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Choose Champion Build:
Spells:
Flash
Exhaust
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
"Things are bad when Amumu is crying, but they're much worse when he's angry."
-Ezreal
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 in side a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he not feel his heartbeat. 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 badages. 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 ar arm's length; Amumu was able to traverse all of the 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 Judgement. His success within the League as a champion has given Amumu something he desire; a home. With his presen (un)life secured, he now hopws the friends he has made will help him discover the past.
-Ezreal
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 in side a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he not feel his heartbeat. 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 badages. 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 ar arm's length; Amumu was able to traverse all of the 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 Judgement. His success within the League as a champion has given Amumu something he desire; a home. With his presen (un)life secured, he now hopws the friends he has made will help him discover the past.
Build 1
This build is for and opposing team that is equally balanced out. (Balanced Team: 1 Tank, 1 DPS Ranged Carry, 1 Ad Champion, 1 AP Carry, 1 AP Support, and a champ in their team who jungles.)You can either get a Ninja Tabi, or a Mercury Treads depending on the fed, the not fed, the strongest, and the ccs.
Build 2
This build is mainly for an AP heavy team. (3 or more ap champions)
It has many magic resistant items and will help Amumu as a tank a lot!
Build 3
This build is for ad heavy teams. (3 or more ad champions) It gives a lot of health and it gives a lot of armor.
Build 4
The last build is for a jungle amumu. I think amumu is a much better tank if he jungles, but that's up to you. you can mix in some other items depending on your team and enemy team. Like maybe soem items from build 1 and 2, maybe a little from all of them. You choose depending on what YOU think.
ALWAYS REMEMBER SMITE DMG
Just incase that you don't know what dmg smite does, i created a list!
Smite Dmg for each Level: )
Level 1 = 467 )Start off at Blue golem. Make sure you get a leashe and make
Level 2 = 493 )sure your bottom lane guard you by standing infront of the
Level 3 = 519 )river. Get a leash, keep using tantrum on golems and small
Level 4 = 546 )lizards, then smite your golem when your golem's about 430
Level 5 = 572 )health. Now, move on to wolves and kill the big one first.
Level 6 = 598 )Move to the Wraiths, Make sure to keep tantruming because you
Level 7 = 624 )have blue buff and gank bot afterwards. Try your best to get
Level 8 = 651 )the one out of two laners at least one kill. go to red lizard,
Level 9 = 677 )and smite it near the end, then get the small golems and gank
Level 10 = 703 )top afterwards. Now, you can feel free to gank when you like
Level 11 = 729 )jungle when you like. Try getting blue often to make sure you
Level 12 = 755 )don't run out of mana.
Level 13 = 782 ) Where to pop hp pots: 1 at golem, 1 at wolves, 1 at wraiths,
Level 14 = 808 )and 1 at lizard. you can use last hp pot where you want to.
Level 15 = 834 )
Level 16 = 860 )
Level 17 = 887 )
Level 18 = 913 )
Just incase that you don't know what dmg smite does, i created a list!
Smite Dmg for each Level: )
Jungle Route
Level 1 = 467 )Start off at Blue golem. Make sure you get a leashe and make
Level 2 = 493 )sure your bottom lane guard you by standing infront of the
Level 3 = 519 )river. Get a leash, keep using tantrum on golems and small
Level 4 = 546 )lizards, then smite your golem when your golem's about 430
Level 5 = 572 )health. Now, move on to wolves and kill the big one first.
Level 6 = 598 )Move to the Wraiths, Make sure to keep tantruming because you
Level 7 = 624 )have blue buff and gank bot afterwards. Try your best to get
Level 8 = 651 )the one out of two laners at least one kill. go to red lizard,
Level 9 = 677 )and smite it near the end, then get the small golems and gank
Level 10 = 703 )top afterwards. Now, you can feel free to gank when you like
Level 11 = 729 )jungle when you like. Try getting blue often to make sure you
Level 12 = 755 )don't run out of mana.
Level 13 = 782 ) Where to pop hp pots: 1 at golem, 1 at wolves, 1 at wraiths,
Level 14 = 808 )and 1 at lizard. you can use last hp pot where you want to.
Level 15 = 834 )
Level 16 = 860 )
Level 17 = 887 )
Level 18 = 913 )

Mark of Fortitude
This mark gives some health for survival and for well, Tanking :P

Seal of Resilience
This seal gives armor just incase that opponent team is ad heavy or balanced out.

Glyph of Warding
This mark gives magic resistance just incase the opponent team is ap heavy or balanced out.



