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

This works very well against all sorts of tanks, yet still holds up strong against other champion types.
This build is effective on most champion types (especially tanks), offering fast kills, as well as very efficient Jungling.
08/01/12 PATCH AMUMU CHANGES:
Amumu
Cursed Touch (Passive)
Duration reduced to 3 seconds from 4
Tantrum
Mana cost reduced to 35 from 50
Bandage Toss
Ability Power ratio reduced to 0.7 from 1.0
Curse of the Sad Mummy
Ability Power ratio reduced to 0.8 from 1.0
Although I edited a few things in my guide, this does not make this build any less effective. Just expect a little less damage. Also, this will allow you to idly cast tantrum to fill

Marks
For Marks, take 9

Glyphs
For Glyphs, take 9


If you like casting abilities a lot, you could easily substitute





Seals
Seals, the hardest choice for Runes, in my opinion. Since the Primary Seals focus on defensive stats, use this opportunity to take 9 Greater Seal of Resistance. Since Amumu is generally a tank, this will help him live up to that, and provide decent protection while not sacrificing any needed stats (for this build). Using these, you are safe against (in most circumstances) any PA DPS champion, such as




Quintessences
Although it might seem odd when you initially see my rune setup, having 1



Take the Two


Summary
Take





Looking at my Masteries, your initial reaction will probably be asking why there is no point in
Executioner
This is mainly because he doesn't really need it. You could have it, if you wanted to, but the point would better be used on something such as
Meditation
.
Executioner
only helps in certain situations on Mages. The main one being Veigar, with his 1000+ damage spells. With Amumu, his abilities won't get to the point where it will make a difference.
Now, other than that, this mastery book is setup to maximize Amumu's damage output using ability power, as well as provide him with some defense on
Hardiness
and
Resistance
since there is no better use for those points. The reason for having points on
Expanded Mind
is to further increase early mana, allowing Amumu's
Despair to stay active longer, as well as increase the duration he can lane before needing to recall.
I slapped a point on
Summoner's Insight
to decrease Flash's CD, which I find useful. You could easily put that point on
Alacrity
,
Durability
, or
Vigor
if you either don't plan on using Flash as a Summoner spell, or don't feel like you need the 15 sec CDR.

This is mainly because he doesn't really need it. You could have it, if you wanted to, but the point would better be used on something such as


Now, other than that, this mastery book is setup to maximize Amumu's damage output using ability power, as well as provide him with some defense on




I slapped a point on




If you want to, take Clarity as early game. It will help out with mana, but only in early game. I rarely find myself in situations where it is useful in late games, as Archangel's Staff provides any needed mana and mana regeneration.
I take heal first, and use Flash, mastering flash.
As for a second Spell, (if you plan on using clarity) anything form heal to exhaust) to
Exhaust works just fine. Amumu doesn't need to use
Clarity late game, with very few exceptions, and doesn't have any specific need for any of the other Summoner's spells. Go with what you feel you will need. Pick up
Heal if you feel like you are going to need some backup, or help you with the strategy mentioned before with Clarity. I have flash listed, because
Summoner's Insight
reduces its CD by 15 seconds, so you don't need to waste a precious mastery point to get the most out of your secondary ability.
If you want to ensure you get the kill, or just no one else on your team has it, take
Exhaust. Again, anything you feel necessary, take.
The only thing I don't recommend is getting
Cleanse. Cleanse is a very useful skill, although rare for a champion to have. Amumu's
Bandage Toss allows him to escape from tight situations when fleeing, leaving with that spell the moment an opponent uses
Exhaust.
I take heal first, and use Flash, mastering flash.
As for a second Spell, (if you plan on using clarity) anything form heal to exhaust) to




If you want to ensure you get the kill, or just no one else on your team has it, take

The only thing I don't recommend is getting



Order
(for quick reference)
Doran's Ring>
Boots>
Sorcerer's Shoes>
Meki Pendant>
Tear of the Goddess>
Amplifying Tome>
Malady>
Negatron Cloak>
Blasting Wand>
Archangel's Staff>
Blasting Wand>
Abyssal Mask>
Needlessly Large Rod>
Rabadon's Deathcap>Sell
Doran's Ring>
Frozen Heart
Now we come to items. The build, the aspect that defines the role of a Champion.
First off, Amumu needs mana regen to keep his




Second, buy



Malady
After buying Malady is where this build really starts to come into its effectiveness. By this time, you'll probably have



Malady's second passive adds 20 magic damage as an on-hit effect. This will allow you to punish your enemy even more than just your abilities with basic attacks, and since the extra damage is applied as magic damage, you won't have to worry about the majority of it being reduced.
Use your bandage toss to get close to apply the hits if you're having trouble using this item effectively.
Archangel's Staff
This item is very important, but don't buy it before getting a


