Amumu Build Guide

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Understanding LoL - Amumu Edition

written by WoDahSj

Amumu Build

Table of Contents

  • Updating for Volibear Patch - Done

    Volibear Patch Update To Do list:
    Introduction - of WoDahSj and The Guide - Done
    Who is The Sad Mummy? - Done
    What Abilites does Amumu have? - Done
    Amumu's Three Roles: Tank, Off-Tank Damage or Off-Tank Support - Done
    Pause and Practice NOW!. :) / WoDahSj's Three Learning Stages - Done
    Three Paths for Runes, Summoner Spells and Masteries - Done
    Three Paths for Leveling Amumu's Abilities - Done
    Three Build Paths and Items - Done
    Summary - Outroduction - Done
    Changelog - Done

  • Introduction - of WoDahSj and The Guide

    Intro to WoDahSj: Who is that anyway?

    That would be me WoDahSj and the goal of this guide is to share my knowledge and understanding of LoL and its champions. I own every champion and usually have enough IP by the time each champion comes out to grab them right away, because of this I have become a kind of jack of all trades master of none. While I am not a "pro" and my style is not perfect, I do have a positive W/L ratio so my work to reward ratio has been worth it :).

    I have played a ton of SR since beta with over 1.2k wins and around 1k loss's. I have been playing dominion since it came out and hit 200 wins and 150 loss's last I looked. So as you can see my W/L Ratio is consistent for my career and through both modes too. 

    I play mainly "normal" games everything from solo to full pre-mades, most often though I am duo/trio que'ing. I will be joining the ranked community this season though. During Normals I usually feel the most responsible for "balancing out the team" simply because I can really owning so many champs. However just like anyone I sometimes just feel like playing a certain champion, usually because I don't feel I am good enough with them yet and I am trying to improve with them. the lucky champion that I will focus on for this guide is:

    -------Amumu - The Sad Mummy-------
    ------------External Image------------

    Intro to the Guide: What is this guide about? and who is it for?

    This guide is intended for New to Advanced players, its goal is to provide a good foundation for players to start off and work with, In addition to providing a little entertainment.

    What will this guide do for you?: What IS in it for you?!

    1 -Understand and Succeed: This guide will focus on helping you understand Amumu and play successfully with him on both Dom and SR. It will do so by examining and giving tips and insight into Amumus Roles and Abilities, as well as providing Runes, Summoner Spells, Masteries and Item Builds for you to use.

    2 - Foundation of Knowledge: While This guide does cover quite a bit and may be considered "Advanced" it will not be a High ELO guide to the champion at least not intentionally :), it will be simply sharing with you how I play and win while have fun in LoL. I hope it will be a good foundation of knowledge for you to start from, launching yourself into the game and growing from :).

    3 - Entertain and Think: If nothing else I hope this guide at least entertains you and helps you think of LoL in a new light. Perhaps it will inspire you to come up with a new build/tactic/strategy yourself to try. Point is, have fun, learn, think and enjoy :).

    What this guide will assume: Assumptions ahhh yeahhh!

    1 - Up until section 5: That you have played the both tutorials provided in the game and have played say less than 100 normal games so you understand basic gameplay pretty well outside of the champion factor. Which means you should have encountered all of the normal stats for a champion, such as the two different types of damage in the game, Magic and Physical. If you do not however know the base stats, here is a helpful link: Champion Statistics, If you needed to check that link you may want to look around here too for a bit and catch up on other aspects of the game as well, it has a bunch of basic information to look around at. Once you are done there come back over and we will continue on :).

    2 - After section 5: It will assume you have a fair amount of games under your belt yet you may not be level 30, that good idea of Amumus abilities and role's, basically everything prior to section 6 is kind of taking hold for you, yet is not fully solidified. This is when I will go into detail about ways to level Amumus Abilities, Runes, Summoner Spells, Masteries and Item Builds for each Role.

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    Welcome and Thanks for stopping by: :)
    So now you know who I am and have an idea of what the guides intentions are and who its for. I hope you enjoy it and if you do enjoy it or hate it feel free to vote and leave a comment why as feedback is welcomed I do improve the guide based on your feedback. Also if you want me to write a guide in this style of another champion feel free to let me know :).

    WoDahSj: *Clicks Amumu* Lets do this! 

    External Image: "I thought you'd never pick me"


  • Who is The Sad Mummy?

    So who is The Sad Mummy anyway and what does he bring to the team?... Wait you have not realized LoL was a team oriented game?.. oh you have much to learn. read on! :D

    What does Amumu bring to the team?: You mean besides the sadness? well...

    1 - Three Roles: He can fulfill three roles in my eyes. Tank, Off-Tank Damage, Off-Tank Assist.

    2 - Hard CC: He can disable single or multiple targets.

    3 - Soft CC: He can slow a single target.

    4 - De-buffing Enemies: He Reduces enemies MR with each auto attack.

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    Before we talk about Amumus Abilities in depth lets first go over...

    Terms you need to know: No really try and remember these.

