Build Guide by Fornever
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Abbreviated Terms
AA = Auto-attack (Basic Attacks)
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
DPS(er) = Strong Auto-attacker
CC = Crowd Control
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds
Amumu the Sad Mummy
Why play Amumu?
I don't think theres any group who wouldn't need him. He's one of the best tanks, with that AoE stun ult. Especially nice if your team doesn't have too much AoE. Also he's extremely cheap being only 1350 IP in the store. So even if you just want to try him, you won't have to complain about how much you spent on him if you don't like him.
Tank Amumu
Pros
-
High Health
Stunner
Great for team fights
Pretty good damage
Great farmer
Cons
-
No mana means your useless
Can't push at all
Slow
Cooldown Dependant
Bad early game champion
Items
- First, I start with

- As soon as you get 365 gold, go back to buy your Philosopher's Stone for the health regen since you don't have pots, and mana regen so you don't run out so much and you can stay in lane longer.
- Now why did I choose




- Really, you can put this item off until you HAVE to go back, but the next item is

-

- Now theres some options, if theres some casters bothering you, you can either get


-



- Guardian's Angel if your never dying, then feel free to replace this with whatever you feel like getting. My only other recommendations though are if your doing very well, then get an ability power item.
Now being a tank, either you or the support are going to have to buy the wards so your carries don't have to. So I like to buy them after I get my
Summoner Spells:

One of the most Viable options, good for getting away if your not slowed, which is why this goes good with Cleanse. This is my personal favorite for Amumu, because if somebody flashes for you, you can bandage toss them and keep running with ghost.

If you just got slowed when you used Ghost, then you can Flash and by the time they catch up the slow will be over and you'll be ghosting away. Mostly for "Oh ****" situations.
Other options:

Compliments ghost, or maybe you just don't like Flash. Also helps getting out of sticky situations where you're stunned or something.

Amumu is basically support anyway, so why not support your team some more? Clairvoyance is great for finding the enemy and ganking them.
Skills:

What your going to initiate the fight with, its a stun with a range. Saves teammates, and ****s over enemies. This can also be used through trees and walls to pull yourself through them if you have enemies on the other side.

Takes out a percentage of enemies health in a nearby radius. What makes Amumu able to take down even tanks easy, also makes him a great Jungler.

The spam ability. You take less damage passively, and activate to do a good amount of AoE damage.

What makes Amumu so valuable. An AoE stun that does quite the damage. Used along-side with Tantrum and Despair you can take someone down quick, or a whole team.
Masteries
0/21/9
Amumu is definitely a tank, and with that said he does enough damage so he doesn't need to go into the offensive masteries. He just needs as much health, money, and mana regen as possible.
Also, you could take the point out of Meditation and put it into anything you want.
Runes
Greater Mark of Vitality



All seems pretty standard and self-explanatory.
Who you want to lane with:
Any strong dps, preferably ranged. (Amumu's passive reduces magic resist, mages are best to lane with)
Examples:
Vlad, Ryze, Teemo, Malzahar, Corki, Miss Fortune, Twitch, etc.
Who you want to lane against:
Any tank, or squishy.
You can take out tanks quick with your despair, and just stun any squishy while your lane partner bursts him down.
Early Game
Farm minions, if your minions push too far go jungle a little bit. Your lane presence doesn't mean much because everybody overlooks Amumu.
Middle Game
Should have your first Sunfire Cape, it's gank time. Start organizing ganks and initiating.
Late Game
You should have 3-4k hp. You can tower-dive and tank turrets so your teammates don't have to. Nobody should be too much of a challenge at this point.
Good combo





DPS Amumu
Pros
-
High Health
Stunner
Great for team fights
Nuke
Great farmer
Cons
-
Slow
Cooldown Dependant
Bad early game champion
- For items, I like to start with a

- And of course I build it into a Philosopher's Stone for the much needed mana regen and gold. Amumu isn't too great if he doesn't have a lot of gold.
- Amumu is pretty slow so as soon as I get enough money I go get


- Depending on how the game is going, get something to lead up to




- Now I never start with a Catalyst the Protector first to lead up to my




- Now if you can't get




- And of course the infamous


Summoner Spells:

This goes on just about everyone one of my characters, I love it. Great for catching up or running away, and it out-runs Flash.

We're trying to be as DPS-like as possible, and since Amumu doesn't have a DoT, why not give him one?
Other options:

Instead of getting a Philosopher's Stone, you could get Clarity. The Philosopher's Stone is cheap so I went with it, and it gives gold per 10 seconds.

Maybe you wanna chase even more, Amumu doesn't have a slow so Exhaust wouldn't be a bad option. Or if you don't want cooldown reduction, instead of using Bandage Toss you can use Exhaust.
Masteries
9/0/21
Mage type champions don't get much benefit from the offence tree, and utility gives us cooldown reduction and much needed mana regen.
Runes

Greater Seal of replenishment


Again, pretty self explanatory.
Who you want to lane with:
A stunner/slower. Preferably ranged/mage.
Ex: Ryze, Morgana, Anivia, etc. Vlad if you want two dps/tanks in a lane. (I know Vlad isn't a stun/slow)
Who you want to lane against:
Any melee dps, preferably without a stun.
Ex: Master Yi, Akali, Dr. Mundo, Shen, Kassadin, Olaf, etc.
Early Game
Get as much exp and gold as possible, run closer to the enemy so your lane partner can harass without being hit.
Mid Game
By now you should have your Rylai's Crystal Scepter, and maybe even Rod of Ages. Now you're a pain in the opponents ***, start ganking. You can initiate if you want, but the rest of your team needs to be damn close if you do.
Late Game
Late game you should be a monster, stunning your opponents and spamming Tantrum while Despair ticks their health away. Amumu is kind of like Singed, a dps/tank thats melee but uses ability power. Even with a DPS Amumu, Amumu is still very team oriented, you want to stick with your team for maximum effectiveness. Don't waste your ult on a single target, try for 3+.





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