Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
AMUMU INDESTRUCTIBLE LANING (MOSTLY ARMOR)
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Clarity
Flash
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
This is my way of playing laning amumu...
Usually people say that amumu is worthless if it isn't jungling but I have been trying this build in ranked games and I've been quite successful!
Amumu is a melee tank, so he can't solo, but with a ranged champ, like an AD carry or a support, it works really well!
REMEMBER: If your team will try to gank their jungler, you can upgrade Bandage Toss instead of tantrum, so you can stun him.
In early game, I use most of my abilities to farm. Tantrum and despair are both aoe, what makes farming better. If your opponents are too agressive, you have a really early game powerful combo and you can stun easily.
In teamfights phase, here is the combo I usually use:
Despair(just toggle it to take damage) > Bandage toss (so you can reach them) > Curse of the sad mummy (to stun them all) > Tantrum (to take damage to all of them)
Make sure you make the blue buff ASAP so you don't need to worry about mana!
In the next chapters I will explain all my choices, read please! :)
Hey Guys!
This is my way of playing laning amumu...
Usually people say that amumu is worthless if it isn't jungling but I have been trying this build in ranked games and I've been quite successful!
Amumu is a melee tank, so he can't solo, but with a ranged champ, like an AD carry or a support, it works really well!
REMEMBER: If your team will try to gank their jungler, you can upgrade Bandage Toss instead of tantrum, so you can stun him.
In early game, I use most of my abilities to farm. Tantrum and despair are both aoe, what makes farming better. If your opponents are too agressive, you have a really early game powerful combo and you can stun easily.
In teamfights phase, here is the combo I usually use:
Despair(just toggle it to take damage) > Bandage toss (so you can reach them) > Curse of the sad mummy (to stun them all) > Tantrum (to take damage to all of them)
Make sure you make the blue buff ASAP so you don't need to worry about mana!
In the next chapters I will explain all my choices, read please! :)
This is my way of playing laning amumu...
Usually people say that amumu is worthless if it isn't jungling but I have been trying this build in ranked games and I've been quite successful!
Amumu is a melee tank, so he can't solo, but with a ranged champ, like an AD carry or a support, it works really well!
REMEMBER: If your team will try to gank their jungler, you can upgrade Bandage Toss instead of tantrum, so you can stun him.
In early game, I use most of my abilities to farm. Tantrum and despair are both aoe, what makes farming better. If your opponents are too agressive, you have a really early game powerful combo and you can stun easily.
In teamfights phase, here is the combo I usually use:
Despair(just toggle it to take damage) > Bandage toss (so you can reach them) > Curse of the sad mummy (to stun them all) > Tantrum (to take damage to all of them)
Make sure you make the blue buff ASAP so you don't need to worry about mana!
In the next chapters I will explain all my choices, read please! :)
My rune build is mostly to make it a little bit more strong.
I use magic penetration marks, because amumu does magic damage.
I use health per level seals, in my opinion its much better then health flat and It makes him harder to kill in early game.
I use flat magic resist glyphs, to make him stronger against AP champions
I use flat health quints, just because they give a lot of health which helps a lot in early game.
I use magic penetration marks, because amumu does magic damage.
I use health per level seals, in my opinion its much better then health flat and It makes him harder to kill in early game.
I use flat magic resist glyphs, to make him stronger against AP champions
I use flat health quints, just because they give a lot of health which helps a lot in early game.
My rune build is mostly to make it a little bit more strong.
I use magic penetration marks, because amumu does magic damage.
I use health per level seals, in my opinion its much better then health flat and It makes him harder to kill in early game.
I use flat magic resist glyphs, to make him stronger against AP champions
I use flat health quints, just because they give a lot of health which helps a lot in early game.
I use magic penetration marks, because amumu does magic damage.
I use health per level seals, in my opinion its much better then health flat and It makes him harder to kill in early game.
I use flat magic resist glyphs, to make him stronger against AP champions
I use flat health quints, just because they give a lot of health which helps a lot in early game.