    1 - "AoE": Something that is an AoE will effect an area vs a single target.
    2 - "Channel" : If you have to channel an ability you cannot move or cast another ability during that channel or you're channeled ability will stop.
    3 - "Stun": If someone is stunned you or you're target, you will be unable to move or cast spells and all channeled abilities will be stopped.
    4 - "Suppression": If someone is suppressed you or you're target, they will be unable to use any abilities or move, however all channeled abilities will continue to channel.
    5 - "Snare": If someone is snared it means they cannot move but can still cast abilities.
    6 - "Passive": A Passive ability means its effect is always happening you do not need to do anything.
    7 - "Skill Shot": A Skill Shot ability means you have to actually aim the projectile to make sure it hits its target.
    8 - "Instant Cast": An Instant Cast ability means as soon as you hit the ability it will take effect.
    9 - "Toggle": A "Toggled" ability means you turn on and off this ability at will with each click.
    10 - "CC": Stands for Crowd Control it refers to abilities that stun, snare, or suppress you.
    11 - "MR": MR Stands for Magic Resistance its the value of you're opponents protection vs you're magic damage. The more you reduce their MR the more Magic Damage you will deal with you're abilities.
    12 - "SR": Refers to the Map Summoner's Rift
    13 - "Dom": Refers to the Map Dominion

    WoDahSj: Now lets show them what you can do shall we?

    External Image: "Okay"


  • What Abilites does Amumu have?

    Amumu's 'Passive' Ability: Cursed Touch
    Attributes: Passive, Enemy De-Buff.

    Amumu's "Passive" makes all of his auto attacks reduce the enemies MR which will cause those enemies to take increased Magic Damage from you and you're allies.

    Get you're auto attacks in as much as possible maximizing the magic damage you and you're allies will be doing to the enemy. You won't be stacking attack speed so this will not be a huge aspect of you're gameplay but even small refinements such as using this passive effectively will help improve you as a whole :).

    1 - Quick Hands: If you are fast enough to keep up with someone on the run or in general you are just melee'ing each other, it can help to get an auto attack or two in to reduce their magic resistance before using Amumus other abilities. It is entirely situational though and you will have to judge it as you go.
    2 - Partner Consideration: Consider who you are laning with, if you are with an ally who deals magic damage and you can tell they want to attack sometimes its helpful to run blocker and get an auto attack in so that you're ally will deal more damage and can attack themselves.

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    Amumu's 'Q' Ability (Skill Shot): Bandage Toss
    Attributes: Skill Shot, Damage, Moves you to Target, Stuns Target.

    Amumu's "Skill Shot" ability will send out a rope that will head towards you're targeted location and will NOT be a guaranteed hit on a champion just because you targeted them. Your enemies can(and should) dodge this ability. Upon impact while heading the direction you targeted it will deal damage and stun whatever it hits along that path pulling you to them.

    Very handy for preventing enemies from running, stopping an enemies channeled ability or helping enable kills and simply adding damage to a target. The fact that it pulls you to the desired location helps a lot when you are trying to shift positions to help save an ally or ult and use other abilities as needed. Keep in mind you cannot cancel the ability once you cast it, so if you hit something you WILL be pulled to that spot even if you are knocked in the air, which btw does look cool to pull yourself down onto an enemy XD. So you must pick your targets and timing wisely :).

    1 - Wall Jumping: You can rope through walls or trees even if you do not have vision! as long as you hit something on the other side. Once you get proficient with skill shots you will be better at predicting an enemies path and make yourself great at stopping escaping enemies.
    2 - Cease and Desist: Given that this ability stuns for a second you can Interrupt enemies that are channeling an ability so keep an eye out! as you can win team fights simply by preventing an enemies channeled ability since as they are usually powerful.
    3 - Grab my rope!: If you get in too deep and are trying to escape to safety keep in mind you can rope to any enemy Champion, Minion or Monster, so look ahead and see if you can pull yourself farther away from those chasing you :).

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    Amumu's 'W' Ability (Toggle): Despair
    Attributes: Toggle, AoE Damage around you.

    Amumu's "Toggle" ability is fairly straight forward, Toggle it on and you start dealing AoE Damage around you, simply toggle it off when you have no targets or enemies leave the AoE effect.

    This ability is really how Amumu helps add sustained magic damage during fights. Since this ability is based on a percentage of you're enemies health instead of a flat amount of damage as the game progress's and everyone is constantly gaining health this ability will maintain its damage and even inflict more as you level it and gain more ability power.

    1 - Don't Forget: Keep an eye on this ability!, try and always remember to turn it off when you are not fighting an enemy champion or you will soon find ourself out of mana. This little bugger tends to be very easy to forget sometimes.
    2 - Ebb and Flow: Attempting to stay alive in fights as long as possible will maximize its effect. Sometimes I will start to retreat if I am half health or under and still being focused, only to use Bandage Toss to jump back into a fight once the attention has switched from me(most likely to start running again if they start to focus me xD, rinse and repeat.)

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    Amumu's 'E' Ability (Instant Cast): Tantrum
    Attributes: Instant Cast, AoE Damage around you.

    Amumu's 1st "Instant Cast" Ability will deal AoE Damage around you instantly(duh? XD) no targeting needed simply *click* boom :).