I described the 4 builds, and like i said, you can mixin some other items for the jungle build depending on the enemy team. So basically, i use these builds everytiem i play amumu. :D Look at the '4 Builds' Tab if you're wondering what te heck these builds are meant for!
Laning:
1,2,3: Philosopher's Stone and Heart of Gold. These Items can Build up to something else and can help you earn gold because you should be giving your bottome laning partner all the farms they can get!
Jungling: Get a cloth armor to survive a little bit more easier and 5 hp pots. In 'Jungling Route' Tab, there should be places to pop hp pots.
Laning:
1,2,3: Philosopher's Stone and Heart of Gold. These Items can Build up to something else and can help you earn gold because you should be giving your bottome laning partner all the farms they can get!
Jungling: Get a cloth armor to survive a little bit more easier and 5 hp pots. In 'Jungling Route' Tab, there should be places to pop hp pots.
IMO, i think the perfect team is:
-Amumu
-Katarina
-Ezreal
-Lux
-Gangplank
I thought that this would bw the perfect team because Amumu can use Curse of the Sad Mummy (R) and Kat can Shunpo in (E) and Ulti, Ezreal can use all his skills to get passive and BOOM ULTI IT UP. Lux can shield everyone and ulti in a straight line hitting atleast one opponent because everyone is stunned. and Gangplank can ulti in amumu's ulti and it will be most likely to get an ace with this combo. :D
-Amumu
-Katarina
-Ezreal
-Lux
-Gangplank
I thought that this would bw the perfect team because Amumu can use Curse of the Sad Mummy (R) and Kat can Shunpo in (E) and Ulti, Ezreal can use all his skills to get passive and BOOM ULTI IT UP. Lux can shield everyone and ulti in a straight line hitting atleast one opponent because everyone is stunned. and Gangplank can ulti in amumu's ulti and it will be most likely to get an ace with this combo. :D
W>Q>E (Recommended) in laning or 2v1 and/or 1v1. Press W so that you can deal damage when stunning them. Press Q after W so that the enemy stays still in your tears. After, press E to deal some extra damage.
W>Q>E>R (Recommended) in team fight. Press W>Q>E just like in the reason above, then use your ulti to stop everyone and possibly get an ace. (Look in the tab above to see the perfect team and to help get and ace.)
Q>W>E in 1v1, it is similar to W>Q>E except it is alittle different because the w is casted later.
R>W>E>Q Ulti if everyone is together, Despair and Tantrum to damage everyone that is stunned, and Q the last people trying to get away.
W>Q>E>R (Recommended) in team fight. Press W>Q>E just like in the reason above, then use your ulti to stop everyone and possibly get an ace. (Look in the tab above to see the perfect team and to help get and ace.)
Q>W>E in 1v1, it is similar to W>Q>E except it is alittle different because the w is casted later.
R>W>E>Q Ulti if everyone is together, Despair and Tantrum to damage everyone that is stunned, and Q the last people trying to get away.
Cursed Touch (Passive)
- Amumu's attack reduces the target's magic resistance by 15/25/35 for 4 seconds. The debuff doesn't stack, but it refreshes with every attack.
Bandage Toss (Q)
- Cooldown: 16/14/12/10/8
- Cost: 80/90/100/110/120
- Range: 1100
-Throws a bandage to enemy target (skill shot). If it hits and enemy unit, if it hits and enemy unit, Amumu will pull himself to the enemy stunning them for 1 second and dealing 80/140/200/260/320 (+100% of ability power) magic damage.
Despair (W)
- Cooldown: 1
- Cost: 8 per second
- Range: 300
- Toggle: Nearby enemies take 8/12/16/20/24 magic damage plus 1.5/1.8/2.1/2.4/2.7 % (+0.5% per 100 ability power) of their maximum health each second.
Tantrum (E)
- Cooldown: 10/9/8/7/6
- Cost: 50
- Range: 200
- Passive: Amumu takes 2/4/6/8/10 reduced damage from phsical damage Amumu will take.
- Active: Amumu deals 75/100/125/150/175 (+50% of ability power) magic damage to surrounding units. Each time amumu is hit by and auto attack, the cooldown of Tantrum's active is reduced by 0.5 seconds.
Curse of the Sad Mummy (R)
- Cooldown: 170/150/130
- Cost: 100/150/200
- Range: 600
- Amumu entangles surrounding enemy units, stunning them for 2 seconds, dealing 150/250/350 (+100% of ability power) magic damage to them.
- Amumu's attack reduces the target's magic resistance by 15/25/35 for 4 seconds. The debuff doesn't stack, but it refreshes with every attack.
Bandage Toss (Q)
- Cooldown: 16/14/12/10/8
- Cost: 80/90/100/110/120
- Range: 1100
-Throws a bandage to enemy target (skill shot). If it hits and enemy unit, if it hits and enemy unit, Amumu will pull himself to the enemy stunning them for 1 second and dealing 80/140/200/260/320 (+100% of ability power) magic damage.
Despair (W)
- Cooldown: 1
- Cost: 8 per second
- Range: 300
- Toggle: Nearby enemies take 8/12/16/20/24 magic damage plus 1.5/1.8/2.1/2.4/2.7 % (+0.5% per 100 ability power) of their maximum health each second.
Tantrum (E)
- Cooldown: 10/9/8/7/6
- Cost: 50
- Range: 200
- Passive: Amumu takes 2/4/6/8/10 reduced damage from phsical damage Amumu will take.
- Active: Amumu deals 75/100/125/150/175 (+50% of ability power) magic damage to surrounding units. Each time amumu is hit by and auto attack, the cooldown of Tantrum's active is reduced by 0.5 seconds.
Curse of the Sad Mummy (R)
- Cooldown: 170/150/130
- Cost: 100/150/200
- Range: 600
- Amumu entangles surrounding enemy units, stunning them for 2 seconds, dealing 150/250/350 (+100% of ability power) magic damage to them.


Aiming the Stun is just like aiming a Nid's Spear, or a Leona's Grab. IT'S THE SAME EXACT THING. (Except the range is shorter) Try to predict where the enemy is going, make sure the are is clear of minions or monsters, and make sure that the characters in the range. it doesn't have to be at the tip like Nidalee's Spear. Do it where you know that it's going to hit. MAKE SURE.
IMO, I think that the best masteries on a tank is Flash and Exhaust. I mean, Think about it! Flash in to chase, or to run out. Exhaust to help team fights, ganks, 1v1s, etc. Other spells can work, but like i said, imo i think these two are the best for a tank. \
Other good option:
Other good option:
-
Ghost
Ignite (I don't usually use this skill)
Clairvoyance (Sometimes to check baron, but you can solve this with wards)
Teleport (To save turrets, etc)
Heal Ummm, it's ok i guess
Fortitude: If you're not realy good with map awareness i guess :P
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