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 just never stop his tears or sadness. Eventually he got up off his knees to mope and wander the world, making his way to the League; it would seem that even the raw power of unleashed emotions can be used to benefit the plans of summoners.
''Things are bad when Amumu is crying, but they're much worse when he's angry.''
1. important
This guide is outdated, please follow another one for now. I'll update it soon!
makes you take less damage and is spammable, also make you last long enough for "Despair's 3 step program" to work. Also good for last hitting creeps and pushing.
can easily turn around the outcome of a team fight, lets you get away, stops them from getting away and makes sure they stay there long enough for "Despair's 3 step program" to work.
3. Level 1 Base Stats
Health 550 (+78.00 per level)
Mana 260 (+40.00 per level)
MoveSpeed 310 (+0.00 per level)
Armor 18 (+3.30 per level)
SpellBlock 30 (+0.00 per level)
CriticalStrike 3 (+0.40 per level)
HealthRegen 2 (+0.17 per level)
ManaRegen 1 (+0.06 per level)
Range 100 (+0.00 per level)
4. Summoner Abilities
Summoner spells: i always go teleport/ignite but there are othe spells that work well too.
Good spells:
Teleport: getting back to your lane as quickly as possible so you dont fall behind on exp is very important, also good for getting to team fight before or just after they start.
Cleanse: being an initiator you will get focus fired on alot and so you can get stunned often, stoping you from using your ult and from getting away, cleanse is great for stopping this.
Ignite: ignite help SO much for early game kills, amumu is a great chaser but not at early game because he can't tower dive, so ignite will often make sure they don't get away, this is also important for you too get money and exp early too have a very powerful mid/late game.
ghost: the bonus speed is great for mid/ late game chasing/ leaving.
Fortify: stopping the enemy team from pushing is always useful.
Spells to avoid:
Smite: ok it has its uses for both jungling and getting rid of creeps so you can bandage toss but the spells above are much more useful and can help out alot more.
Flash: though good for dodging certain attacks and getting closer/ farther away from an enemy, it's short range means that it isn't nearly as useful as it used to be.
Exhaust: if you know how to properly use your bandage toss it isnt needed at all.
Revive: really only helps at late game and if your playing amumu properly you shouldn't be dying late game.
Spell i'm indifferent about:
Clarity:not needed at all late game, hardly ever needed mid game, only real use is early game, though very useful for early game fights, its normally better just to have ignite.
Rally: good for team fights late game but amumu doesnt really need it, more for high attack ,mid/low health characters like warwick or cardmaster.
Heal: once again if your playing amumu properly it's only needed early game and can help alot early game but you shouldn't be lossing that much health that you need to pop it.
Clairvoyance: great spell with short CD but i find it rare that i ever need to use it.
5. Runes/Masteries
Runes: For amumu's marks i like to focus on health, marks of fortitude and marks of vitality are good but i prefer to get marks of fortitude for the bonus early game health seen as you dont really need the extra health end game if you go vitality due to your items.
Seals are the same as marks just focus on getting as many seals of fortitude as possible to help you early game survivability.
for glyphs i go glyph of brilliance, late game the extra magic pen helps your sunfiecapes, despair and your ult alot and early game isn't really needed
For quintences i either go exp gain ( bonus 6% exp is awesome) or just stack more health
Masteries: focus on the defence tree to obtain as many survivability talents as possible. Put the rest in utility, making sure to get improved teleport and the bonus exp gain if possible. http://img130.yfrog.com/i/mymasteriesforamumu.png/
You want to max out E very quickly for its farming ability and its great passive. you want at least one rank of Q early game for its stun, chasing and initiator abilities.W should be your next ability, this is your bread and butter, its ability to take down champions withought you even trying is awesome and it great for chasing, last hitting and surviving (more on W's survive help later). Get your ult whenever possible, it destroys in team fights, can stop an enemy from running/chasing if your E is on CD and it's good for holding an enemy still long enough for your sunfire capes/ despair to kill them. Finally Q isnt really needed because the stun or range doesn't go up with it's level.
You can either start by buying ruby crystal or regrowth pendant, regrowth pendant is more useful than pure health but it doesnt actaully build anything where as ruby crystal builds heart of gold so i prefer to get ruby crystal. save up and on your first trip back you should buy heart of gold. this helps alot for early game survivabilty and the bonus gold help out as well. After that you should work on getting your boots, if the enemy has one or two cc then get mercury threads, if they have none then get ninja tabi, also get ninja tabi if they have 3 or more cc characters on they're team because if they do then your next item should be banshees veil, but if they aren't cc heavy then skip banshees and go for your first sunfire cape. After that build another sunfire cape, you want at least 2 because the health and armor is great plus the passive is magnificent and stacks with itself, despair and your ultimate. your next item depends or the enemy team, if they have alot of Magic resist then buy abyssal, this helps both you and your team plus the bonus ap helps when spamming E, otherwise just go for a 3rd sunfire cape. your final item (if your game lasts long enough) will be either sunfire cape or thornmail, sunfire cape for the same reason as before or thorn mail if the enemy team has a lot of melee dps that like to focus on you.
