use it's active ability at the beginning of the fight! It's especially good against off tank teams, which are common in 3v3.
Ghost is a must, since it allows you to run through creeps to escape or chase. In 3v3 it's better than flash, since it allows you to get anywhere in the map instantly.
The second is up to you. Flash is great for ganking, or flashing into the opponents and using Curse of the Sad Mummy. Clairvoyance is useful for map awareness. Exhaust helps you stay close to opponents while Dispair and Sunfire Cape tear them down, and saves you from Warwick and Kog'Maw. Cleanse will help you stay alive, and keep down the massive CC that happens in 3v3.
How to Play
The most important part of 3v3, especially with a slow character, is map awareness. You need to know when ganks are coming your way, and when an opportunity to gank shows up.
Bandage Toss can win you the game if you hit them, and lose you the game if you hit a creep by mistake. Practice practice practice, because when it counts you will be glad you did.
Play style for Amumu is similar to 5v5: Q, W, hit, E, hit, hit... if their team showed up, R. If they're still alive, Ghost or Bandage Toss again. If they chase you or stun you, hopefully you have flash, cleanse, or exhaust.
When played well, Amumu is the ultimate champ for turning team fights. Dirty tricks like bandage toss from behind a wall into their team, followed by Curse of the Sad Mummy while your team focuses them down, create many opportunities for Aces.