    This ability really helps Amumu farm and push lanes, but it is also nice for adding extra damage in team fights. Given that you should be Tanking or Off-Tanking in some form most of the time try and cast this as much as possible making sure to hit as many enemies as you can with each cast.

    1 - I can take it: If you are trying to push a lane its a good idea to run ahead of your minion wave so all of the minions focus on you because the more you're hit the faster this ability comes off cool-down. Be cautious of doing this very Early-Game before you can tank minions without much effort because really there is no need to take needless damage if you are about to fight an enemy champion or you need to tank a turret for you're team.
    2 - Over here!: Try and keep the enemies attention on you as much as you can so that you maximize how often you can use this ability, be mindful of how much damage you can take though don't just suicide or you are worthless to you're team :).

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    Amumu's 'R' Ability (Instant Cast): Curse of the Sad Mummy
    Attributes: Instant Cast, AoE Damage around you, Suppression to all around you.

    Amumu's 2nd "Instant Cast" ability happens to be his ult and in this case you will not only deal AoE damage around you in a large area you will also be suppressing everyone within that zone as well preventing all movement and abilities for a few seconds.

    This is huge for you and your team. You can use this to save your life or a teammates or even to lock down multiple enemies preventing them from moving or attacking or casting for a few seconds which of course allows your teammates free reign to do their thing. This will often Win you those large team-fights when used properly. Its Very important to Remember that this only 'suppresses' and does not 'stun' a target, so you will NOT stop any channeled abilities with this ult. Anybody caught in the radius though WILL be prevented from starting a new channeled ability during the time they are suppressed.

    1 - Wait for it: Save this ability for moments when you can disable multiple enemies at once in a team-fight, preferably their damage dealers.
    2 - You are safe: Don't hesitate to use this ability to save your life or an allies, while it would not be the "best" use of the ability it does not mean you should not be saving live's. With that said, however sometimes it is better to let that one ally die if you can see a team-fight coming and can use it to win the larger engagement and thus save more allies life's. Time and Experience are needed to know when to save it and when to cast it keep so practicing.
    3 - Not so fast: On the flip side of the previous tip, if you are chasing an enemy you can use it to add an extra disable and extra damage if you think that by doing so your team will get the kill. Watch your minimap and think ahead though, do not waste it trying to kill 1 enemy champion on the run if a team-fight is about to break out, Unless of course that person is a HIGH value target.

    WoDahSj: Whoa whoa Amumu calm down, you can use your abilities on your enemies later. First we talk about roles!

    External Image: "Aww"


  • Amumu's Three Roles: Tank, Off-Tank Damage or Off-Tank Assist

    So now that we have an understanding of what Amumu brings to the team as far as abilities and an idea of how to use them, lets now talk about his roles a little. 

    How to Choose which role to play: yesss how does one choose?.

    While I do use all three role's that I'll define for Amumu, it's not as simple as just choosing a role and locking in, you need to reference you're team. So I will list my thoughts when I look at my team and how I choose the role I will be playing for the game.

    1st - Tank: If my team is lacking a Tank I will go with this role first.

    2nd - Off-Tank Damage: If my team already has a Tank I will go with this build.

    3rd - Off-Tank Assist: If my team already has a Tank and plenty of Damage I will go this role. 

    Lets now talk about each role in-depth, what you should be considering and how you're play-style will go.

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    First what are the Concerns for Amumu Tank?: Well there is quite a bit.

    1 - 'Leading the way': Being a Tank means you should generally be the one up front and leading your team into battles for teamfights or even tower dives. Tanks in general have a little more responsibility in holding the team together. You are the catalyst in large fights that everyone will work around, you need to fall back? usually its a good idea for them to as well.

    usually the best way to initiate a team-fight is by using Amumus Bandage Toss, however be careful when doing this and be aware of how long it will take your teammates to get into the fight and follow up on your move. If they are to far away you could get yourself in way to deep and ultimately die or need to leave the fight before your team has done anything! Leading the way is about timing and you want to be initiating in sync with your allies, so make sure they are with you even if you have to pause for a sec and either ask them if they are ready which is not always possible but it helps or pause just to let them get closer to you so you can run in. I will often rope in when I know I can tank their initial blow and survive for a few seconds, knowing my teammates will be a second or two behind and I will run around trying to get positioning and draw fire then at the right time I will pop my Curse of the Sad Mummy to suppress the enemy for my team-mates to destroy them.

    2 - 'Maintain focus': Being the Tank you want to keep the enemies attention for as long as possible. In general positioning yourself closer to the enemy then anyone else on your team will usually make you the more attractive target, if however they are not buying the bait Amumu will have to become a threat to gain and keep focus on him.

    This is where his disables and mage capabilities come in. You can disable their entire team(if positioned right) or a single target and damage everything around you, because of this +being closer to the enemy team there should be no question in their minds on who to attack and thus fulfilling your goal of keeping attention for your real damage dealers, get them in close enough to wipe out the enemy!; which brings me to the next talking point.

