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Amumu Build Guide by Arkvoid8

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League of Legends Build Guide Author Arkvoid8

Auramancer/'MUMUmancer (Aura's of Amumu Off-Tank)

Arkvoid8 Last updated on September 18, 2011
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Jungle Role
Ranked #5 in
Jungle Role
Win 53%
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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.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 16

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 14

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The way to roll Off-Tank Amumu, only when you already have a tank. Kinda obvious but this build is based auras. Why Amumu? Amumu has the only damaging aura skill, which is why the stacking of Sunfire Cape was reasonable. Amumu in a lot of ways is the master of AOE (Area of Effect) moves; the only exception is his Bandage Toss a single target stun. Amumu can be played tank but this Aura building is a lot more fun. At the same time why not build Amumu full AP? Well, full AP is flawed on Amumu, his spells have too long a CD to be effectively bridged by Zhonya's Hourglass or other spells. Tantrum encourages you to be attacked, and while being a flimsy full AP, every attack is too many. A cross between AP and Tank works best with Amumu

1st in offensive = classic
2nd in offensive = safety
1st in defensive = caster friendly
2nd in defensive = balanced

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.


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.

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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

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

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Pros/Cons + Auras

Slow Aura +

Damage Aura ++

MR Reduction Aura +

Armor Reduction Aura +

Mild Tank Capabilities

Mana Reg Aura +

Damage Aura +

CD Reduction Aura +

Armor Aura +

MR Aura +

Armor Reduction Aura +

MR Reduction Aura +

AP Aura +

Spell Vamp Aura +


Pros / Cons


+ // 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

- // Features supportive ideas
- // Requires timing to pull off a game changing Curse of the Sad Mummy
- // 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

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Core Runes


Greater Mark of Magic Penetration

Greater Seal of Health

Greater Glyph of Scaling Magic Resist

Greater Quintessence of Movement Speed


Usually the only runes which fit into such a position, are flat penetration Marks.


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.


Generally, Magic Resistance can affect the damage inflicted significantly, and so I would recommend these. On the other hand bridging the CD of Amumu's spells can be the difference between life and death. His CD's are generally long, except for Tantrum which doesn't really benefit from the Reduction. Am I crazy? Yes, quite. FLAT AP FOR THAT EXTRA PUNCH EARLY (AT LVL 6 OR EVEN BEFORE) AND THE PER LEVELS TO AMP UP THE POWER ON HIS SPELLS, before you criticise me for such blasphemy, I will point that all of Amumu's spells scale with AP, and two of them scale 1 for 1. Hmmm... That extra damage, on Bandage Toss or Curse of the Sad Mummy can change the tides of war.


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 Rylai's Crystal Scepter and so is based on personal preference. On the other hand, HP Quintessences are the stereotype of the Quintessences, the universal Quintessence: I would highly recommend investing in these runes as they can help early laning and add to survivability.

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  • 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


  • 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

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Summoner Spells

I would go as far as to say that these are the only truly viable Summoner Spells for Amumu; Flash and Ghost help positioning, chasing, and are escape mechanisms. Despite being, generally viable for carries( Ashe and alike) they still possess high potential and positioning can a change a fight from a win to a loss, or vice-versa. Teleport for utility is also viable.


These are all semi-viable, because they all belong to other classes: Cleanse belongs to the melee DPS; Exhaust belongs with carries, melee or ranged; Ignite also belongs with carries; and Fortify with supports, yet they still serve a purpose on Amumu


All of these spells are not viable, because they serve ,little to none, purpose for Amumu and also belong to other classes

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Skill Sequence

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.


Skill Sequences
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the skilling order I use while laning: first off, we grab a point in Bandage Toss for the stun before prioritizing Tantrum, then Despair; grabbing Curse of the Sad Mummy when we can.
> > >


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The jungling skill sequence.

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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: Greater Mark of Magic Penetration, Greater Seal of Armor, Greater Glyph of Magic Resist, Greater Quintessence of Health

Rejuvenation Bead
Combined with Faerie Charm.

Faerie Charm
Rejuvenation Bead & Faerie Charm, the default starting for off-tank. It has its ups, and downs: health and mana regeneration ensure longer laning time and effectiveness time. On the downside, it doesn't build into any thing useful for Amumu

Cloth Armor
Combined with Health Potions

Health Potion
The Jungling default


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 Amumu, in the end its quite ironic for Amumu to get cc'ed before he can use Curse of the Sad Mummy


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. At the same time, I'd love to call this core because it causes Amumu to have 4 crowd control moves

Aegis of the Legion
The more defensive substitute for Rylai's Crystal Scepter, health armor and magic resistance: ensure a tanky mid-game.

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


Other viable items

Rabadon's Deathcap
Combined with Zhonya's Hourglass

Zhnoya's Hourglass
With Rabadon's Deathcap leads Amumu further on the path to a caster. If he becomes more 'caster-like' it will be at the expense of tankiness, so Zhonya's Hourglass will probably be more viable

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

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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