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Choose Champion Build:
Spells:
Flash
Ghost
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Intro










NOTE.
1st in offensive = classic
2nd in offensive = safety
1st in defensive = caster friendly
2nd in defensive = balanced
NOTE ALSO.
Any of the above items can be combined into different types of combinations. These are just the ones I use. Every LoL differs and the combination should differ accordingly.
1 LAST NOTE I SWEAR.
HIGHLY RECOMMEND NO -AS OR UNTARGETABLE ITEMS (even if i did)
THE VERY, VERY, VERY LAST NOTE (NOT GOING TO LIE THIS TIME I SWEAR ON THE LIFE OF THIS GUIDE)
I have nothing against Jungling, for some reason I prefer to lane, and I have never Jungled as
Amumu before. In theory it is viable, taking the
Heart of Gold instead of Philosopher's Stone and then continuing with the set build.
1st in offensive = classic
2nd in offensive = safety
1st in defensive = caster friendly
2nd in defensive = balanced
NOTE ALSO.
Any of the above items can be combined into different types of combinations. These are just the ones I use. Every LoL differs and the combination should differ accordingly.
1 LAST NOTE I SWEAR.
HIGHLY RECOMMEND NO -AS OR UNTARGETABLE ITEMS (even if i did)
THE VERY, VERY, VERY LAST NOTE (NOT GOING TO LIE THIS TIME I SWEAR ON THE LIFE OF THIS GUIDE)
I have nothing against Jungling, for some reason I prefer to lane, and I have never Jungled as


AA - Auto-Attack
Armor - The resistance of physical damage
AP - Ability Power, key stat for casters
AoE - attack capable of damaging many enemies at the same time
AS (-AS) - The rate/frequency or duration between attacks
CC - Crowd Control
-> Stun - attack and leaves the target open for a short period of time.
-> Immobilizes/Snare - Immobilizes movement
-> Fear - (None) Unpredictable, Immobolizes control and and forces the champion to move in a random direction
-> Slow - Lowers movement, there are two types of slows; the Chill Slow and Tread Slow also to stack slow
DPS -
Physical -> Damage Per Second of a type of champion such as
Master Yi and
Xin Zhao
Magical -> Damage Per Second of a type of champion such as
Annie and
Ryze
CD - The duration before a spell can be used again
CDR - The reduction of the duration before a spell can be used again
ExP - An Experience Point
Kiting - The act of retreat however turning around occasionally to attack chasers
Juking - The act of tricking a person on the direction of movement
MS - Movement Speed the speed of which the champion travels
MR - Magic Resist The resistance of the magic damage
MP5 - Mana regen per second, high amounts are a necessity for early game or trigger-happy people
HP - Health Points the survivability without the resistances
MP - Mana Points
Pen -
Ar -> The reduction of armor to lessen the amount of damage reduced from physical attacks or even push armor to negative levels increasing the amount inflicted
Mr ->The reduction of magic resist to lessen the amount of damage reduced from magic attacks or even push magic resist to negative levels increasing the amount inflicted
Proc - Activate
Armor - The resistance of physical damage
AP - Ability Power, key stat for casters
AoE - attack capable of damaging many enemies at the same time
AS (-AS) - The rate/frequency or duration between attacks
CC - Crowd Control
-> Stun - attack and leaves the target open for a short period of time.
-> Immobilizes/Snare - Immobilizes movement
-> Fear - (None) Unpredictable, Immobolizes control and and forces the champion to move in a random direction
-> Slow - Lowers movement, there are two types of slows; the Chill Slow and Tread Slow also to stack slow
DPS -
Physical -> Damage Per Second of a type of champion such as


Magical -> Damage Per Second of a type of champion such as


CD - The duration before a spell can be used again
CDR - The reduction of the duration before a spell can be used again
ExP - An Experience Point
Kiting - The act of retreat however turning around occasionally to attack chasers
Juking - The act of tricking a person on the direction of movement
MS - Movement Speed the speed of which the champion travels
MR - Magic Resist The resistance of the magic damage
MP5 - Mana regen per second, high amounts are a necessity for early game or trigger-happy people
HP - Health Points the survivability without the resistances
MP - Mana Points
Pen -
Ar -> The reduction of armor to lessen the amount of damage reduced from physical attacks or even push armor to negative levels increasing the amount inflicted
Mr ->The reduction of magic resist to lessen the amount of damage reduced from magic attacks or even push magic resist to negative levels increasing the amount inflicted
Proc - Activate
Auras
OFFENSIVE
Damage Aura ++
MR Reduction Aura +
Armor Reduction Aura +
Mild Tank Capabilities
DEFENSIVE
Damage Aura +
CD Reduction Aura +
Armor Aura +
MR Aura +
Armor Reduction Aura +
MR Reduction Aura +
AP Aura +
Spell Vamp Aura +
______________________________________________________________________________________________
OFFENSIVE