    3 - 'Protect your Allies': Positioning is huge in LoL and the more you understand and utilize it the better you will be. While you will most likely be initiating the fights, you may find certain champions dive past you and go for your back line or your "squishies" as they are called. Try not to let this happen and shift positions as needed to protect them.

    Amumus Bandage Toss and Curse of the Sad Mummy will be your most valuable tools here. Only use your Curse of the Sad Mummy to prevent someone from running by if you can catch multiple enemies in it or if the champion running by is a huge threat and high priority target and thus a huge benefit for the enemy to keep alive or for your team to kill, attempt to use Bandage Toss+Tantrum and of course auto attacks to first try and stun while dealing damage, of course having Despair running all the time. Try and save Curse of the Sad Mummy as much as possible to hit multiple enemies and maximize your disable and damage to the enemy team.

    4 - 'Hit me?': Watch for opportunities to draw minion fire from you're allies as well, its a small thing but I have actually saved a few of my allies life's by doing this. Like I said, small things matter as well :).

    When Tank on Summoner's Rift:
    1 - 'Hit me!': Just as you would lead you're team into a full teamfight you will also lead you're team to assault dragon or baron. For baron specifically you want to make sure you are the closest one to him. Try and keep focus as long as you can just as you would in teamfights, you are there to absorb damage while you're allies kill.

    When Tank on Dominion:
    1 - 'Defender of worlds.. er points.': Amumu tends to do really well defending points as well staying around the base and circling towers while interrupting anyone trying to channel the tower works well with his AoE and Disabling Abilities.

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    Second what are the Concerns of Amumu Off-Tank Damage?: Similar to those above, yet slightly different.

    1 - 'Follow The Leader': Being an Off-Tank Damage you should not be the first one into a fight, you should be second. Watch for your Tank to initiate and take the brunt of their blows at which time you can enter to help share damage with the Tank. You may find your Tank will fall back as you enter the battle so that you take their focus and damage, then when you need to fall back they should step back forward to take the damage again. In other words: Off-Tank means you Tank 2nd and "Dance" with the Tank in and out of the fights to share the damage. 

    2 - 'Protect Your Allies first, then Destroy you're Enemies!': Being an Off-Tank Damage and not taking the brunt of the enemies damage means that when you enter the fight you have two options. Either Protect allies that are in need Or dive in after some key targets to disable and kill them. This choice is very very important and you will get better at in time. Try and keep the thought process of "does anyone need help?, no? ok! who should I kill?". There are rare cases where it will be better for you to dive in after certain targets vs protecting allies but in general as the Off-Tank Damage Protect First! Kill Second!. :).

    3 - 'How dare they try': Same as the Tank's tip watch for allies in need and kill/draw minions fire to save a life or damage from you're allies as you can.

    When Off-Tank Damage on Summoner's Rift:
    1 - 'I got you're back': When fighting baron or dragon make sure to be ready to take the focus from you're Tank as needed, Just as you would in a full teamfight. For baron specifically you can do that by simply being the closest to baron.

    When Off-Tank Damage on Dominion:
    1 - 'I'm everywhere': Being an Off-Tank Damage you will tend to float around the speed buffs and either prevent back caps or help any point that need's defending. Some people sit right on the speed buffs, but I personally like to jump out grab it then hide back in the bush so that I have the upper hand vs anyone stumbling upon me rather then them having the upper hand by coming out of the bush at me.

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    Third what are the Concerns of an Amumu Off-Tank Assist?: Off-Tank Assist really wodahsj? really?... Yes really :)..

    1 - 'Trust in the Front-Line': You're Primary concern is simply to keep enemies from you're damage and back-line by using everything you have, you're stuns, you're damage, you're suppression. I know its hard to stand back sometimes but, be patient enemies WILL try and jump you're back-line and you will be there to prevent it and help them kill. They will also love you forever.

    2 - 'All is well, you are Free': If you're back-line is perfectly safe and you can see all enemies ahead by all means get in the mix and help disable and kill. No need to stand back unless there is a potential threat to you're back-line.

    When Off-Tank Assist on Summoner's Rift:
    1 - 'You're Lane is my Lane': Being an Off-Tank Assist you will want to pair yourself with someone who need's you're protection try and work with them and help them stay alive and build up.

    When Off-Tank Assist on Dominion:
    1 - 'Buddy System': Basically the same as the SR tip with the added note of, in general you don't want to wonder off alone as there is no laning phase really in general you simply want to be moving with and pairing with anyone you can to help them kill and build up, if it's a good time to push go with them, need to d? d with them. Don't be alone basically xD.

    WoDahSj: Now we need to go and practice!.

    External Image: "Where are we going?"

    WoDahSj: To the fields of justice >_>.


  • Pause and Practice NOW!. :) / WoDahSj's Three Learning Stages

    Now you should have a decent understanding of Amumu; What roles brings to the team and what abilities he is outfitted with. Which means you should have a bulk of the knowledge you need to play him well, at this point if you are new you should go off and play The Sad Mummy and gain experience with him because any champion takes practice getting use to their flow and experience for the feel of the champion. 

