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Decided to shorten it slightly, and actually the pictures aren't bugged. I made them small sized :P Thing is, I used to make them different size to convey the effect of which is seemingly better, and then I forgot to edit it after this recent redesign :)
It all depends on how you like Amumu.
If you play as a pure tank (little to no damage output), Ninja tabi works fine, since you won't do much damage, but it maximizes your AD damage reduction among all other boots. Merc threads would be just as good as Tabi, but I just wanted to convey the idea Tabi is also possible.
Laning Amumu has its perks. If your teammate is a far ranged carry or a great harrasser, you won't have any jobs in lane. The main job of laning Amumu is to kill, which is quite easy by level 9. In lower meta gameplay, it is really easy to get 2 kills soloing (I dunno, but it seems to be the case when I was much lower level). In higher meta gameplay, a laning Amumu still does wonders at harrassing, leaving his teammate to farm freely. Bandage toss and tantrum harrass is good, take note that bandage toss in lane is a good escape mechanism especially if you under-pushed.
Thanks for telling me about my rune setup! I realised I had not changed it since a long time, and that if I wanted mana regen, I'll have to get Chalice or something. I like spamming my skills (2 mana per 5 does help, but not that much).
Warmog is actually one great item against balanced teams. Its greatest weakness would be Deathfire Grasp and Madred's Bloodrazors, which are harder to rush. It all depends on what you like. For me, I believe that even if you have a ton of armor/MR, people will still find a way to get through to your hp. I like the additonal HP boost and regen, which makes you basically hard to kill early-mid game. Note : You'll still need armor and magic resist, tested out that warmog stacking is horrible. Warmog is one of the best tank items after all, focusing on HP, giving a whooping 1350 hp. Reducing the damage should be piriority number 1, stop the remainding damage from killing you is number 2. Some games, you'll face off with weak damage opponents, which is where warmog comes in. No need to reduce damage, just ignore it :)
Also take note that you regen is greatly boosted from Force of Nature's regen. Hp from sub HP items will allow you to get more defensive, but not all of them work that well. Etc against AD based team, Thornmail is great, but you'll need HP to stop that remainding ton of damage coming.
-building dodge on Amumu seems counter-intuitive, seeing as tantum loses cooldown on attacks. Is there a particular reason to build dodge on him?
-if you do build dodge, I guess ninja tabi are fine. However, I would like to see Mercury treads. Tenacity is AWESOME, and I don't see why that should be sacrificed.
-laning Amumu seems to have no place in the current meta except at lower levels. He wouldn't be able to duo bot unless you had a ranged carry soloing, and with a support, Amumu can't really do a whole lot easily. imo, it would be better to just play a different tank if you are forces out of the jungle (jarvan?).
- your marks choice is interesting. Amumu can use the extra mana, but I feel like it would be better to have that extra damage from mag pen marks. I suppose that is a little more of a stylistic thing, though.
- Lastly, how has warmogs worked out for you? I generally stack more armor and magic resist, and let the hp come in the form of items like banshee's. People have always told me that warmog's was not the best item for Amumu, and I wonder why you use it over something like... an earlier Aegis of the Legion.
Yes I know you got pissed off. Thats kinda pathetic having to do this to get back at me.
Laning Amumu has a good idea if your teammate can pull off sudden attacks. Some scenarios include successful bandage toss hit and suddenly nuking their hp. Even if they survive, they are forced to back, giving us a better game. Amumu should jungle most of the time, since he was somewhat made for jungling, but the problem lies that Amumu is easily counter-jungled. Playing a couple of ranked games, I realised how good it would be to have your tank to jungle (More exp to all) But how bad it could lead to (Massive push against us).
If you have never ever tried Fortify well, you'll never know its great possibility.
The list below shows what I've done with Fortify so far.
1) Basic easier jungle (additional attack helps)
2) Saved towers
3) Killed a lot of people via them rushing/ low hp pushers
4) Dragged for 10 seconds until we all spawn
5) Able to hunt down people with a backup protection plan for towers
Getting 100 0 0 doesn't garuntee a win. Against 1v5 Custom bot game once, by focusing so much on killing to gain $$ for item testing, I nearly had all 3 of my inhibitor towers destroyed. Pushing is the biggest factor in winning games.
Sunfire cape? Yes its good. No I don't want it. I'll rather focus on more hp and armor (Warmog + Thornmail) which is 2x the price and 3x the health, 2x the armor. I like going pure tank if I play a tank. If I ever want to deal damage, it won't come from a Sunfire. I'll rather get more tanky early so that later, I can invest in much better damage items if ever.
@Bananakillerz
Please give more helpful feedback -.- I'll rather accept helpful criticism than a vote up with nothing helpful on it.