The Mana Regen on this item is increased by 18 per 5 seconds compared to Tear of the Goddesss, which, along with the extra Ability Power, is very important to have as early as possible.
If you are having trouble staying alive at this point, definitely buy Thornmail. It will allow you to absorb more melee hits (obviously, only get this if you are having trouble against a melee user).
Abyssal Mask
The main reason for incorporating an Abyssal Scepter into this build is to greater reduce the enemy's Magic Resistance. This works well whether you are attacking enemies or not, allowing both you and your teammates to do increased damage with their magical damaging abilities. The Magic Resistance on this, as well as the ability power, is high as well, and adds more effect overall. This will also allow you to survive when dueling other casters. This, along with Malady, is one of the key items of this build, and there is no room for substitutions.
Rabadon's Deathcap
Next, we come to Rabadon's Deathcap, the primary element in any Mage. Since Amumu's



With the enemy's Magic Resistance being reduced, you can expect Amumu's abilities to do either full, or close to full damage, as their remaining Magic Resistance will barely combat to the high damage of both


Note - don't expect bandage toss to do full damage if you plan to initiate with it.
Frozen Heart
Frozen Heart - First of all, do not sell Doran's Ring until you have enough money to at least buy

There are several reasons that Frozen Heart is in this build. One of these is, of course, the hefty +99 armor bonus it gives. In most cases, the item you buy after selling the starting Doran's item usually is just to further the Champion's effectiveness and power. In this case, however, there is a different reason.

The Aura - This is a very important aspect of

Take advantage of your opponent's bliss after purchasing this item, and you will pick up some neat kills. It won't be something they were expecting.
The Cooldown Reduction - If you want Cooldown Reduction, (mainly for your ultimate, as well as Tantrum) earlier in the game, definitely buy




Lastly, the mana. The reason other important reason for this item is to increase the extra ability power you receive from

Use Your Discretion!
Use your discretion in this build to allow it to have most effectiveness. If your opponent seems to be harassing you with Melee attacks, leading you to constantly have to recall, consider buying Frozen Heart. If you are having trouble farming minions or just need some extra damage with your abilities, buy

Summary







Overall
The concept of this build is to try to always have
Despair active whenever enemies are near. (except, of course, when near a turret while an enemy champion is present). It focuses on allowing Amumu's damage output to be high, as well as any other mages who may be on your team.
I also understand that this build can work very well with
Fiddlesticks.
Using Malady
Remember, Malady's effect triggers when you attack the enemy with your basic attacks, so don't rely completely on your abilities to do all the damage. After initially casting
Tantrum, make sure your opponent has 4 stacks of Malady on them. Also, don't forget Malady's on hit passive effect, adding 20 bonus magic damage to your basic attacks on hit.
Basic attacks are just as important as casting your spells, so make sure to keep it constant.
The concept of this build is to try to always have

I also understand that this build can work very well with
Fiddlesticks.
Using Malady
Remember, Malady's effect triggers when you attack the enemy with your basic attacks, so don't rely completely on your abilities to do all the damage. After initially casting
Tantrum, make sure your opponent has 4 stacks of Malady on them. Also, don't forget Malady's on hit passive effect, adding 20 bonus magic damage to your basic attacks on hit.
Basic attacks are just as important as casting your spells, so make sure to keep it constant.
This build works very well when Jungling. Just activate
Despair, start off with
Tantrum, and they'll die within a matter of seconds. I don't reccomend you start off jungling, as you are going to need several points in
Despair, as well as some ability power.
Smite is not necessary, unless picking up the Golem Buff early-game is important to you.
Jungling on Amumu is, suprisingly, very efficient. He can take down any Epic monster in a matter of seconds, and can easily solo the Dragon in the Twisted Treeline, especially after obtaining
Frozen Heart.
Tantrum also helps a great deal, due to its passive effect.




Jungling on Amumu is, suprisingly, very efficient. He can take down any Epic monster in a matter of seconds, and can easily solo the Dragon in the Twisted Treeline, especially after obtaining


There is no need to read this if you have read through my whole guide, this is here for anyone who just wishes to get the main idea of my build. If the latter is the case, also make sure to read the strategy section if you plan to try it out.
Runes
Take





Masteries
20/6/4
Basically, look at the mastery page at the top. Give anything in the offensive tree that will add ability power, but don't take



Summoner Spells
[[Clarity]/ to increase the amount of time you can stay before Recalling
Secondary Spell - anything you prefer, the best being



Items







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