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Spells:
Flash
Teleport
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
How to win (nearly) every game. Ever.

Here are some quick tips, the "golden rules" per se. This is the page that you'd keep up on your second monitor during the game to give you quick reminders.
Rule one as



Rule two as






Rule three as





Upsides and Downsides (taking into account this item build)
- Has strong HP and effective-HP scores, compounded by

-- But, early-game he can be a tad squishy.
- Spell penetration gives him more damage than he seems capable of
-- But, enemies stacking MagRes will still hinder your damage since most of the MrP is flat-value.
- Late-game mobility is amazing
-- But, early-game mobility is a little lower than your average bootless Urgot
- Can be built to withstand massive amounts of damage from either source OR nearly negate all from one
-- But, the lack of total focus makes him less of a sustained tank than others.
- AP scaling on abilities is phenomenal
-- But, mana costs get ridiculous, and without a Golem buff, you'll be useless in long pushes.





















Remember the priorities:




When playing League of Legends, remember that utility is key to steamrolling. When you give
Amumu 9%CDR from masteries alone, and another 6%+ from runes, he becomes far more viable even early game as a high damage-output source, and therefore an effective tank. Utility masteries give you more movement speed (for repositioning, catching runners, and fleeing), more mana and mana regeneration (for longer
Despair), upgrades for
Flash and
Teleport, and bake cookies.
The point in Greed is negotiable; the rest are not. If not in Greed, then it goes to Utility Mastery. I just like the ridiculous gold/10 I can get with 3
Greater Quintessence of Gold and Greed, alongside the Philosopher's Stone. This particular build can get really expensive, and without champ kills (which should be progressively easier to attain) the bonus gold helps a lot.
The movement bonus, along with that of the 2
Greater Quintessence of Movement Speed should be enough early game to make up for the fact that you grab boots later than most other champions. Or, if you went the hoarder route instead, you'll grab the boots faster because you're generating passive gold faster than anyone else and
Amumu is a king of fast-farm. The lack of mobility is offset again by the points in Spatial Accuracy and Blink of an Eye, as these two will be on near-manageable cooldowns by this point.
The 10% reduction on time dead may seem pointless, since you won't be dying, but when you do, you'll be glad you don't have to wait for 60sec, but instead only 54sec. 6 sec the enemy team could have used to dance around as their
Master Yi frogged your nexus turrets and won. The bonus regeneration is far more pointless, as you cannot regenerate when dead, and when you're dead the enemy team will do their damnedest to push as much as possible.
The offensive masteries increase damage output, and therefore effectiveness of all your abilities. It stacks nicely with
Amumu's passive, further reducing MagRes and allowing that full 5% drain/sec from
Despair. The passive .6AP and .66%CrC aren't worth mentioning; I have, however, gotten last hit criticals on something once or twice in a game. The extra 3%CDR is well worth the waste of points, as without them you can't get to what you want at any rate.
Defensive masteries work better on hybrids than a tank. Don't put points in them unless you absolutely have to (before level 30, finish the Utility tree as far down as possible, then decide if you have enough to make the offensives worth going after). I still advise strongly that you modify your rune page before you modify your masteries to fill whatever you feel lacking in.




The point in Greed is negotiable; the rest are not. If not in Greed, then it goes to Utility Mastery. I just like the ridiculous gold/10 I can get with 3

The movement bonus, along with that of the 2


The 10% reduction on time dead may seem pointless, since you won't be dying, but when you do, you'll be glad you don't have to wait for 60sec, but instead only 54sec. 6 sec the enemy team could have used to dance around as their

The offensive masteries increase damage output, and therefore effectiveness of all your abilities. It stacks nicely with


Defensive masteries work better on hybrids than a tank. Don't put points in them unless you absolutely have to (before level 30, finish the Utility tree as far down as possible, then decide if you have enough to make the offensives worth going after). I still advise strongly that you modify your rune page before you modify your masteries to fill whatever you feel lacking in.

Item path one: Standard Enemy Team Comp

Philosopher's Stone: AS SOON AS POSSIBLE, "b" and buy this. 365 gold isn't that much, and you should still have 40 or so after starting off with














