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

Have you ever wondered why Amumu is the the first champ to be banned in ranked matches? With this guide I will lead you to the answer! Now if you are asking yourself "Why should I use this guide instead of all the other Amumu guides?" I will reply "Well...this guide not only gives you the deep details on your character and his abilities but also how and when to use each spell to maximize your ganking capabilities and utilize your Crowd control to the fullest!"

Amumu's attacks reduce the target's magic resistance by 15/25/35 for 5 seconds.
Although this passive is easily looked over there is one big debuff that it gives, in order to use it to your full advantage you should at least one hit all of the champions standing in your AoE in order to get the most effectiveness out of it.
Q-Bandage Toss

Amumu tosses a sticky bandage at a target, stunning and damaging the target while he pulls himself to them.
This is your main ganking tool, learn and use it wisely! A ranged skill shot stun that will pull you to the enemy! You can use this is many different ways, primarily for shooting at your opponent to jump to them so that you can start blowing them down with your AoE. Other uses are for pulling yourself around the jungle by attacking creeps with it, to go through walls for initiates as well as retreats, this is what makes or breaks you, your bread and butter. Try experimenting with it to see just how helpful it really is.
W-Despair

Overcome by anguish, nearby enemies lose a percentage of their maximum health each second.
This is your main damage dealer, a circle of tears that surround Amumu dealing percentage of health in damage! Need I say more? Very mana hungry but extremely important to have active when in team fights, killing creeps, jungling, and any other time you may be in combat.
E-Tantrum

Permanently reduces the physical damage Amumu would take. Amumu can unleash his rage, dealing damage to surrounding enemies. Each time Amumu is hit, the cooldown on tantrum is reduced by 0.5 seconds.
This is what you want to max out first and its not for the AoE damage, which is nice, but more for the passive reduction of physical damage. This is what helps you on your way to tanky dominance. Also, what is really nice about this skill is the fact that the Cooldown is reduced each time you are hit, meaning when jungling you want to keep smacking the larger foe (ex: Golem, Lizard Elder, etc.) so that the smaller ones keep hitting you to reduce your attack Cooldowns. This is the skill you keep mashing on when in battle.
R-Curse of the Sad Mummy

Amumu entangles surrounding enemy units in bandages, rendering them unable to attack or move and causes them to take damage each second.
This is what turns team fights around. A long term stun that hits all around you in a circle letting the enemy just stew in the Massive AoE you are putting off letting your team tear them down. This is one of the best abilities in the game and when paired with your bandage toss is quite possibly the best initiate too!

Personally I think that this is a must on Amumu. It can be used both as an escape mechanism as well as to catch up to enemies close enough to get your bandage toss off.
Smite

If you are going to be jungling then there is quite the advantage in taking this one. 500 damage to creeps early game is a TON and if you put the point into Smite in your masteries then the extra gold doesn't hurt. Also this is a great spell for stealing Baron Nashor, Dragon, and any other kinds of buffs that may be beneficial to steal.
Possible Alternatives for Smite
Clarity

If you were to choose a spell other than Smite, or if you are not planning on jungling then this should be your spell of choice. Amumu is very mana hungry and this spell gives you the mana to keep you in your lane much longer.
Flash

If you want to have a little bit more movement to help you setting up for ganks, catching up to team fights, or for escaping then you replace this for Smite. I don't much care for Ghost and Flash on Amumu but if you can make it work then kudos.
Cleanse

For those of you who are like a little extra recovery from CC this is for you. The removal is awesome and it even takes off Ignite! A great and underused spell.
What Not to Get
Rally, Revive, Heal, or anything else similar that doesn't seem to fit.
First of all the 9 marks of insight




In the Offensive Tree you will put 3 points into Archmage's Savvy (Ability Power) and 1 point into Plentiful Bounty (Smite), follow up with 4 points into Sorcery (Cooldown Reduction) and 1 point into Archaic Knowledge (15% magic pen).
As for the Defensive Tree you will put 3 points into Resistance (magic resistance), 3 points into Hardiness (armor), 3 points into Strength of Spirit (Hp Regen), 3 points into Harden Skin (blocks physical damage), 1 point into Defensive Mastery (damage Reduction from Minions), 4 points into Veteran's Scars (Health), 3 points into Ardor (Attack Speed + Ability Power), 1 point into Tenacity (Overall damage Reduction).
I have found that this best utilizes your survivability with extra health, armor, magic res, and regen while still giving you plenty of offensive capabilities with the added Ability Power, Cooldown Reduction, and magic penetration.


This will give you enough health regeneration until you can port back for your next item.
You will build your Regrowth Pendant


Then you will begin building your Mercury's Treads

This will help get you a little more speed to catch and hold people in your AoE as well as give you 35 tenacity which reduces Crowd Control effects (stuns, taunts, fears, snares, etc.) by 35%! Also it gives a little bit of magic res which is always nice.
After that you will start on your

At this point is when the game starts to turn in your favor. With these items you are generally tanky enough to stay close to your enemies for your AoE's and not die. Therefore this is where your great ganks will normally begin!
To continue adding to your tanky-ness comes the Warmog's Armor

This is where the build will change depending on your foes. Whether they are Attack Damage vs. Ability Power team. If you are facing a heavy Attack Damage team then the Thornmail

This gives you a ton of armor as well as making 30% of their normal attacks hurt them too. Meaning, if they have less than 1/3rd of your health and they keep auto-attacking they will kill themselves just by attacking you....without you doing anything! This becomes a prime item for those annoying squishy characters that can keep pinging on you.
If the team is primarily Ability Power then you will want to jump straight to your Force of Nature


After your FoN you are pretty much unstoppable! Getting a Tmail after this for the straggling AD dps is a nice idea and if the team is lacking AD all together then you may want to get that Banshee's veil or go for something that may help even more like a Guardian Angel


Lastly, before finishing your build, stock up on all Elixirs as to better utilize your cash before upgrading your Philosopher's Stone to a Shurelya's Reverie

1. Tank
2. Keep enemies stunned as much as possible
3. slowly widdle down their health with AoE
and last but not least...
4. Keep close enough to the enemy as to not let them retreat!
I will usually keybind my Shurelya's to an easy button like the Spacebar so that when I see them running away I just mash that button and then we're right back into the fight. For keybinding's you must go to the options menu in game
After you have these items you will be the Scariest 3 foot crybaby that ever lived!
After this you will continue to jungle throughout the game while jumping out to help protect towers, protect teammates, or make ganks.

