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Spells:
Ghost
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction

First off,




I play

Pros
Cons
- One of the best tanks ever.
- One of the best junglers ever.
- Amumu's ult is game-breakingly amazing.
- Awesome at farming.
- Fairly unique skill set.
- Dem tears.
- He's cute.
Cons
- Doesn't have much harass, so if stuck solo top, you're going to have issues.
- Sometimes tanking is just not a fun job to have.
- Ganks are reliant on a teammates damage. Don't even bother if you don't think it will work. You'll get behind on farm and exp.
- Always sad.
These are pretty self explanatory for the most part. Heavy in the blue area because of needed tankiness.
Smite buffs are in this tree as well, adding an extra 10 gold every time; helpful at the beginning. Buff duration is important for any AP champion, but is needed on a jungler in order to sustain mana while in the jungle. If blue runs out, going back to base is inevitable.

I build my runes the way that I do because not only was it suggested to me, but it works as a general AP page for those of us that don't have a billion rune pages. I use
Greater Glyph of Scaling Cooldown Reduction because end game is more important than early game so far as being able to spam abilities or having your ult up. I am going to begin using
Greater Seal of Armor at the behest of Crow.
Greater Mark of Magic Penetration are used to get through the tiny amount of MR that every champ has innately so that
Despair can actually do some damage. The
Greater Quintessence of Ability Power are for a bit of extra
Tantrum damage in the beginning.








































Okay, items. Starting with





Next item to be built should be a Philosopher's Stone, the regens are nice as well as the great 5g/10seconds. This is needed because of how often ganks are needed, pushing back on how well you can farm. If you want to chase well,



Now here is where things get tricky as a tank. You have to itemize against the other team. Your team being torn to shreds by an AD carry? Build







Now for why I build



Another note. Do not build



Here are some very good alternatives to the above build.
Aegis of the Legion A great item, and held by many to be one the best in the game, this should be used if you need an early game defensive boost, or if you feel like buffing your entire team in a more support-like role.
Banshee's Veil A good item on just about anybody, especially if the other team has a
Karthus or
Ashe. Taking an arrow and just watching it not do anything is a good feeling.
Boots of Mobility A good choice if the other team doesn't have much CC, or if you feel like being able to gank better. If they do have a bunch of CC, then building
Eleisa's Miracle would be a good source of tenacity.
Boots of Swiftness For the most part, the same as above except for it's better for chasing than for getting to places for ganking.
Eleisa's Miracle A good item to build out of philosopher's stone, it's mainly useful because of the tenacity it provides, although the regens are nice too. This is a must if the other team is CC heavy and you want to build
Boots of Swiftness or
Mobility Boots.
Randuin's Omen Another great item that provides tons of tankiness. It's passive is also great, and stacks with
Rylai's Crystal Scepter, as well as with the AS debuff from
Frozen Heart maxing you basically unescapable and pretty much impervious to whatever an AD carry tries to do. I only grab
Thornmail over this because of the prevalence of
Tryndamere and some other hard hitting champions.
Sunfire Cape This is a great item on
Amumu, especially considering how well it meshes with
Despair and
Rylai's Crystal Scepter. Makes farming even easier, lets you do more damage in team fights, just all around a good item.



























Any AD item. AD




This is important. Leave kills to the carry's. They do their job better than you do. Unless they suck. Then you're screwed anyways.
Bandage Toss to initiate because you should be initiating nearly every team fight. If you don't want to, play someone else.
Ult. As often as makes sense. In a 1v1, don't bother, even if losing. If you have to blow it to save a carry, do so. They're important. For the most part though, you want to be ulting in the middle of a fight, causing as much havoc as possible. This should turn what could be a close fight to a quickly one sided encounter.

Ult. As often as makes sense. In a 1v1, don't bother, even if losing. If you have to blow it to save a carry, do so. They're important. For the most part though, you want to be ulting in the middle of a fight, causing as much havoc as possible. This should turn what could be a close fight to a quickly one sided encounter.
First of all, thank you to everyone who has tried out this build. It really does work for me, and as you can see above, one of my friends did very, very well with it. It was also his first game as
Amumu. One of my other friends, DarkTartar, also helped out with the build through some discussion after a match.
Secondly, a big thank you to jhoijhoi, for her awesome guide on how to make guides, you can find it here. It really helped, especially with coding.
Lastly, thank you to the guys and gals of Mobafire, because without them, this site wouldn't exist.

Secondly, a big thank you to jhoijhoi, for her awesome guide on how to make guides, you can find it here. It really helped, especially with coding.
Lastly, thank you to the guys and gals of Mobafire, because without them, this site wouldn't exist.
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