    I would recommend pausing and practicing the concepts above no-matter who you are and then move on to understanding better options for Runes, Summoner Spells, Masteries and Builds. If you decide to pause and practice simply buy the recommended items and focus on his core concepts. 

     Next I will be talking about what *I* use for Runes, Summoner Spells, Masteries and Builds. Keep in mind its more about *me* and *my* style from here on out vs general knowledge and understanding of Amumu. I encourage you to take the base understanding you have learned already and see if you can think of Runes, Summoner Spells, Masteries and Builds that would benefit Amumu and your style and then go try it out.

    Now that the chance to practice has been given, lets move on :D.

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    I often find that people fail more due to a lack of knowledge and understanding of their champions and mis-understanding of their role on the team vs having the best Runes, Summoner Spells, Masteries and Build. Which is why I gave the choice of pausing and practicing. But with that said, Runes, Summoner Spells, Masteries and Builds are definitely important and give you an edge if used well.

    WoDahSj's Three Stages: Easy as 1, 2, 3.

    The First - Learning: I use this when I am focusing on fundamentals of a champion IE:Everything we just spoke about. Which involves a generic set of Runes, Summoner Spells, Masteries and the recommended Build.

    The Second - Experimental: This is when I start doing weird Combos of Runes, Summoner Spells, Masteries and builds, getting a range and feel for the champion on what stats feel more valuable and what seemed to be the most effective.

    The Third - Focused/Specialized: With all the knowledge and experience gain I do much more focused and practical Combos of Runes, Summoner Spells, Masteries and Builds, Fine tuning until I am fulfilling my role effectively.

    I will leave the first two stages for you as they are a personal journey in my opinion of you fallowing you're thoughts and idea's. In the next section I will go over my Focused and Specialized setups for the roles I play, Tank, Off-Tank Damage or Off-Tank Assist. Lets move along :).

    WoDahSj: So that's it good luck!.

    External Image: "Hey come back."

    WoDahSj: Just kidding Amumu, its time to get specific :).


  • Three Paths for Runes, Summoner Spells and Masteries

    The Tank Path: No Tank on the Team? One just joined :).

    1 - Runes - Tank:
    Greater Mark of Insightx9 = +8.5 Magic Penetration - Adds a little damage even though you are just tanking.  Greater Seal of Resiliencex9 = +13 Armor - Early Protection vs Physical.
    Greater Glyph of Wardingx9 = +13 Magic Resist - Early Protection vs Magic.
    Greater Quintessence of Fortitudex3 = +78 Health - More health for survivability vs everything.

    2A - Primary Summoner Spells - Tank:
    Heal: Allows me to defend a point or tank a fight even longer for my team.
    Garrison: Allows me to lead the charge into a point or defend a point longer/even pick up kills.

    2B - Secondary Summoner Spells - Tank:
    Cleanse: Allows me shrug off some disables and damage to either escape or attack.
    Revive: Allows me to quickly be back to a point to defend when they actually do kill me.

    3 - Masteries - Tank:


    The Off-Tank Damage Path: Already have a Tank? its Damage time :).

    1 - Runes - Off-Tank Damage:
    Greater Mark of Insightx9 = +8.5 Magic Penetration - Must reduce their protection vs me.
    Greater Seal of Vitalityx9 = +175 Health at level 18 - To take a few blows when needed.
    Greater Glyph of Forcex9 = +28 Ability Power at level 18 - Increasing my damage output.
    Greater Quintessence of Insightx3 = +5.7 Magic Penetration - Further increasing my damage output.

    2A - Primary Summoner Spells - Off-Tank Damage:
    Exhaust: Allows me to single out a high threat enemy and disable their effectiveness for a short amount of time.
    Garrison: Allows me to lead the charge into a point or defend a point longer/even pick up kills.

    2B - Alternate Primary Summoner Spells - Off-Tank Damage:
    Heal: Allows me to defend a point or tank a fight even longer for my team. 
    Surge: Allows me a nice power boost for when I need to get in there and nuke.

    2C - Secondary Summoner Spells - Off-Tank Damage:
    Ignite: Allows me to throw on some extra damage to the focused target.
    Revive: Allows me to quickly be back to a point to defend when they actually do kill me.

    2D - Alternate Secondary Summoner Spells - Off-Tank Damage:
    Cleanse: Allows me shrug off some disables and damage to either escape or attack. 
    Ghost: Allows me to shift around the map, run away, or chase enemies as needed.

    3 - Masteries - Off-Tank Damage:


    The Off-Tank Assist Path: Already have a Tank? and Damage? Assist it is :).

    1 - Runes - Off-Tank Assist:
    Greater Mark of Insightx9 = +8.5 Magic Penetration - For a little bit of damage.
    Greater Seal of Vitalityx9 = +175 Health at level 18 - To take a few blows when needed.
    Greater Glyph of Focusx9 = + -5.89% Cooldown % - Faster abilities to protect allies.
    Greater Quintessence of Focusx3 = + -4.91% Cooldown % - Even faster abilities.

    2A - Primary Summoner Spells - Off-Tank Assist:
    Flash: Allows me to shift positions as I need to help an ally or escape a bad situation.
    Garrison: Allows me to lead the charge into a point or defend a point longer/even pick up kills.

