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You should never need to list every single item component. It makes the item build exhausting to read. The cloth armor and 5 pots may be necessary but apart from that, you don't need to mention that you get a Ruby Crystal before buying HoG. It's common sense. A much more concise format would be:
Btw, you've got Warmog's in your main item build - not sure if that was intentional.
Read this thread. It'll help, I guarantee.
I disagree with a little tidbit in your jungle route that says "skip red and give it to your carry". While an early red buff is great in a lane, what's much more important is ganking. Amumu doesn't need red, but it's still a 30% slow and a large amount of damage early game, which is HUGE in ganks. By taking red buff, you also get to level 4 so you can gank straight after your initial run, which clears in 3:50 or so, as opposed to going back and doing two more camps, which would take you at least another minute.
That leads to your skill sequence, where you go WEQE. If you take the standard route and get straight to level 4, WEEQ is much stronger. Just a minor tip.
Regarding masteries: Don't take Ardor. Amumu gets no AP and benefits MINIMALLY from the attack speed. Take 3 points in Strength of Spirit because it basically doubles your health regeneration early game and continues being very useful throughout the game.
For runes: I guess armor reds and armor quints are okay but I'm more accustomed to just armor seals, armor quints, and then magic pen on reds, making your ganks hit harder and helping you to do more damage in teamfights. If you really don't want to run armor seals, then take SCALING MP5 seals instead of flat, because blue buff means that your mana isn't a problem at all early on and you should be more concerned about the late game.
Don't take flat magic resist glyphs either. They're meant to establish lane dominance against heavy magic damage. Instead, invest in scaling MR because that will make Amumu tankier late-game.
Apart from that, the only criticism I have is to not underestimate other boots. Before the other Tenacity items were released, I'd say merc treads 100% of the time. Now you can afford to build Ninja Tabi or Ionian Boots of Lucidity and buy a different tenacity item - usually Eleisa's Miracle since my build involves going an early Philo Stone.
That would be fantastic. I really like how your guide looks and I am going to give it a try. I don't have any of the the runes you recommend but I have my own set of jungle runes that I have built up from another guide on here that work quite well so I think it would be great if you could include other viable rune setups for Amumu. =)
You should never need to list every single item component. It makes the item build exhausting to read. The cloth armor and 5 pots may be necessary but apart from that, you don't need to mention that you get a Ruby Crystal before buying HoG. It's common sense. A much more concise format would be:
Btw, you've got Warmog's in your main item build - not sure if that was intentional.
Read this thread. It'll help, I guarantee.
I disagree with a little tidbit in your jungle route that says "skip red and give it to your carry". While an early red buff is great in a lane, what's much more important is ganking. Amumu doesn't need red, but it's still a 30% slow and a large amount of damage early game, which is HUGE in ganks. By taking red buff, you also get to level 4 so you can gank straight after your initial run, which clears in 3:50 or so, as opposed to going back and doing two more camps, which would take you at least another minute.
That leads to your skill sequence, where you go WEQE. If you take the standard route and get straight to level 4, WEEQ is much stronger. Just a minor tip.
Regarding masteries: Don't take Ardor. Amumu gets no AP and benefits MINIMALLY from the attack speed. Take 3 points in Strength of Spirit because it basically doubles your health regeneration early game and continues being very useful throughout the game.
For runes: I guess armor reds and armor quints are okay but I'm more accustomed to just armor seals, armor quints, and then magic pen on reds, making your ganks hit harder and helping you to do more damage in teamfights. If you really don't want to run armor seals, then take SCALING MP5 seals instead of flat, because blue buff means that your mana isn't a problem at all early on and you should be more concerned about the late game.
Don't take flat magic resist glyphs either. They're meant to establish lane dominance against heavy magic damage. Instead, invest in scaling MR because that will make Amumu tankier late-game.
Apart from that, the only criticism I have is to not underestimate other boots. Before the other Tenacity items were released, I'd say merc treads 100% of the time. Now you can afford to build Ninja Tabi or Ionian Boots of Lucidity and buy a different tenacity item - usually Eleisa's Miracle since my build involves going an early Philo Stone.