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Amumu Build Guide by Le Shady

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 Le Shady

Amumu, The Toilet Paper Tank

Le Shady Last updated on May 29, 2012
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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: 1


Defense: 23

Strength of Spirit

Utility: 6

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Hello and welcome too my first guide on MOBAFire. I have been playing League of Legends for almost 4 months now and I have taken a liking too a lot of the champions, one of them being Amumu. Amumu is a champion that I recently picked up a few weeks ago but have managed very well with and has really done me good. I have yet too go negative or lose a single game as Amumu with the build that I will be putting up today. The harass and cc allotted with this build allows Amumu to win his lane with ease as well as be ganking mid/controlling top around level 9-11. His Thornmail stacked with other armor boosting items lets Amumu kill off any champion he runs from by tanking long enough then turning with his Bandage Toss for a stun, popping on his Despair, then keeping a Tantrum on them until you spot a good time to pop your Curse of the Sad Mummy for a stun to finish up the kill.

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Early Game Amumu

Amumu I have found too have an extremely strong early game. Amumu solos top without any trouble as you have Ghost combined with your abilities makes you almost 100% gank proof and allows you to take on 1v3/1v4 at the turret without any trouble. Throwing up your Curse of the Sad Mummy if multiple people are on you within range of your turret is a great way to pick up a double or triple kill early as well.

Some of the things you MUST be aware of as Amumu is that you CANNOT get into small skirmishes until you have hit level 3 and have all 3 abilities. Once you have this, your harass should take at least half their hp and Ghost while chasing them while keeping your Despair on should pick you up a kill or leave an easy gank for your jungle.

After Amumu reaches level 6, he becomes extremely powerful at top lane and their jungler can be countered with ease, popping your Curse of the Sad Mummy at the right time in a 1v2 battle could be crucial too your survival.

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How To Use Amumu's Ultimate

Curse of the Sad Mummy is an AOE ability which stuns all enemy champions in range. Curse of the Sad Mummy can be used in many ways, most importantly giving Amumu's team a massive upper hand in team fights.

When to use Curse of the Sad Mummy

  • While outnumbered in a skirmish at your turret.
  • If you notice your team struggling in a team fight.

When not to use Curse of the Sad Mummy
  • Escaping from an AD/AP Carry.
  • Chasing an enemy that is faster than you or has a flash.
  • In a fight 4v1 ganking an enemy champion.

Other Information

Curse of the Sad Mummy is the one ability in League of Legends that I believe is so misused it can define a good or bad Amumu. One of the most important things when timing your ultimate, make sure it is going to do something and it is absolutely necessary. Amumu's ultimate has the power to Ace an enemy team in seconds when used correctly in a team fight.

When laning top early game, it is also important to know how to use Curse of the Sad Mummy. When you are ever in danger at your turret but can take a few hits, always keep Curse of the Sad Mummy as a card in your deck up tricks... It can stun somebody long enough for the turret to hit them 2-3 times and you to get a free kill with your Q, W, E combo.

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Amumu's Mid-Late Game

Quite frankly, if your team composition and team mates are good. Following this guide and using Amumu well up top should get you pretty well fed. Over the past week, I have played about 20 games with Amumu, roughly 15 of them have been surrenders before 30 minutes. If this happens too you, you wont get far enough for the enemy to really have much damage on you because nobody is really AP Heavy yet at level 11 except MAYBE their AP Carry.

But, since we must prepare for the worst... Amumu's mid-game will lose a lot of momentum around level 15-16 when the enemy team begins to start building armor penetration or on-hit items. This is when Amumu can veer off in two paths, begin to die off and take what was an 8-1 game back too an 8-8 or even worse. Or you can stack some Magic Resistance and start dodging their abilities.

Amumu's return comes at level 18 when his abilities become maxed and his build follows soon after. When this happens, it is because the other team believes the best way to counter Amumu's immense armor and magic resistance is to get health! At first seeing 5000 health might look discouraging... But when you do the math -

2.7% of 5000 = 135 + 24 base damage

Approximately 160 Damage a second to an enemy with 5K health. Combine that with your basic attack, your Tantrum and Bandage Toss every few seconds, you are averaging about 500 damage a second. Add in your Thornmail and then they are practically killing themselves just by attacking you.

All in all, when you look at Amumu's late game, it's almost like following a Singed with two damage abilities rather than a throw and slow. Throw in a stun as well, Amumu is one tough mummy!

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Masteries and Runes

One of the key factors with this Amumu build is his Armor and Magic Resistance from runes and masteries. Unlike every other guide, I am not going to go right down the line and list why I have each mastery and rune chosen. When looking at the end game stats, it is kind of obvious the difference that it makes. However, I will explain why I chose straight MR for the runes and the odd setup for the mastery trees.

the 1-23-6 is something I have never seen before, it's meant to max Amumu's armor and magic resistance while providing reasonable buffs too him. I find that the bonus gold also helps early game as a good Amumu can catch a team off guard and pick up a few easy kills early on in the match.

As for the runes, straight magic resistance helps Amumu out early on when he isn't focusing primarily on magic resistance. It gets him through too mid-late game when he starts building magic resistance to survive team fights.

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Summoner Spells

Ahh, the most unquestionable thing about playing a good top lane Amumu is Ghost and Heal. These two as a combo allow early game harass and the ability to pick up easy kills with your Despair even if their top lane builds boots before you game.

When playing Amumu, a lot of his DPS comes from his Despair, the two spells that can help him with this are Exhaust and Ghost. I prefer Ghost as the duration is long as well as you already have a stun and an ultimate that immobilizes them. An Exhaust I don't really find of much help. A Ghost also helps you pick up kills around a turret as it allows you to dash out quickly before taking too much damage.

Many other guides will suggest a Flash, this is completely personal preference but from my experience as Amumu, I have found Ghost far more useful. Because once you flash, You still get out ran? I mean you can catch up too them momentarily, then you are on a year long cool down.

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The way I have Amumu's abilities set up is risky yet very helpful early game. When you bring into perspective cool downs as well as Amumu's DPS without his Despair, he is nothing but a tiny little mummy... Useless in a fight. Majority of Amumu's damage will come from his Despair, making it extremely important to max it first while in top lane.

Amumu's Tantrum is also an extremely important ability as its cool down decreases with every hit as well as its passive causes damage reduction. If you manage to max this early as well, Amumu by level 12-13 should be playing a very important role in team fights and mini skirmishes up at top lane or in mid.

Amumu's Bandage Toss I have found to be less important as all it's really good for is its stun and its ability to pull you towards the target. Making it good for initiating any fight and catching any target off guard.

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Team Fights

As you get into late game it is Amumu's job to initiate team fights and end any poking or harassing long-ranged carries may have on your team. If your team did relatively well in the lane phase of the game, you should see no trouble dominating these fights with your Despair and your Curse of the Sad Mummy.

If your team has some trouble early on, this may not be so easy but by eliminating their carries or initiating a fight when the enemy team is on their heels, you could easily make up any lost ground from early game.

Amumu's main role in a team fight is the initiator, tanking damage and using his massive CC and late game sustain to lock down the enemy team. By doing this it allows your team to pick off enemies and win fights.

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Overall, I have enjoyed playing Amumu and would like to lend out a hand too any Amumu players out there that struggle with him. Some say he belongs in the jungle, I disagree. Amumu's home will forever and always belong at top lane :).

I hope you enjoyed my first ever guide, all comments and suggestions are welcome.

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Hall of Fame

Any MOBAFire members who try out my guide/build are free to submit their results here.

I will post some games here once I can get some recent games with a near full build.