My masteries are 9-21-0, although he is a champion that needs some mana, I'd rather have some defense to tank well then utilities.
In the offense I just increase the ability power and cooldown reduction to reach the 15% mag res penetration. And I put a point in critical strike because I have to. :)
In the defense I choose the most defensively masteries such as armor and magic resist increase, health regen, dodge, less damage from minions or monsters, blocks physical damage, health increased, and the 21st that makes 4% damage from opponents reduced. Really powerful mastery.
In the offense I just increase the ability power and cooldown reduction to reach the 15% mag res penetration. And I put a point in critical strike because I have to. :)
In the defense I choose the most defensively masteries such as armor and magic resist increase, health regen, dodge, less damage from minions or monsters, blocks physical damage, health increased, and the 21st that makes 4% damage from opponents reduced. Really powerful mastery.
My masteries are 9-21-0, although he is a champion that needs some mana, I'd rather have some defense to tank well then utilities.
In the offense I just increase the ability power and cooldown reduction to reach the 15% mag res penetration. And I put a point in critical strike because I have to. :)
In the defense I choose the most defensively masteries such as armor and magic resist increase, health regen, dodge, less damage from minions or monsters, blocks physical damage, health increased, and the 21st that makes 4% damage from opponents reduced. Really powerful mastery.
In the offense I just increase the ability power and cooldown reduction to reach the 15% mag res penetration. And I put a point in critical strike because I have to. :)
In the defense I choose the most defensively masteries such as armor and magic resist increase, health regen, dodge, less damage from minions or monsters, blocks physical damage, health increased, and the 21st that makes 4% damage from opponents reduced. Really powerful mastery.
Dorans shield in the beginning it's really a good choice. It gives you armor, health regen, and health. It makes you a stronger champ.
Then I buy ninja tabi boots. Boots are really important, to move quickly around the map. tanks need some speed but ninja tabi has a really nice bonus of dodge, that combined with the mastery, works really nice. :)
My next choice is sunfire cape: it gives you a nice health and armor and has a really good passive: it takes 40 magic damage per second to every opponent around you. Great for farming early game!
Then I buy warmog's armor: it's really nice the amount of life it gives and it's good to buy it early to stack the passive as soon as possible.
The next item would be Force of Nature: Usually a team has AP champs and AD champs, force of nature will give you a nice magic resist and an awesome health regen! once you buy force of nature, you don't need to go back to base to regain health! just jungle a little and wait! :D
My next item is thornmail: it gives you a nice boost of armor and it's passive is the nightmare of AD carrys. It returns 30% of their damage taken from you to themselves as magic damage!
Finally, I buy Guardian Angel: it gives you both magic resist and armor and it revives you as a passive. sometimes is really useful :)
Then I buy ninja tabi boots. Boots are really important, to move quickly around the map. tanks need some speed but ninja tabi has a really nice bonus of dodge, that combined with the mastery, works really nice. :)
My next choice is sunfire cape: it gives you a nice health and armor and has a really good passive: it takes 40 magic damage per second to every opponent around you. Great for farming early game!
Then I buy warmog's armor: it's really nice the amount of life it gives and it's good to buy it early to stack the passive as soon as possible.
The next item would be Force of Nature: Usually a team has AP champs and AD champs, force of nature will give you a nice magic resist and an awesome health regen! once you buy force of nature, you don't need to go back to base to regain health! just jungle a little and wait! :D
My next item is thornmail: it gives you a nice boost of armor and it's passive is the nightmare of AD carrys. It returns 30% of their damage taken from you to themselves as magic damage!
Finally, I buy Guardian Angel: it gives you both magic resist and armor and it revives you as a passive. sometimes is really useful :)
Dorans shield in the beginning it's really a good choice. It gives you armor, health regen, and health. It makes you a stronger champ.
Then I buy ninja tabi boots. Boots are really important, to move quickly around the map. tanks need some speed but ninja tabi has a really nice bonus of dodge, that combined with the mastery, works really nice. :)
My next choice is sunfire cape: it gives you a nice health and armor and has a really good passive: it takes 40 magic damage per second to every opponent around you. Great for farming early game!
