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Amumu Humor Guide by The Ionian

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.

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League of Legends Build Guide Author The Ionian

Amumu, the Head Banger

The Ionian Last updated on January 12, 2014
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Team 1

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Jungle Role
Ranked #20 in
Jungle Role
Win 50%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 12

Legendary Guardian

Defense: 18


Utility: 0

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Hello everyone. I have a novice builder but I am a Gold tier seeing a chance of reaching Plat in the next month. However, this build is anything but serious. If you are a serious player then you may skip this build.

This build is also made for advanced level players who understand the mechanics of the game thoroughly and understand when to encounter and when to retreat. Otherwise this build is definitely not for you.

As you know, Amumu's basic attack is banging his head. If you build attack speed, what happens? -- Amumu bangs his head a lot. This guild is to show you how can you pull this off.

I at first tried this build against AI due to boredom. Then, I thought of trying it against people (never in ranked though). I lost 50% of the time (only 40% of those times are due to me going strange build), but there were a few games where I was the major source of damage of the team. So this build is not only fun but also have potential.

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Skill Sequence

The skills you will start off is Q, because your bandage toss is your best gap closer, and not to mention it is also a control skill. During laning combat, a controll plus a gap closer 2 in 1 will definitely be a problem for your opponent.

You should, however, max up your E after. The damage reduction against minions and champions alike will help you fight longer, and the ability to use your E as a damage output is also crucial in early game.

Of course, if you are jungling, then you want to grab E first, as shown above.

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Lets talk about the runes.

As Amummu, what do you have in your pocket? Gap closer (Q), DoT (W), damage reduction and damage output (E), AoE CC (R). For the sake of this build, you of course need to go near your target to bang them with your head. Therefore, your Q will be very crucial. Due to the hardship of surviving in the early game, the skill sequence above shows that you level up E first, but remember, your Q will be the start of your deadly chase of your opponent... with your head!

With the items build you will see below, there isn't much ad to go around. Stacking attack damage is not what you want to do with your precious runes. You may either go the jungle rune build of armor, or go the lane build of attack speed and penetration. Stacking ad and penetration have very big difference in late game, so don't sweat it, use your penetration to cause horror in early game and lead your team to victory!

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The masteries grab everything about basic attack damage and attack speed then it stops. Going further down for more raw AD is not worth it. Instead, change to the defensive tree for better survival and ability to stick to your opponent longer is better.

The jungling masteries in my opinion is the basic mastery for any jungler. For AD-oriented junglers, the attack speed will enhance the lantern's passive against monsters, and the defensive masteries will help with the early jungling times.

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In my honest opinion there is not much to say about the items, the Blood Thirster is put among all the attack speed items to improve sustain in combat, and recovery in lane.

The lantern is great with attack speed amumu because you can now kill monsters even faster due to the 100 bonus damage against them.

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Pros / Cons

1. Extremely fun
2. It's good to change once in a while
3. Have potential

1. Squishy
2. Miss Q = hard to get near ranged champions

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Creeping / Jungling

As jungler, start at blue. Gank top if you are at bottom, gank bot if you are top. Proceed to red. Finish wraiths. Gank/jungle until you have enough to buy up to boots then go back and buy the items. Then proceed as regular play. Keep a ward at dragon. You can solo it after you got The Blade of the Ruin King with berserker's and lantern. After dragon killed then keep a ward at major intersections to help laners keep watch of enemy movements. Steal buffs whenever you can, but remember that ganking and helping team mates in lane is top priority, balance well between taking objectives and helping team mates.

As a top laner, if you are against a ranged champion, farm what you can, call jungler for help if you find it hard to farm. Prepare your Q to engage when jungler arrives, the goal is not to kill but to pressure enemy such that you can farm. If you can make a kill, of course, go ahead and kill. If you are against a melee champion, then harass with Tantrum (E) and basic attacks, farm, pace yourself, ward the river and tri brush. It would be relatively difficult for you to sololy kill an opponent given the normal top laners that you may face nowadays, so your top goal is to farm. After you got the blade of the ruin king and blood thirster it should be time for you to go around and gank other lanes after you recalled/died/etc, and try to make exchanges after you got the blade, because of the active ability you should come on top if you are careful enough.

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Team Work

In team fights, do not go in first, especially if enemy team has heavy CC. Instead, allow your tank to move in, then you should immediately follow behind. Open your ult on the enemy major damage outputs, and ram your head against enemy carries until they die of frustration because head bangs are just so painful to endure.

You should use your bandage toss (Q) for three purposes only: 1. to catch a running-away enemy. 2. to initiate a team fight. or 3. to run away. Do not use it for other purposes. It is your best way of engaging and retreating due to its long range.

Keep in mind that you can toss into neutral camps to run away from bad engagements.

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In the end, as this guild is designed for an experienced player, I don't feel there is more that I need to say. Have fun banging your enemies summoners!


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