9. General strategy
MY amumu play style is all about surviving long enough for all of your AOEs to take down anyone whos attacking you, very simply amumu is slow but steady wins the race.
10. Early game
Early game(1-5): You want to try and be defensive and trytto last hit creeps with E, go for a kill, though dont be too agressive when doing so and only try for a kill if your ignite is up (if you took it) and when your lane partner is able to help ( that means when he's there, knows what your gonna do and he has suffiecient mana/health to actually help) you defenately want to get one kill too make your late game much better, though be careful, mana is a huge issue early game. when choosing a lane any is good just as long as you dont solo, the extra exp helps alot but unfortunately amumu being a short range- low dps character makes him a crappy solo.
Good Laning partners: basically anyone with CC and is good at harrasing, Cardmaster is a perfect exaple of this, veigar and annie are also rather good to have.
Bad to be against: basically the exact same people its good to be with minus annie ( i know shes ment to be good early but with amumu i seem to have a really easy time killing her throughout the game) also careful of mundo,his amazing health regen makes him the anti- amumu.
11. Mid game
Mid game(6-12):
once you reach six and have your heart of gold, you should be on the hunt with a good ganker, just keep ganking (try and get late game character like Master yi before they get too powerful) whenever an oppotunity arrises and pop your ult whenever it helps, don't just save it for team fights, it's great for stopping people, initiating, saving your's/ other people's life and the damage is good when stacked with despair and spamming tantrum, though don't leave despair on, only turn on when it actually helps, mana can still be a problem at this point in the game.
12. Late game
Late Game(13-18):
stick with the group and push/defend, never leave the group and if anyone isn't with the group and isn't actaully helping push or defend at all then tell them to get with the group! at this point in the game you should be near invicible. the only time people should be able to kill you is if there is 4 or more enemies and your alone withought full health and you have zero mana ( also you should never be in that situation), it is at this point when most of the team fights will happens, fyou need to be the first in the fight because your the tank, bandage toss the weakest enemy who does the most dps. then pop your ult when everyone is close enough ( friends and enemies) make sure your team focus fires on the enemy who either does alot of dps but of has no survivavility ( E.G. Karthus) or the one who can make sure the enemy team doesnt die ( E.G soraka). you on the other hand don't need to focus on anyone because your all about aoe.
13. Tips
Remember your heavily team reliant throughout the game ( much less at end game)
when being chased keep despair on if you can, this often lead too people not realizing theyy're health is dropping so they run away withought killing you or just fall over and die while chasing you. ( this is W's survivibility i was talking about before)
Always stick with teammates!
If your being chase by one peron you can always just bandage toss them ( if they're actually really close to you, otherwise just keep running)
If you or your team is being chased by multiple people, you can alway pop your ult on them, saving your team ( sometimes this means you die but not always)
if someone tower dives you or is just being hit by a tower for some reason, make sure to either ult him or bandage toss him or both( this can get you alot of early game kills)
Always make sure your team know what your doing before you do it so they can help!
In a team fight, if one of they're dps is attacking a teammate with low health make sure to bandage toss them if you can.
Pairing up with a character with an AOE ult can devestate enemy teams- i.e. Fiddles, Nunu, Morgana etc....just have them pop your ult right after you pop yours
Be Careful of people with cleanse, trying and get them too pop it on you bandage toss not your ult.
14. Feedback Please
Please rate my guide, tell me if you liked or dis-liked it, whether it helped or hindered and also if there is anything i should change or improve. If you like my guide and want to support me, then make a new account using this link https://signup.leagueoflegends.com?ref=4b5488a1619f7 and get to level 10 (honestly i just want the grey warwick skin)
15. important
This guide is outdated, please follow another one for now. I'll update it soon!
Vote! ( it's simple )
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by anthoneo
on 27 Apr 2011 (patch v1.0.0.116).