Then I buy warmog's armor: it's really nice the amount of life it gives and it's good to buy it early to stack the passive as soon as possible.
The next item would be Force of Nature: Usually a team has AP champs and AD champs, force of nature will give you a nice magic resist and an awesome health regen! once you buy force of nature, you don't need to go back to base to regain health! just jungle a little and wait! :D
My next item is thornmail: it gives you a nice boost of armor and it's passive is the nightmare of AD carrys. It returns 30% of their damage taken from you to themselves as magic damage!
Finally, I buy Guardian Angel: it gives you both magic resist and armor and it revives you as a passive. sometimes is really useful :)
Then I buy ninja tabi boots. Boots are really important, to move quickly around the map. tanks need some speed but ninja tabi has a really nice bonus of dodge, that combined with the mastery, works really nice. :)
My next choice is sunfire cape: it gives you a nice health and armor and has a really good passive: it takes 40 magic damage per second to every opponent around you. Great for farming early game!
Then I buy warmog's armor: it's really nice the amount of life it gives and it's good to buy it early to stack the passive as soon as possible.
The next item would be Force of Nature: Usually a team has AP champs and AD champs, force of nature will give you a nice magic resist and an awesome health regen! once you buy force of nature, you don't need to go back to base to regain health! just jungle a little and wait! :D
My next item is thornmail: it gives you a nice boost of armor and it's passive is the nightmare of AD carrys. It returns 30% of their damage taken from you to themselves as magic damage!
Finally, I buy Guardian Angel: it gives you both magic resist and armor and it revives you as a passive. sometimes is really useful :)
In the skill sequence I use tantrum in early game to start farming as soon as possible!
then I upgrade despair, also good to farm.
The latest would be bandage toss. really good to ganks.
Later in the game, I usually start by upgrading full tantrum. except when reach lvl 6, then you should upgrade ultimate.
The second priority would be despair and finally bandage toss. Bandage toss it's really nice but the levels you upgrade doesn't affect the stun duration, it only changes the damage.
then I upgrade despair, also good to farm.
The latest would be bandage toss. really good to ganks.
Later in the game, I usually start by upgrading full tantrum. except when reach lvl 6, then you should upgrade ultimate.
The second priority would be despair and finally bandage toss. Bandage toss it's really nice but the levels you upgrade doesn't affect the stun duration, it only changes the damage.
In the skill sequence I use tantrum in early game to start farming as soon as possible!
then I upgrade despair, also good to farm.
The latest would be bandage toss. really good to ganks.
Later in the game, I usually start by upgrading full tantrum. except when reach lvl 6, then you should upgrade ultimate.
The second priority would be despair and finally bandage toss. Bandage toss it's really nice but the levels you upgrade doesn't affect the stun duration, it only changes the damage.
then I upgrade despair, also good to farm.
The latest would be bandage toss. really good to ganks.
Later in the game, I usually start by upgrading full tantrum. except when reach lvl 6, then you should upgrade ultimate.
The second priority would be despair and finally bandage toss. Bandage toss it's really nice but the levels you upgrade doesn't affect the stun duration, it only changes the damage.
I use clarity because amumu really needs some mana boosts sometimes, mostly in early game before the blue buff. It spends lots of mana in his abilities. But with clarity it shouldn't be a problem!
Flash it's nice to sneak out from teamfights. once you're out of the teamfight, they wouldn't bother chasing you, you are too hard to kill!
Flash it's nice to sneak out from teamfights. once you're out of the teamfight, they wouldn't bother chasing you, you are too hard to kill!
I use clarity because amumu really needs some mana boosts sometimes, mostly in early game before the blue buff. It spends lots of mana in his abilities. But with clarity it shouldn't be a problem!
Flash it's nice to sneak out from teamfights. once you're out of the teamfight, they wouldn't bother chasing you, you are too hard to kill!
Flash it's nice to sneak out from teamfights. once you're out of the teamfight, they wouldn't bother chasing you, you are too hard to kill!
You must be logged in to comment. Please login or register.