*: Warning! This guide does not condone crushing any part of anyone, metaphysical or no.
**: As per requirement by law, I must advise against doing this, as indecent exposure is a class II felony.
The build in "The Meat of the Game" is for nearly every game you play as the win-master
Amumu. Every champion in the game will be nearly totally useless in 1v1 against you, now that
Warwick can no longer drop your mana bar like it's hot with
Maladys.
Item path AD: No (or negligible) Magic Damage (or, what I call, "too easy")
Regrowth Pendant: As above.
philosopher's stone: As above.
Sunfire Aegis: As above. Armor and health, but always
Giant's Belt first.
TRADE
Mercury's Treads for
Ninja Tabi: You won't really need all that MagRes, and the Tenacity (now that all Tenacity effects are equal) will come later. Focus on not dying before wishing you could hit more buttons.
Rylai's Crystal Scepter: As above. Physical damage means Xin and Wukong and their ilk; they'll try to run like scrubs once you start putting out the hurt.
TRADE
Abyssal Mask for
Thornmail: You'll still be putting magic damage out, but simply taking a LOT LESS from them than you would otherwise.
Warmog's Armor: As above. Health is health is health is health. A tank is no good when dead.
TRADE
Force of Nature for
Zhonya's Hourglass: Armor and lots of AP. You should have near 300 armor by this point...
Item path AP: No (or negligible) Physical Damage (or, what I call, "stupid bastard team")
Regrowth Pendant: As above.
philosopher's stone: As above.
Giant's Belt: You won't need a Sunfire right off the bat with this one, but still want your health so you can actually get early farming over the harassment.
Mercury's Treads: As above. Nothing better in this game.
Sunfire Aegis: NOW finish it up and farm. Don't get too pushy yet; mages hurt.
Rylai's Crystal Scepter: As above. I'd advise testing yourself at this point, seeing whether or not you can take your enemies' output. If so, go beast mode on 'em.
Abyssal Mask: As above. More MrP, more MagRes. 'Nuff said.
TRADE
Warmog's Armor for
Force of Nature: The MagRes will keep you alive. This should give far more than enough MagRes by this point...
TRADE
Force of Nature for
Warmog's Armor: Now that you've mitigated all the damage, just add insult to injury. Dance on the enemy spawn pool a few times (that always gets positive response from your team).*
*: Don't do this. Ever.
Item path 0/10: Getting stomped (or, what I call, "getting stomped")
Basically, follow the original game build, but go ahead and grab
Boots between parts of
Sunfire Aegis. Do the same with
Abyssal Mask; grab the next
Giant's Belt after the
Negatron Cloak. There's not much you can do until you have a full build if you're getting flattened. The only real advice I can give is that jungles are golden. Literally, the neutral monsters must be cast in gold or something.
Item path 10/0: Stomping (or, what I call, "GG Scrubs")
Go crazy with your build. Swap
Mercury's Treads for
Boots of Swiftness. Trade
Abyssal Mask for
Rabadon's Deathcap (something I tend to do if games continue too long anyways). If the game is STILL going, I would continue by trading the
Sunfire Aegis for a second
Warmog's Armor and then the
Rylai's Crystal Scepter for another
Rabadon's Deathcap or a
Zhonya's Hourglass.
As you can see, the core of the builds stay the same, while certain key variables change. That's because, given his natural abilities,
Amumu can fit into nearly any role with the same item build. Jungler, AP burst, initiator, tank, all slots on the team that you're missing are filled except healy support. That's why you brought along the pocket
Soraka, right?
These builds don't make you completely invincible, but do a damn good job of making your entire team come out of any situation alive. With consumables and a Golem buff, you should have no problem tanking a turret(s) or an entire enemy team at your own while waiting for assistance.



Item path AD: No (or negligible) Magic Damage (or, what I call, "too easy")

philosopher's stone: As above.


TRADE



TRADE



TRADE


Item path AP: No (or negligible) Physical Damage (or, what I call, "stupid bastard team")

philosopher's stone: As above.





TRADE


TRADE


*: Don't do this. Ever.
Item path 0/10: Getting stomped (or, what I call, "getting stomped")
Basically, follow the original game build, but go ahead and grab





Item path 10/0: Stomping (or, what I call, "GG Scrubs")
Go crazy with your build. Swap









As you can see, the core of the builds stay the same, while certain key variables change. That's because, given his natural abilities,


These builds don't make you completely invincible, but do a damn good job of making your entire team come out of any situation alive. With consumables and a Golem buff, you should have no problem tanking a turret(s) or an entire enemy team at your own while waiting for assistance.
This build guide and minor tips 'n tricks were all brought to you in conglomerate form by Lord Waffulz, who began playing
Amumu using Juffalo's build called "the Bipolar Fireball". Some of the hints may be the same; this is purely coincidental. *wink*
I hope you all enjoy carrying entire 5-man games with this; I sure have, and as with all our young, it's time to release it into the world. Keep in mind this is only the beginning. If you have any ideas, be sure to share them in the box below.
-- Lord Waffulz,
Elo: Who Cares

I hope you all enjoy carrying entire 5-man games with this; I sure have, and as with all our young, it's time to release it into the world. Keep in mind this is only the beginning. If you have any ideas, be sure to share them in the box below.
-- Lord Waffulz,
Elo: Who Cares
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