This shows the location of each jungle camp on the map as well as the basic starting route you will be taking. (edited by me)
Here we see Amumu setting himself up for a gank on the unsuspecting Soraka bot. I took these in a custom game to help myself set up for pictures. In this picture the Soraka thinks that she has the upper hand on our Annie who is now running away, but little does the Soraka know that I am waiting in the bushes just above her. The important part about ganking as Amumu is knowing how to use the bandage toss. You want the enemy to be somewhere on the line and there is a short delay on the move so you want to be sure you will definitely hit them before blowing the Cooldown.

In this picture I have used my bandage toss to jump in at the Soraka, saving our Annie and after smacking on the Soraka a little bit I have used my ultimate (Curse of the Sad Mummy) to keep her in place to further my damage on her. This is going to be your primary strategy for ganks and can turn games around very easily. You will use your bandage toss, smack them some, and then Ulti them to keep them from moving. Generally in team fights this will allow your team to kill off one or two of them while ensuring more survivability for the team.

Here is myself setting up for another gank on the Shen bot, I know that I do not have my ultimate right now but in this case where it will be 3 on 2 with them at lower health I'm sure that between my stun, Malphite's slow, and Soraka's silence we will be able to bring down the Shen. The biggest importance for ganking is knowing when to initiate. In this case I wanted to wait for Shen to start running back before I leaped in to stun him.

It is important to know when you can win a fight and when it is time to back off. Also, another huge part of ganking is you must always have some sort of escape strategy just in case you (the Ganker) become the Ganked. In this photo I have shown the best possible escape path to use in case a member of the other team had come up from behind me.

*NOTE: Bandage toss does not make you God, know your fights and don't run stupidly into a lost unneeded team battle thinking you will always have a way out*
Here is an example of how to run enemies down. You want to first initiate with them, and let them smack you some while standing in AoE.

And then, once they decide that they aren't going to win the fight and begin to run, now it is time to pop your ultimate and ensure they will not escape.

The best way to traverse your jungle is to use your bandage toss to full effectiveness. This is great for getting places to set up for ganks or for escaping from your enemies so you can live to fight again soon. Here you can see Amumu aiming the bandage toss at the best location as to attach onto the Dog Camp that lies on the other side.

Thus pulling himself to the dogs through the wall allowing must faster travel through the jungles.

Here we see a good example of how being a tanky ganker has its advantages. We see both Yi and Sivir both near full health, chasing our nearly dead Shen. Little do they know that I am coming in from the top planning on giving our Shen the time to get out.

After jumping in and stunning the Yi from being able to use his Highlander to its full effectiveness I use my tantrum, deal some damage, scare Yi away and then further my gank on their Sivir who is now at half health.

Now I chase her for a little while keeping her in my AoE and mashing on my E. Then I pop my ultimate to make sure that she has no way of getting out.

Ganking can completely turn games around if done properly and hopefully this section has helped further your understanding of Amumu's powerful ganking capabilities.
Zone Control
Knowing what is your space and what is your enemies is important. This video will help give you further knowledge on what is what.
Please look past the voice for the content of the video is very important.
Map Awareness
You have a mini map on your screen, don't forget to use it. I believe that this fun little video describes this the best.
Wards
As a jungler and tank it is generally your job to place wards around the lanes and in the jungle. Your ward placement is key and I feel that in addition to Crowd Control, wards win games. You will notice that as you and your team share the cost for wards they will be a great advantage to you and your team.
Sight Wards

Places an invisible ward with 1100 range sight. Lasts 4.5 minutes, Max: 3 Stacks.
These are used to see visible units. Great to assist in map awareness, gank awareness, and where enemies are jungling.
Vision Wards

Places an invisible ward with 1000 range Magical Sight (see invisible units). Lasts 3 1/2 minutes, Max: 3 Stacks.
These see visible and invisible units. These are great to have if the other team has Stealth type characters like Twitch, Shaco, and Evelyn. These are also great wards to use at Baron Nashor, Dragon, and other prime ward areas as to let you kill the other teams already existing wards.
Placement
I have found these places to be the most helpful areas to ward. Not all required but if you are to get the most out of your wards these are the areas they should be placed in. The Vision wards on the ends are best used if the other team has Stealth type characters.

This way it will best utilize each ward to its full effectiveness, giving you cover from ganks as well as setting up for your own ganks.
I recommend this guide if you want further help or knowledge on warding placement.
http://www.mobafire.com/league-of-legends/build/warding-helper-more-than-your-eyes-can-see-54337
Oracle's Elixir

Gives your Champion stealth detection until they die.
This is a great tool to use for both tanks and junglers and seeing as you are both then it is specifically helpful to you. This elixir lets your character act as a Vision ward, seeing invisible units and items around the map. This will render your enemies stealth characters useless in ganks as well as allow any of your team members that are around you to see invisible units too. Also helpful in finding those annoying Teemo Mushrooms or dispatching the other teams wards.
*Note: If you die you will lose this so don't go blowing the 400g on the item if you don't plan on surviving long enough to use it!*
Good luck and Good Games
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