Amumu Build Guide by Feedaboi
[11.18] The Ultimate S11 Challenger Amumu Guide!
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Runes: Standard Page
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Champion Build Guide
I Have Peaked 284LP in S9 and in season 10 I have hit 314LP Challenger with a 64% wr! I am known for my aggressive playstyle, and I will do what ever it takes to hit top 100 on the ladder this season!
- Has good engage for teamfights
- Has an aoe 2 second root on his ultimate which can turn a close fight
- Good Dps
- Very Tanky
- Can take epic monsters easily (Baron/Dragon)
- Can fit well into most comps
- Very easy kit to pilot
- Low base move speed
- Can be kited easily
- Can be punished by invades early
- Doesn't have a high skill cap kit so it is hard to 1v9 games
- Can't contest early crabs very well
- Relys heavily on item spikes
Using Smite against a large monster Heal power.png heals for 70 (+ 10% of your maximum health).
UNIQUE – SEAR: Damaging monsters burns them for 60 (+ 30% AP) (+ 5% bonus AD) (+ 2% bonus health) magic damage over 5 seconds. Basic attacks apply one tick on-hit. Omnivamp against monsters provided by this item is not reduced by area of effect damage. UNIQUE – CHALLENGING PATH: Using Smite 5 times consumes this item to upgrade your Smite into Challenging Smite, and grants all item effects permanently.
UNIQUE – SEAR: Damaging monsters burns them for 60 (+ 30% AP) (+ 5% bonus AD) (+ 2% bonus health) magic damage over 5 seconds. Basic attacks apply one tick on-hit. Omnivamp against monsters provided by this item is not reduced by area of effect damage. UNIQUE – CHILLING PATH: Using Smite 5 times consumes this item to upgrade your Smite into Chilling Smite, and grants all item effects permanently.
Flash is one of the most essential summoner spell on Amumu. It allows you to hard engages in team fights along with getting you out of sticky situations. You should always take this summoner spell.
Best Rune Page
The best choice of rune for currently is Conqueror. PASSIVE: Basic attacks on-hit against enemy champions grant stacks of Conqueror. Abilities and spells that deal damage to an enemy champion always grant 2 stacks. Each stack of Conqueror grants 1.2 − 3 (based on level) bonus Attack Damage or 2 − 5 (based on level) Ability Power (Adaptive) for 6 seconds, stacking up to 12 times, for a maximum of 14.4 − 36 (based on level) bonus Attack Damage or 24 − 60 (based on level) Ability Power (Adaptive). When fully stacked, heals for the post-mitigation damage dealt to enemy champions. The buffs refresh upon dealing damage to enemy champions with attacks or abilities. You're strong early game, and have a decent scaling rune in late game.
can help you get a clutch kill, or a quick escape from an enemy thinking he's secured the kill on you in a 2v1. It works in teamfights very well and allows you to be the primary engage.
allows you to stick on enemies easier due to the fact that you reduce cc duration. This will also help you be able to go in and out of fights without the threat of being perma cc.
Allows you to be able to turn around close fights due to the fact that it will give you bonus damage when you are below 40% which will allow you to heal more with along with doing more burst damage which can catch the enemy off-guard.
cheapshot Gives you a decent chunk of burst apon landing cc on enemy champions. This can catch enemies off gaurd during ganks and allow you to finish off kills easily without the regret of not having double adaptive force stats in your runes.
gives you omnivamp on autos + abilities which will help you turn around close fights later on in the game. It gives good sustain also for early laning phase along with split pushing later on.