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- Since you can't buy green wards in s6 it's customary to keep your yellow trinket until level 9, then switch it for the upgraded red lens.
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- Nowhere near enough item options listed, missing
- Which Elixir do you actually recommend?
I've changed my build to reflect the above suggestions. I've been using swifties way more than mobis, so that change I can definitely agree with. Added Tabi's per request, though I don't see that as being that big of a deal. I used to have an optional item section, idk what I did to it or when, but I added it back with options. Also changed elixirs to be just the tank one, since that's the one I'd tell people to get in general.
As far as your other suggestions, I get where you're coming from on the build, but my guide/build is meant to be more off-tank and damage-heavy. It relies on using all passives and actives on the items as one to get the most effect out of each other, especially with Amumu's kit. Yes, it's expensive. I don't necessarily get to build these every time, but I shoot for it.
I really do appreciate the advice on improving my guide, hopefully some of the changes I made help to make it a bit better for everyone. Thanks!
- AP quints are better than movement speed quints because of the better clearing and higher damage in ganks, movement speed doesn't do much in most circumstances.
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- Since you can't buy green wards in s6 it's customary to keep your yellow trinket until level 9, then switch it for the upgraded red lens.
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-
-
- Nowhere near enough item options listed, missing
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- The only full build you display isn't very tanky at all for a champion that's meant to be a tank. It doesn't have enough resistances.
- Which Elixir do you actually recommend?
As it stands you're rushing an inefficient build path. Mobi's dont help in teamfights (level 1 boots as soon as you hit someone/creeps with your w, no chase potential)...
I appreciate the feedback. I did change the build to get Cinderhulk before all else, however I find your other arguments to be rather invalid in terms of my build. We will have to agree to disagree, I suppose!
On top of that, Magic Penetration isn't useful in the early game, compared to tank stats allowing more agressive plays with laners. His base damage is fairly low, and scaling on W and E isn't worth building small amounts of AP unless you can sustain it. I'd prefer to see randuins or righteous glory be picked up in your early game core.
Very nice, many of the updates and changes that I wondered about in other guides I have seen in yours! Magus and Sunfire mainly, and Abyssal... But, a few doubts.
Why Mobi boots, without exception? Not sure of the pros and cons, but I don't know, Mercs, Sorcerer's, Ninja's even... all give more base speed right when engaged right...
Glad you looked in to the build so much! Here's a Q&A form to address your concerns:
Q: Why only mobis? Why not others?
A: My play-style mantra on Amumu is "Be everywhere. Fast." Amumu has one ability that will make-or break many ganks - His Q. You need mobis to quickly get in position so that they don't have enough time to evade it (even if they see you). They also help with escapes.
Mercs: Useful for laners, but I don't see the point on Amumu (Especially with the addition of the Elixir of Iron). You will be the one doing the CC if played properly.
Ninja Tabi: Not viable at all imo, unless they have 4 AD champs. Extremely situational and thus I don't feel worth mentioning in the guide.
Sorc's: In norms if you're having a good time, I could understand them, especially with the blue enchantment build. However, in ranked you're going to want to be more of a mobile CC machine than a caster dealing damage. Like you said, with liandry's/abyssal/mumu passive you'll have a lot of MPen overall anyways.
Q: Old masteries?
A: I haven't rebuilt them in a while. I'll be checking on them!
Q: Guide updates?
A: I'll be working on it tonight and hopefully release an update today/tomorrow!
Like I said, thanks for your interest!
Out of curiosity, why do you build Ryalie's over a frozen heart with liandry's torment? With the AS slow aura of frozen heart, it procs the unique passive on torment, and adds the double damage because AS slow counts as movement impairing.
Everything on that item is exactly what you need. 400 health makes you tankier, 100AP helps you to do tons of damage as the initiator, and the movement speed slow not only doubles liandry's passive but also makes it far easier to stick to your target. With my build, you don't need more mana or armor. Definitely a viable item on Amumu in general, just not for my purposes. Thanks for checking the guide out!