Last Edited 27 Apr, 2011.
id say this guide is not pure on survival as far u have like 0
magic resist. and with like 3 casters ull need it. for mine
itembuild im goin for jungle mumu and fast farmin so - philosopher
stone, and Heart of Gold ( u can use it later on building Randuin's
Omen and Shurelya's Reverie - chasing sloving .. great items and u
can sell it if u dont needed , im keeping it till lategame for sick
farming of gold :) im rushing warmorg - if i need survival 1st or
force of nature to get hp regen and magic resist but this 2 items
is still in mine final build. than sunfire cape or thornmail (
depends on situation - with massive AD team agains i use thornmail
). last itme to consider is silver sash - for debufs like stuns
silences etc when u cant cast ulti or toss to player or banshees v.
) so final build for me is like
shoe - depends on situation
warmorg
force of nature
thornmail/sunfire
silver sash/banshes
omen/shurelya - or both if i dont need silver sash/banshes
possible change is to get Soul Shroud for eternal despair enabled +
520 HP is nice indeed. waht i wanted to point is that im using
philosopher stone, and Heart of Gold for fast farming of warmorg
AND force of nature :) others depends on oposite team and getting
blue buff permanently :)
Great guide,always loved Amumu,fully agree to the fact that he's
better off with survivability,also agree that flash is a must,more
n more guys are using the flippin ninja shen,only way you chase him
is with flash.
This guide is pretty good but it's not the best on here in my
humble opinion.
Also, I really feel that Flash is a vital spell for Amumu for
reasons that Zyn has stated below. However, that's probably also
because Flash fits in really well with my Amumu playstyle.
You make the point that you want to survive long enough for your
AoE to take people down, but based on your build...you aren't
really buffing up Despair, which can be done so easily while
maintaining your ability to tank.
My build is as follows
Rod of Ages
Mercury Treads
Rylai Scepter
Sunfire Cape
Sunfire Cape
Abyssal Scepter
With that bonus AP, your despair will be almost 6% as opposed to
3.5% which is a considerable difference. Your two early AP items
give sufficient AP for you tank to tank early/mid game (adding the
sunfire capes later to protect yourself against carries)
Also, I don't agree with your summoner spells. Teleport I find less
useful on Amumu, more useful for characters that are capable of
protecting towers on their own, but I can see how one can easily
justify the use of teleport.
Ignite is ok, more-so if you're going for an AP build like the one
I've suggested.
I think Flash is a MUST. You say it's not worth it for the distance
is not too much, but how do you plan on landing a good ult if you
miss your bandage? Good players will expect it and consciously try
to avoid it. Flash allows you to get into a team instantly, ult,
and still give you a long ranged stun to use to keep people in your
despair, or other reasons.
Ive played amumu alot and i find that ability power amumu actually
has the ability to take out teams by himself. If you would like to
try it i would like to hear your thoughts on it. I read your guide
and it is definatly good but i think you should posibly try an
ability power build.
My starting item i aim for is Haunting Guise, then boots depends on
the Opponent like you state but usually the +20 Magic Penetration,
then 2 Sunfires, 1 Abyssal and aim for a final Sunfire.
Contribute to the community:
shoe - depends on situation
warmorg
force of nature
thornmail/sunfire
silver sash/banshes
omen/shurelya - or both if i dont need silver sash/banshes
possible change is to get Soul Shroud for eternal despair enabled + 520 HP is nice indeed. waht i wanted to point is that im using philosopher stone, and Heart of Gold for fast farming of warmorg AND force of nature :) others depends on oposite team and getting blue buff permanently :)
Also, I really feel that Flash is a vital spell for Amumu for reasons that Zyn has stated below. However, that's probably also because Flash fits in really well with my Amumu playstyle.
You make the point that you want to survive long enough for your AoE to take people down, but based on your build...you aren't really buffing up Despair, which can be done so easily while maintaining your ability to tank.
My build is as follows
Rod of Ages
Mercury Treads
Rylai Scepter
Sunfire Cape
Sunfire Cape
Abyssal Scepter
With that bonus AP, your despair will be almost 6% as opposed to 3.5% which is a considerable difference. Your two early AP items give sufficient AP for you tank to tank early/mid game (adding the sunfire capes later to protect yourself against carries)
Also, I don't agree with your summoner spells. Teleport I find less useful on Amumu, more useful for characters that are capable of protecting towers on their own, but I can see how one can easily justify the use of teleport.
Ignite is ok, more-so if you're going for an AP build like the one I've suggested.
I think Flash is a MUST. You say it's not worth it for the distance is not too much, but how do you plan on landing a good ult if you miss your bandage? Good players will expect it and consciously try to avoid it. Flash allows you to get into a team instantly, ult, and still give you a long ranged stun to use to keep people in your despair, or other reasons.
+1
My starting item i aim for is Haunting Guise, then boots depends on the Opponent like you state but usually the +20 Magic Penetration, then 2 Sunfires, 1 Abyssal and aim for a final Sunfire.
Good guide, +1.