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Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
At first when I started developing my build I was using dodge runes and masteries as a starting point, but then read somewhere that stated your tantrum (E) ability's cooldown isn't reduced by .5 seconds when you dodge so I replaced those runes with armor since armor will help me out in the beginning with jungling, which seems to be the best choice with


To start off the Golem have someone, preferably ranged, pull the creep for you by attacking it then running back to their lane before you attack it so that by the time it focuses on you you have already gotten a few shots in. Even for Amumu the golem is difficult to kill at level 1. I suggest using a health potion as soon as you initiate (begin) the battle with the Golem, otherwise you may die
I've also been ganked at the golem during my fight so to prevent from being ganked you may want the middle lane champion and the 1 or 2 champions, since you're jungling one of the side lanes are going to have to be played defensively by a single champion, from the nearest side lane to stay nearby until you have killed the golem. The farthest champion/s should just stay at their lane so that when the minions spawn they can be there right away, but if you think you may need the extra help by all means let them guard you. It's their loss in exp/gold.
I tend to use all 5 health potions by the time I have worked my way across my team's side of the jungle. You should have about 550G after your first run. I normally tele back, buy my Ninja Tabi (for the armor, not the dodge), buy 1 or 2 more health potions depending how much money I have left over, then go for a second run, which will only have 4 jungle creep camps, instead of the previous 6, this time since the buffs take longer to respawn. Depending how quickly you finish your second wave you should have some mana left and be at level 6, the level you can obtain your ultimate (R). By this time you may want to start ganking, but keep on jungling everytime you're near a creep camp and aren't needed right away since you need every bit of money you can get in the beginning. Just be smart about where you jungle and when.

I picked this accumulative Glyph because the cooldowns matter more endgame than early game. I've had it happen many times before where 2 or 3 enemy champions barely escape after a big 5v5 team battle. (I'm also normally the last one to die) In those cases 1 or 2 extra Tantrums and a Bandage Toss (stun) could have finished them all off. Around the 25min mark an extra Bandage Toss or two could be very effective in earning you some kills in team ganks.

These runes are meant to help the most in the beginning during you jungling stages, which is why I didn't pick the Greater Seal of Defense. Having the extra armor in the beginning will make it easier to survive while jungling the buffs and might allow you to use one less potion. I'm going to be buying most of my armor anyways, which is way better then a few petty runes.

80% of the damage you deal out as Amumu is magic damage so these runes seemed to be the best choice. Stack these runes with Amumu's passive (Amumu's attacks reduces the target's magic resistance for 4 seconds) and the Abyssal Scepter's (reduces nearby enemy targets' magic resistance by 20) and the enemy champion's magic resist may be brought down to 0 if they didn't buy any magic resistance.

Additional armor for jungling.
I did not take

Of course, adjust some of the masteries according to the spells you take.


I do not get the items that provide extra gold per 5 sec because if you do the math those items do not earn you much gold in the end and don't offer very good stats compared to the Ninja Tabi.
I tend to get the


If you buy the




If you buy


After buying both of those items I generally get

The next item I buy is either another


Keep in mind the UNIQUE Passives doesn't stack with itself so the additional health regen won't take effect for the Force of Nature and neither does the magic penetration for the Abyssal Scepter, but I'm not getting the items for their passives. I'm getting them for their base stats. Look at the alternatives.

After that, for my final item, I buy a

Most the time I have a couple thousand gold left over at the end after I have finished my build depending how long the game lasts.
Make note of how much mana you have and use your abilities accordingly. If you are low then only use Despair and/or Bandage Toss and don't use Tantrum.





The only way to kill the Golem and Lizard at level one is by using

My next choice would be

By level 3 you're still jungling so another Despair is helpful plus in mid to late game Despair is an easy way to take down tanks and/or multiple champions at once since it's an aura.
Again pick Tantrum to further increase your armor and cheap damage output.
After that pick

Then at level 6 your ultimate,

After this point I upgrade Despair and Curse of the Sad Mummy to the max ASAP. The ultimate always comes first because of obvious reasons. (Damage output and stun, the stun being more valuable in most cases) Once I have maxed Despair and are at levels you can't level your ulti I pick Tantrum for the damage output. Curse of the Sad Mummy is available at levels 6, 11, and 16. Lastly I upgrade Bandage Toss. Bandage Toss does do more damage to a single target than Tantrum, but Tantrum has an AOE so in team battles Tantrum is way more valuable, especially when demolishing built up mobs in lanes. Happy farming. ;)

Preferable Spells


Spells I'm Indifferent About

Restoring 420+ health is more valuable the more defense you have so Heal could be valuable mid game and MAYBE end game, but I don't prefer this one since that means giving up flash or ghost. If you're low on health just return home.

I Would NEVER Use









I only mentioned some of the obvious reasons so any arguments you may have I might have already thought of and just didn't think it mattered for Amumu or that it wasn't worth giving up a slot. Please do post your comments anyways
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