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













Some of the things you MUST be aware of as



After





When to use

- While outnumbered in a skirmish at your turret.
- If you notice your team struggling in a team fight.
When not to use

- 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



When laning top early game, it is also important to know how to use


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!


But, since we must prepare for the worst...




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



All in all, when you look at



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.

the 1-23-6 is something I have never seen before, it's meant to max


As for the runes, straight magic resistance helps

Ahh, the most unquestionable thing about playing a good top lane




When playing







Many other guides will suggest a



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.










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.



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.

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.



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