Damage Aura ++


MR Reduction Aura +

Armor Reduction Aura +

Mild Tank Capabilities
DEFENSIVE

Damage Aura +

CD Reduction Aura +

Armor Aura +

MR Aura +

Armor Reduction Aura +

MR Reduction Aura +

AP Aura +

Spell Vamp Aura +

______________________________________________________________________________________________
Pros / Cons
space |
Pros
![]() + // Supportive + // Churns out damage + // Tanky, 200+ armor and magic resistance, 3000 health + // Increased AOE capability + // Team Player, game changer + // Can cover a variety of roles lightly, Jungle |
space |
space |
Cons
![]() - // Features supportive ideas - // Requires timing to pull off a game changing ![]() - // Less tanky than outright tanks - // Weaker early game, can be counter-jungled quite easily - // Damage over time - // Jack of all trades, sometimes a negative feature |
Core Runes
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Usually the only runes which fit into such a position, are flat penetration Marks.
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Seals
Greater Seal of Scaling Mana Regeneration
- Greater Seal of Replenishment
- Greater Seal of Vitality
Greater Seal of Health
Greater Seal of Armor
In almost all (mainly the offensive and classic) of the builds, there is no mana regen: if you are suffering and constantly running low on mana, these runes may be a viable choice. On the other hand, if you are in need of mana, ask your AP Carry or Jungler for the Golems Buff. Anyways, the health is more useful and a better choice, if you are swinging more to a Tanky build, the extra armor can be quite useful at times.
______________________________________________________________________________________________
Glyphs
Generally, Magic Resistance can affect the damage inflicted significantly, and so I would recommend these. On the other hand bridging the CD of





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Quintessences
The AP runes serve the same purpose mentioned above, Any'hoot': Swiftness will help you to cling onto the enemy Champions, at times it seems useless with

0/16/14
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DEFENCE
-
Resistance &
Hardiness Increases your champion's magic resistance and armor by {2/4/6}: Extra Armour and MR fro early game, also to help get to higher levels of this tree
-
Evasion &
Nimbleness Increases dodge chance by {0.5%/1%/1.5%/2%} & Increases your movement speed by 10% for 5 seconds after dodging an attack: Avoided, they promote dodge which doesn't coincide with the CD effect of
Tantrum
-
Strength of Spirit Increases your champions health regeneration per 5 seconds by {0.33%/0.66%/1%} of your maximum mana: Ideal for early lane sustenance, also to carve a way higher into the Defence Tree
-
Harden Skin Blocks {1/1.5/2} physical damage: Coincides with the Damage Reduction of
Tantrum
-
Veteran's Scars Increases your champion's health by {12/24/36/48}: Early game survivability, increased HP
______________________________________________________________________________________________
UTILITY
-
Good Hands vs.
Perseverance Reduces time spent dead by {3.33%/6.66%/10%} vs Increases your total health and mana regeneration by {2%/3%/4%}: Explained here
-
Haste Your ghost spell increases movement speed by a additional 6% and increases the duration by 1.5 seconds : Buffing a summoner spell, self explanatory, extra MS and duration.
-
Awareness Increases the amount of experience your champion gains by {1.25%/2.5%/3.75%/5%} : As of Laning, more useful than
Expanded Mind
-
Greed Generates 1 gold every 10 seconds: Yes, I know, 1 every 10 seconds = 6 every minute = 120 at 20 minutes = 240 at 40 minutes, but it can be aided by GP5 items which are core to
Amumu such as
Heart of Gold & Philosopher's Stone
-
Meditation Increases mana regeneration by {1/2/3} per 5 seconds: Early game mana regeneration, before or without Philosopher's Stone
- Utility Master Increases the duration of neutral monster buffs by {15%/30%}: A must-have for jungling
-
Blink of an Eye Reduces the cooldown of flash by 15 seconds: Again the buffing of a summoner spell, self-explanatory: CD reduction
I would go as far as to say that these are the only truly viable Summoner Spells for





______________________________________________________________________________________________
These are all semi-viable, because they all belong to other classes:





______________________________________________________________________________________________
All of these spells are not viable, because they serve ,little to none, purpose for