    2B - Alternate Primary Summoner Spells - Off-Tank Assist:
    Heal: Allows me to defend a point or tank a fight even longer for my team. 
    Promote: Allows me to push lanes harder as needed.

    2C - Secondary Summoner Spells - Off-Tank Assist:
    Clarity: Allows me to replenish some of mine and my allies mana as needed.
    Revive: Allows me to quickly be back to a point to defend when they actually do kill me.

    2D - Alternate Secondary Summoner Spells - Off-Tank Assist:
    Cleanse: Allows me shrug off some disables and damage to either escape or attack.
    Clairvoyance: Allows me to keep an eye on enemy positions so we can adapt.

    3 - Masteries - Off-Tank Assist:


    Additional Summoner Spells: Other Summoner Spells you could consider.

    Teleport: Is useful getting to a location to defend it or to attack it (SR only). 

    Smite: Is useful for pushing a lane faster or countering a promote. (and on SR for jungling.)

    WoDahSj: So now what?.

    External Image: "Let's find some friends."

    WoDahSj: and then beat them in different ways?! Let's talk about that now :).


  • Three Paths for Leveling Amumu's Abilities

    Tank Path: No Tank on the Team? One just joined :).

    Tank in Dom,
    Tank in SR,
    For levels 1-13:
    You will be using Tantrum mostly here, saving Despair if you need to push faster or have extra mana and of course if any enemy champion attacks you. Save Bandage Toss for moments when you may need to stun an enemy champion to either enable a kill or buy time for yourself and an allied champion to get away, potentially allowing yourself or an ally to get another spell off of cool-down.

    For levels 14+: Once you start getting Bandage Toss leveled you will be able to disable and damage single enemy champions much more often and effectively.

    Team-Fights: Your main concern in fights should be getting in first taking the first blow and then finding the proper positioning for you're ult Curse of the Sad Mummy, if you have to Bandage Toss to do so feel free, just pay attention to timing consider how many enemies you will be suppressing and if you allies are ready to capitalize on it. Make sure you have Despair going whenever you are close enough to enemies, while the enemy is suppressed by you're ult pop Tantrum where it will hit the most enemies. Then focus on detouring their main damage away from you're group and back on to you Bandage Toss should easily allow you to get into position for the enemy to focus on you more.

    Off-Tank Damage Path: Already have a Tank? its Damage time :).

    Off-Tank Damage in Dom,
    Off-Tank Damage in SR,
    For levels 1-13:
    Your Bandage Toss will be very valuable here to stun and add damage to enemy champions, followed by a Tantrum. This allows you to jump in and nuke usually fallowed by an ult if positioning is right. You can harass enemy champions and also farm and push well. Only use Despair if you are committing to a fight or chasing after or running from an enemy champion that is close by.

    For levels 14+: Once you start getting Despair leveled you will really be able to start cutting down the enemies health, which at level 14+ when everyone is gaining a lot of health (especially tanks) its great timing and will be very valuable for your team late game.

    Team-Fights: Your focus should be to get in the fight second, Be prepared to Bandage Toss into a good position turning on Despair while you're rope is mid air then pop Curse of the Sad Mummy to suppress everyone after which its up to you to judge if you need to focus your damage on an enemy champion that's huge threat or focus it on someone going after you're allies. Make sure you pop Tantrum whenever it comes up.

    Off-Tank Assist Path: Already have a Tank? and Damage? Assist it is :).

    Off-Tank Assist in Dom,
    Off-Tank Assist in SR,
    For levels 1-13:
    Utilize your Bandage Toss to initiate followed by toggling on Despair+auto attacks, throw a Tantrum when you can to add some extra damage.

    For levels 14+: Once you start getting Tantrum leveled you will be able push more effectively and add more aoe damage to fights.

    Team-Fights: You're Focus will be to hang in the back and protect you're squishies, using Bandage Toss to disable anyone attempting to attack them and Despair/Tantrum to add damage. Save Curse of the Sad Mummy only for instances where you have to pop it to save a life or if you can catch multiple enemies in it.

    WoDahSj: Ahh yeah look at what you are capable of.

    External Image: "Come play with me"

    WoDahSj: They will soon Amumu but first, Items!.


  • Three Build Paths and Items

    Keep in mind before I go over some of these set 'builds', to ME personally LoL is ALL about adapting there is no "one" build that is superior, there are many situations that call for you to get say thornmail vs a randuins first, or rush that deathcap.. Its very very situational and developing that sense and understanding will get you far. With that said its Item time! :D.

    Beginning Items in Dom:

    Tank Starting Items: , x2, , .
    Off-Tank Damage Starting Items, , .
    Off-Tank Assist Starting Items, x2, x2.

    ---------------------------------------                                                                        ----------------------------------------

    Beginning Items in SR:

    Tank Starting Items:
    Off-Tank Damage Starting Items 
    Off-Tank Assist Starting Items 

    When to use each build: How does one decide?.

