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AMUMU
Amumu- Top Tear Jungler
by Ferocities
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RUNES>
9 Greater Mark of Insight
9 Greater Seal of Resilience
9 Greater Glyph of Force
1 Greater Quintessence of Fortitude
2 Greater Quintessence of Potency

MASTERIES>
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Summoner's Wrath

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Defense (14)


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Utility (16)


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SKILL ORDER>
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cursed Touch (Passive)
Bandage Toss X X X X X
Despair X X X X X
Tantrum X X X X X
Curse of the Sad Mummy X X X
ITEM BUILD>
Starting- regrowth-pendanthealth-potion

Early game- [hextech-revolverphilosophers-stoneboots-of-speed and possibly catalyst-the-protector

Mid game- will-of-the-ancientsrod-of-agesmercurys-treads

Possible items for finishing your build- abyssal-sceptershurelyas-reveriefrozen-heartrylais-crystal-scepter

If doing badly mid game, you can just go standard tanky amumu, final build for a tanky amumu would be something like mercurys-treadsaegis-of-the-legionbanshees-veilfrozen-heartforce-of-natureshurelyas-reverie
Introduction
Amumu is a sad champion, from lore to the attitude of the community towards him. When I tell people I main Amumu the response is normally something about the "weaknesses" that he has such as "useless without blue" and "He does no damage". Well with my considerable experience with Amumu I have devised a way to play Amumu that, if done correctly will make him deal a TON of damage and NEVER die.

The theory to my build revolves around spell vamp really, and because of this, it is best to duo queue when doing this build with someone that will play someone else that uses a [items/will-of-the-ancients.png] so you get that oh so Godly double WOTA which should mean a ton of spell vamp from all of Amumu's AOE abilities. (3/4)
Masteries
The defensive masteries ensure that Amumu's jungle is safe and the Utility masteries give you improved spell vamp, experience, and buff duration. All of which benefit Amumu greatly.
These runes focus on balancing Amumu's ability power with his tankiness.

The Magic Pen marks are simply the best for the slot, I do not suggest anything else because it is what I have found the most success with.

The Armor seals ensure a safe jungle and better low level duels with enemy junglers (not many people know, but Amumu's dueling skills in the jungle can only be beaten by the Gods of 1v1 such as [champ/leesin.png] and [champ/udyr.png])

The AP/Level glyphs give a lot of late game AP that Amumu needs. If you do not have AP/level, MR/level or flat AP would work as well.

The one health quint I use for a safer first clear of the jungle

The two flat AP quints are nice for early ganks and faster clear times early game.
Summoner Spells
[summoners/smite.png][summoners/flash.png]

Explanation:


I find that these to summoners are the best for Amumu, 100% of the time.

Smite is 100% neccessary because Amumu is prone to be counter jungled, and in order to recover effectively, you need to have smite.
Smite is also needed for securing Blue/Red Buff, Dragon, and Baron. If you fail to secure a Dragon/Baron it can without a doubt turn the outcome of the game around.

Flash has very strong synergy with Amumu, because positioning is so key with him. If the other team is set up correctly for a team fight (tanks in front, squishies in back) you will want to hit all of them with your ultimate [skills/amumu/r.png], in order to do this it is best to:
1. bandage toss [skills/amumu/q.png] to a tank (if you cannot hit a carry)
2. Flash to the middle of the team, or towards the carries.
3. Press R
4. Win the fight.
Skills
[skills/amumu/p.png] Passive: Cursed Touch

Amumu's attacks reduce the target's magic resistance by 15/25/35 for 5 seconds.

Explanation:



This passive is often overlooked but I find that it is a very strong passive. It is important to auto attack if possible because it is the only way this is triggered, this passive has great synergy with [items/abyssal-scepter.png] because the magic resistance reduction does stack.


[skills/amumu/q.png] Q: Bandage Toss

Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them, and deal 80 / 140 / 200 / 260 / 320 (+100% of ability power) magic damage.

Cooldown 18 / 16 / 14 / 12 / 10seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 25000


Explanation:



This is a skill shot that will take a little getting used to, but in order to play Amumu well, this skill must be mastered. Not only is it a 2 second stun, but it also has an extremely powerful 1:1 AP ratio. That means that for every AP point you have, this skill will do that much damage. You max this LAST because the AP ratio is so good that you don't need extra damage, it does not enable fast jungling like [skills/amumu/w.png] and [skills/amumu/e.png] does.

[skills/amumu/w.png] W: Despair

Toggle: Nearby enemies take 8 / 12 / 16 / 20 / 24 magic damage plus 1.5 / 1.8 / 2.1 / 2.4 / 2.7 (+1% of ability power)% of their maximum health each second.

Cooldown 1seconds
Cost 8mana per second
Range 300


Explanation:

This move is why you are a great duelist and why you destroy tanks in team fights. It also enables quick jungling and good damage on ganks. You max this second because of the % health damage that goes up with levels.




[skills/amumu/e.png] E: Tantrum

Passive: Amumu takes 2 / 4 / 6 / 8 / 10 reduced damage from physical attacks.

Active: Amumu deals 75 / 100 / 125 / 150 / 175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit, the cooldown on Tantrum is reduced by 0.5 seconds.