Ability Explanation
-
Cursed Touch: // Lowers Magic Resistance with an attack only once, by 15/25/35. Great for farming: hitting all the creeps once before using
Tantrum or is useful when a team-fight drags on after
Curse of the Sad Mummy
-
Bandage Toss (Q): // Skill shot, nuke, stun, deals 80/140/200/260/320 damage & 1:1 AP scaling. Pulls
Amumuto the target, hence is essential for positioning right in the middle of a team.
-
Despair (W): // The key spell in Auramancer: the only damaging aura in the game. It is affected by
Rylai's Crystal Scepter creating an AOE slow. Deals 8/12/16/20/24 + 1.5%/1.8%/2.1%/2.4%/2.7% (100:1%) of the enemies maximum health
-
Tantrum (E): // Another key element of Auramancer, and activated AOE instant damage along with the defensive buffs provided. Deals 75/100/125/150/175 (1:0.5), the CD is reduced 0.5 seconds every time
Amumu is attacked. Reduces 2/4/6/8/10 physical damage. This is the reason -AS, Untargetable items are avoided. YOU WANT TO GET HIT.
-
Curse of the Sad Mummy (R): // The Game Changer, AOE disable: prevents movement or auto-attacks for 2.5 seconds. Deals 150/250/350 (1:1) damage.
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Skill Sequences
This is the skilling order I use while laning: first off, we grab a point in




______________________________________________________________________________________________
Alternatively:
The jungling skill sequence.
Starting items
![]() Doran's Shield Stock item, provides a bit of almost every tank attribute, but doesn't build into anything. A good starter, especially for newer players. ![]() Regrowth Pendant Another great starting item, the health regeneration ensures longer laning time while can build into Philosopher's Stone. Used with: ![]() ![]() ![]() ![]() |
|
![]() Rejuvenation Bead Combined with ![]() ![]() Faerie Charm ![]() ![]() ![]() |
|
![]() Cloth Armor Combined with ![]() ![]() Health Potion The Jungling default |
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Core items
These items are core, they provide preliminary Armor and MR, as well contributing to the damage dealt.
![]() Sunfire Cape Core item, provides key stats: health, armor and damaging aura ![]() Abyssal Scepter Core item, contributes to damaging auras and provides magic resist |
|
![]() Mercury's Treads My preferred boots on ![]() ![]() ![]() |
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Preferred items
![]() Rylai's Crystal Scepter I'd like to say that this item is core, however it isn't as necessary as the other two. One reason is can be substituted for ![]() ![]() ![]() Aegis of the Legion The more defensive substitute for ![]() |
_____ |
![]() Thornmail The finishing touch in armor, 100 and the returning damage: more AOE damage ![]() Force of Nature With high health and high resistances, it can level out DPS with its unique passive. The finishing touch for MR |
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Other viable items
![]() Rabadon's Deathcap Combined with ![]() ![]() Zhnoya's Hourglass With ![]() ![]() ![]() |
_____ |
![]() Randuin's Omen Alternate armor sources, not recommended because of the -AS attributes ![]() Frozen Heart Alternate armor sources, not recommended because of the -AS attributes |
Perhaps one of the oddest champions in the League of Legends is the yordle known as
Amumu. His life before joining the League remains unknown... especially to
Amumu. All he remembers is that he woke up alone inside a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he could not feel his heart beat. Furthermore, he felt a deep sadness that he could not entirely explain; he knew he missed his parents, though he could not remember who they were. Dropping to his knees, Amumu wept into his bandages. No matter what he did, it seemed he could never stop his tears or sadness. Eventually he stood up, determined to wander the world to discover his past.
Amumu traveled all across southern Valoran - a feat that is not easily dismissed.
While
Amumu still hasn't learned much about his past, he has learned a great deal about who he has become. He is most assuredly undead, though he harbors none of the evil characteristics typical of undead beings. He also seems to keep trouble at arm's length; Amumu was able to traverse all of Southern Valoran without so much as a single bad thing happening to him. He was just sad, and the people and beings he encountered eventually shared his sadness. Ultimately, he made his way north across the Great Barrier to the Institute of War, the home of the League.
Amumu's story was compelling to the summoners he met there, and they invited him to take part in a League Judgment. His success within the League as a champion has given
Amumu something he desired: a home. With his present (un)life secured, he now hopes the friends he has made will help him discover his past.
''Things are bad when
Amumu is crying, but they're much worse when he's angry.'' --
Ezreal



While



''Things are bad when


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