    If its a 2/3 split either way: Take the one of the Hybrid Builds.
    If 4+ of the enemy are Physical: Take one of the Physical defined builds.
    If 4+ of the enemy are Magical: Take one of the Magic defined builds.

    ---------------------------------------                                                                        ----------------------------------------

    Starter Build: Simply buy the recommended items in-game.

    ---------------------------------------                                                                        ----------------------------------------

    Tank Builds: NOTE: for now warmogs has been removed from Dom, use [item_text=soul shroud] instead and when riot adds in a replacement for warmog's I will update these builds.

    Hybrid Enemies:

    Hybrid Tank Standard: Balanced Mix.[builder=Amumu/72ee2a10eeac5ea032ca812a79ecd649]
    Hybrid Tank A: vs Higher Magical Threat.[builder=Amumu/9895cf5efafbfc3cd5a052edef76714d]
    Hybrid Tank B: vs Higher Physical Threat.[builder=Amumu/ed4c0cc6802c84a0b3545861da492c7e]
    Mostly Physical Enemies:

    Physical Tank Standard: Balanced Mix.[builder=Amumu/09082a92879f3a41e9080926d6063bef]
    Physical Tank A: vs High Damage/Life-Steal.[builder=Amumu/e6c9f892b47a2db6be4207b0a3bdf23b]
    Physical Tank B: vs Attack Speed/Crit-Chance.[builder=Amumu/666c1a71a43f01cde88aad1352742a8a]
    Mostly Magical Enemies:

    Magical Tank Standard: Balanced Mix.[builder=Amumu/ca96d69a1e2fd8a94cc9c22742afff2f]
    Magical Tank A: vs Poking Magic Damage.[builder=Amumu/587a29720fafea2ff1e2a01c17cbd8c4]
    Magical Tank B: vs Bursting Magic Damage.[builder=Amumu/dafecc20de093898d50d26d8feb84106]
    ---------------------------------------                                                                        ----------------------------------------

    Off-Tank Damage Builds:

    Hybrid Enemies:

    Hybrid Off-Tank Damage Standard: Balanced Mix.[builder=Amumu/d10e02d5dcbeddb0caab0f1b058033bd]
    Hybrid Off-Tank Damage A: Dieing a lot.[builder=Amumu/76c404d90822ee3d2097e94b84e03f4c]
    Hybrid Off-Tank Damage B: Successfully Killing.[builder=Amumu/da3de779047d09a8f7f93adcf818060a]
    Mostly Physical Enemies:

    Physical Off-Tank Damage Standard: Balanced Mix.[builder=Amumu/cd08a62eb02b5dae7ef9822a98fd7a55]
    Physical Off-Tank Damage A: Dieing a lot.[builder=Amumu/7e8a3abd35da207bb1c57874a75b3f9c]
    Physical Off-Tank Damage B: Successfully Killing.[builder=Amumu/af155663edb16b0c7b1920127c483e3d]
    Mostly Magical Enemies:

    Magical Off-Tank Damage Standard: Balanced Mix.[builder=Amumu/487e181674b6e1e02d42c2f437ae7d8a]
    Magical Off-Tank Damage A: Dieing a lot.[builder=Amumu/97003a33706ae8b65bab9f56cfea9e0b]
    Magical Off-Tank Damage B: Successfully Killing.[builder=Amumu/6fb56bc279acd0f18fd43cc64cfe4e66]
    ---------------------------------------                                                                        ----------------------------------------

    Off-Tank Assist Builds:

    Hybrid Enemies:

    Hybrid Off-Tank Assist Standard: Balanced Mix.[builder=Amumu/50f207739dcf860f4b1e5214e231641e]
    Hybrid Off-Tank Assist A: Dieing a lot.[builder=Amumu/851a05ebb75c32de3c1e348ed07cbb18]
    Hybrid Off-Tank Assist B: Successfully Killing.[builder=Amumu/48912d9a23662957346248f92b8a5048]
    Mostly Physical Enemies:

    Hybrid Off-Tank Assist Standard: Balanced Mix.[builder=Amumu/6d834ae7f5cf46de9cb3c2a15b7222bb]
    Hybrid Off-Tank Assist A: Dieing a lot.[builder=Amumu/4e909d9c07f24bb44fe26d3c6759ee1d]
    Hybrid Off-Tank Assist B: Successfully Killing.[builder=Amumu/8b481b62c4b8e3477e0507c465311a80]
    Mostly Magical Enemies:

    Hybrid Off-Tank Assist Standard: Balanced Mix.[builder=Amumu/e7a68d5aa68af1de14702b67011afb23]
    Hybrid Off-Tank Assist A: Dieing a lot.[builder=Amumu/6bed9b0f9c16ae08267ea000fb2617ca]
    Hybrid Off-Tank Assist B: Successfully Killing.[builder=Amumu/973ea4093658d654a666c60baee0960e]-----------------------------------------------------------------------------------------------------------------------------------------

    Items Applicable to Amumu: Those builds above are just a few examples of a clear cut build or long term goal. Itemization is still adaptable every-game to me. :).

    Amumu's Applicable Boots:

    Ninja Tabi: I'll take these when I need Protection vs Physical and Auto Attackers
    Mercury's Treads: I'll take these when I need Protection vs Magic and CC.