Cooldown 21 / 18 / 15 / 12 / 9seconds
Cost 50mana
Range 400


Explanation:

This move makes Amumu one of the fastest junglers in the game with blue buff. The cool down reduction for every attack means that jungle creeps will make it available to use often, and the reduced damage from physical attacks, combined with masteries, make the jungle creeps do less damage to you. This move also has a .5:1 ratio which makes this also a very good ability for damage, a vicious cycle also happens when combining this with spell vamp in team fights.
Cause- You are doing a ton of damage Effect- they start attacking you
Cause- They attack you Effect- tantrum is available to use more often
Cause Tantrum is available to use more often Effect- more health from spell vamp and more damage to the other team.




[skills/amumu/r.png] R: Curse of the Sad Mummy

Amumu entangles surrounding enemy units, causing them to be unable to attack or move for 2.5 seconds, dealing 50 / 100 / 150 (+35% of ability power) magic damage to them each second.

Cooldown 170 / 150 / 130seconds
Cost 100 / 150 / 200mana
Range 600


Explanation:


This ability makes Amumu a God of teamfights, even wiithout building AP on him. With AP, this is a 1:1 AP AOE ability that will nuke down their carries significantly while also rendering them useless for 2 seconds, while your carries go to town on theirs.
Skill Order
At level one, get [skills/amumu/w.png], it will allow you to kill blue buff.
After that max [skills/amumu/e.png], getting one point in [skills/amumu/q.png] at level four. Getting [skills/amumu/r.png] at levels 6,11, and 16.

TL;DR [skills/amumu/r.png] > [skills/amumu/e.png] > [skills/amumu/w.png] >[skills/amumu/q.png]
Item Builds
[items/regrowth-pendant.png][items/health-potion.png] How I start every game, gets you a quick [items/philosophers-stone.png]

if you believe that you will be counter jungled, it may be a good idea to start [items/cloth-armor.png][items/health-potion5.png] because with that you can be at close to full health at all times.

I then rush double gold per 5 ([items/heart-of-gold.png] and [items/philosophers-stone.png]) because in order to do well with this build you need a lot of gold.

[items/hextech-revolver.png] After double gold per 5, I almost always build this because of the sustain and damage it provides.

[items/rod-of-ages.png] This item is great on Amumu- less dependance on blue, health for tankiness, and AP for that extra damage and sustain from your [items/hextech-revolver.png].

[items/will-of-the-ancients.png] By this point, the AP you are HOPEFULLY playing with will have finished their [items/will-of-the-ancients.png] and you will be ready to win some team fights at this point.

TL;DR Core is [items/philosophers-stone.png] [items/boots-of-speed.png][items/heart-of-gold.png][items/hextech-revolver.png][items/rod-of-ages.png] then turn revolver into [items/will-of-the-ancients.png]

After your core, build any item that will make you tankier, or help your team.

Possible items are:
[items/abyssal-scepter.png] A great item, stacks with Amumu's passive, give Magic Resistance and Ability Power. I get this pretty regularly.

[items/aegis-of-the-legion.png] Aegis is an item made for a team fight monster, cheap and good stats. It is a great item for standard tank amumu but with my tanky-ap build I tend to stay away from this item. This is also a good item to build a cloth armor into if you started with that.

[items/banshees-veil.png] If you build a catalyst and the game starts to go sour for you, build it into this item and recover with a tanky build.

[items/force-of-nature.png] A great item for tanky Amumu, but not for this build.

[items/moonflair-spellblade.png] If you go for some aggresive boots but find that cc is still effecting you, this often overlooked item is not the worst choice.

[items/rabadons-deathcap.png] This item is of course a staple for all AP champions, if you are doing EXTREMELY well in a game you might want to pick this item up, but in general I prefer items with a little more... utility I guess.

[items/randuins-omen.png] If the enemy team is AD heavy, this item is a great pick up, it builds from your heart of gold from early game.

[items/rylais-crystal-scepter.png] I often find myself building this item because it seems to be what AP-Tank Amumu does best. It gives health, AOE slow, and a good amount of AP.

[items/shurelyas-reverie.png] Builds from your philosophers stone and great for initiation, something that Amumu excels at.

[items/zhonyas-hourglass.png] I never build this item, but I could see it being useful. The second most AP possible from an item and armor too? Sounds good, but my problem with it is that you WANT people to focus your with this build, and when you become invulnerable, the enemy team will stop attacking you and start focusing your carries.

I would say on an AVERAGE game my end game would look like this

[items/shurelyas-reverie.png][items/mercurys-treads.png][items/will-of-the-ancients.png][items/rod-of-ages.png][items/rylais-crystal-scepter.png][items/abyssal-scepter.png]

Boots 2

I only ever use two kinds of boots on Amumu
[items/ionian-boots-of-lucidity.png] The more aggressive of two pairs of boots, this will help lower crucial cooldowns on [skills/amumu/q.png] and [skills/amumu/r.png].

[items/mercurys-treads.png] What I get 90% of the time, tenacity is such an amazing stat and because of the fact that you don't have the 21st point in the defensive tree so you are vulnerable to kiting.
Final Comments
I will be improving this guide regularly, adding chapters, adding suggestions, whatever you guys suggest.

What I need now is FEEDBACK. This is my first guide that I have written and I need input on what I can do to make this better.

Have fun with Amumu, I know I have. He is a somewhat overlooked champion but if he is in the game there is no doubt that he will have a major impact on the game. I hear countless tails of horrible Amumus but hopefully with some help you can experience the same success with Amumu that I have had.

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Comments: 1
  • You Suck
    1 year ago
    Great build! I just went 10-2-18 with this build. good choice with spell vamp and keep on making those guides!
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