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Damage = Aggro






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Spells:
Exhaust
Flash
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
The highest majority of the population considers Amumu a tank and don't know him by anything else. Some say he is strictly tank. I say you are fools. All of his abilites scale with AP and his passive reduces enemy magic resistance. He is a great AP/Support/Off-tank if you ask me.
(If you are looking for a jungle or tank guide, please refer to the top rated Amumu guides.)
I am going to show you how I play Off-tank/AP DPS...
Welcome to my Amumu, he who punishes all who oppose him.
In order to make the enemies realize that they are dead if they don't attack you, you must actually have the damage to show them that. You have to be able to kill them. For the most part, they are going to avoid attacking you because smart people don't focus the tank. Well, playing like this, they will have no choice but to focus you.
Think about it this way: It's easier to make your tanks (the people that aren't under threat of being focused quickly and dying) deal more damage than it is to make your DPS (those that will die if they get focused) take more damage.
With this, you will be able to deal so much damage and still be able to take it when the enemies finally realize that you are making a much greater difference than just stunning them.
Great at farming (in jungle or in lane).
Excellent harasser.
Good ganking capabilities.
Doesn't need farming as much as other champions.
Possibly the best sustained AoE damage in-game.
Expected to tank and not deal as much damage.
Still beefy without straight tank items.
Cons:
Takes up laning space that could be used for jungling (of course, you could have another jungler).
Not quite as invincible as a pure tank build.
It really sucks to end up fighting against him (a good one).
We're talking about Amumu here. There isn't much of anything you could honestly say bad about him. :P
These will change accordingly if you plan to jungle.
These will change accordingly if you plan to jungle.
Flash is a great escape or chasing mechanism. I prefer having this over Ghost if I find myself in a any useful position. Flash can teleport me immediately a good distance (whether it be chasing or running away from an enemy). Ghost is useless if I use it and then get slowed or CCd immediately after.
Clairvoyance is also a good option since a team will usually need the extra map awareness and Amumu doesn't rely on summoner spells completely as much as other champions.
Teleport is good for getting where you need/want to be. Using ward placement to your advantage can provide for great ganking position. It also allows you to get back to your lane or jump to another lane to push or defend.
I have the main items that I want to get, no matter what my enemies or allies think. I like to call these my core items:




With all of these items I have my fair share of AP, mana, armor, and magic resistance. Games will most of the time not last this long, and rarely beyond this point.
Now I will get to my item order preference.
For Amumu going in a lane (yes, it can work) I start with




I don't want to go back until I can get



After that, I want to finish



Once I have these basic items I can start to work on ability power. Immediately you want to finish off that

Personal preference (and enemies AD/AP) generally determines whether to finish


After all these items are safely acquired and putting forth full usage of themselves, the game should be getting very situational. By this point the enemy should have realized that you are a threat (if not, you are doing something wrong). If they start to target you, let them!
This is where you might want to turn it against them even more. A


So, the basic idea right here is that you will be the main damage of your team if the enemy is dumb enough to leave you alone. You are basically forcing the enemy to target you, and as the enemies are unsuccessfully trying to kill you, your allies will rip them to pieces.
If you don't need any extra defensive items, why not get even more damage?












Overall,


These will change accordingly if you plan to jungle.
Allies that are better to lane with are those that have shields/heals that allow you to get in the middle of the minions and get all the kills you want. He is also very good with allies that have very good CC. It pushes the enemies back, keeping them from farming and letting you or your ally farm.
He is also very good at harrassing with the long range stun, especially if he has allies to help. Champion kills in the lane are easy in this way and he can counter any ganks, turning them into his favor.
When mid-game comes around, he can be a floater/jungler/ganker/pusher because all of them can be done with ease. Timing and positioning of the stuns is what makes all the difference in fights.
Late game is where Amumu shines. He can put out ridiculous amounts of damage with no effort while being able to take it just as easily.
In harassing during early-game, you will help allies get kills and CC the enemy out of experience. While ganking during mid-game, you are doing exactly the same thing.
Late-game, you have so many options. You can build up insane amounts of damage, add a fair amount of damage with survivability, or become nearly invincible.
Amumu adds much more to a game by helping his team than he does trying to win the game on his own (but it can be done if necessary).
Thank you for your time. :)
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