    Ionian Boots of Lucidity: I'll take these when I need to be stunning and casting faster.
    Sorcerer's Shoes: I'll take these when I need to burst harder.

    Boots of Swiftness: I'll take these if we are chasing more and I don't need more damage or defense. Boots of Mobility: I'll take these when I am switching points to help defend or assault a lot on the map and again if I don't need more damage or defense.

    ---------------------------------------                                                                        ----------------------------------------

    Amumu's Applicable Defense Options:

    Against Physical:
    Thornmail - I'll grab this when an enemy is rushing high damage/life-steal.
    Randuin's Omen - I'll grab this when an enemy is rushing attack speed and crit-chance.
    Sunfire Cape - I'll grab this if multiple enemies are rushing damage/life-steal.
    Frozen Heart - I'll grab this if multiple enemies are rushing attack speed/crit-chance.

    Against Magic:
    Chalice of Harmony - I'll grab this if i'm living in fights and running out of mana.
    Quicksilver Sash - I'll grab this if CC is the biggest problem in fights.
    Spirit Visage - I'll grab this if I need tank their magic more early on.
    [item=Force of Nature] - I'll grab this if surviving against constant magic harassment is the main concern.
    Odyn's Veil - I'll grab this first if surviving burst magic damage is the main concern.

    Against Hybrid:
    Warmog's Armor - I'll grab this first to further boost anything else I build's effectiveness for defense.
    Guardian Angel - I'll grab this if I need to tank burst damage of both types.

    ---------------------------------------                                                                        ----------------------------------------

    Amumu's Applicable Offense:

    Main Damage:
    Void Staff - I'll grab this if the enemy is stacking MR.
    Rabadon's Deathcap - I'll grab this if the enemy is stacking health.
    [item=Morello's Evil Tome] - I'll grab this if I need more damage plus sustain.
    Moonflair Spellblade = I'll grab this if CC is a problem for holding me down but not killing me.
    Archangel's Staff - I'll grab this if I know I will have mana issues but still want to add damage. MUST GRAB EARLY GAME AS IT TAKES CASTING TO BUILD.
    Deathfire Grasp - I'll grab this if the enemy team is really tanky.

    Damage and Defense
    Rylai's Crystal Scepter - I'll grab this to soft cc enemies from chasing allies or getting away.
    Rod of Ages - I'll grab this early on instead of Rylai's Crystal Scepter if I don't think I will need to Slow enemies. MUST GRAB EARLY GAME AS IT TAKES 10 MINUTES TO BUILD UP.
    Haunting Guise - I'll grab this if I need to balance tanking and damage early.
    Zhonya's Hourglass - I'll grab this to burst then distract the enemy team.
    Lich Bane - I'll grab this to chase and beat down mages.

    ---------------------------------------                                                                        ----------------------------------------

    Amumu's Applicable Utility:

    Will of the Ancients - I'll grab this if my team is mostly Magic.
    Abyssal Scepter - I'll grab this if my team is mostly Magic vs Magic.
    [item=Soul Shroud] - I'll grab this if my team is mixed.
    Aegis of the Legion - I'll grab this if my team is mostly physical.

    Hextech Sweeper - I'll grab this if stealth enemies are a problem.
    Shurelya's Reverie - I'll grab this when me or my team needs to chase/move around the map a lot.

    WoDahSj: Wow that was long.

    External Image: "Let me give you a hug."

    WoDahSj: Aww thanks.


  • Summary - Outroduction

    If you really read this far, first of all *applause* for you and thank you for checking the guide out fully :). You should now have a good understanding of my knowledge of Amumu. We first spoke about Who Amumu was and what he brought to the team, we then spoke about his Abilities more in-depth and Tips for them, after that we went over the Roles that I fulfill with him on a team, I then gave you the chance to pause and practice :) and I spoke a little of how I learn, we then looked at Runes/Summoner Spells and Masteries for each Role, fallowing that we spoke about what order to level your Abilities during a game for each Role, before finally talking about Build orders for each Role. All leading up to here, the outro.

    So there you have it 'WoDahSj's Guide to Understanding LoL - Amumu Edition' is before you. It has been a little long, I hope I kept you entertained and that it was easy to read :). LoL has been my prime game for years now and many of my friends/family enjoy it as well, I wish it the best and I hope it continues to grow and improve as it has since beta.
    Feel free to leave a comment and vote for the guide, I would love feedback and I am continually looking to improve :). So once again thanks for reading, and I will see you on the fields of justice :).

    WoDahSj: Anything to add Amumu?.

    External Image: "Let's be friends forever"

    WoDahSj: Of course :).


  • Changelog


    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update

    -Prevented the world from ending.
    -Used magic to spawn amumu into our world.
    -Amumu was detained by the USA Goverment.
    -Updated Changelog.

    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update

    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update
    -Reserved for Future update

    -Added Changelog
    -Updated format for champion dialog.
    -Updated Outroduction.
    -Added Starting Items for SR.
    -Fixed a bug that was not showing amumus portrait in the Outroduction.


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