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AMUMU BUILD GUIDE: (Under Construction) AP Bruisermumu by PlowerOfFaces

by PlowerOfFaces (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Health(+78 health)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
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mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
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mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cursed Touch
QBandage Toss
WDespair
ETantrum
RCurse of the Sad Mummy
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 1/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cursed Touch
QBandage Toss
WDespair
ETantrum
RCurse of the Sad Mummy

Champion Matchups

Introduction

CURRENTLY UNDER CONSTRUCTION FOR SEASON 3. NOT ALL SECTIONS ARE FULLY UPDATED YET.

Welcome to my Amumu guide. I hope to show you folks why I love Amumu so much. Some questions you may be asking:

Why are you doing an Amumu guide?
He is my favorite champion and one I can always fall back on. Amumu is to me, as Akali is to Westrice.

Why should I play Amumu?
Amumu is one of the few junglers that can single-handedly carry a game, making him perfect for solo queue. His ultimate can turn around a game instantly.

What's different with your Amumu?
I build Amumu as an AP Bruiser in a similar way to a Rumble or Vladimir.

Why do you do that?
As an AP Bruiser Amumu can deal large amounts of damage while still maintaining his tankiness. It allows you to be of bigger use while pressing R and aimlessly spinning.

Why should I use your guide?
Amumu was one of the first champions I ever played. I first started playing around the time Sona came out. I've played Amumu ever since and loved him.

My stats for Season 2 and some games:

[http://i.imgur.com/Nw4ji.jpg]
[http://i.imgur.com/k00ep.jpg][http://i.imgur.com/aFmRD.jpg]
[http://i.imgur.com/ERJc7.jpg][http://i.imgur.com/hw0at.jpg]
[http://i.imgur.com/ucWKb.jpg][http://i.imgur.com/Wpd7S.jpg]
[http://i.imgur.com/FAyK9.jpg][http://i.imgur.com/1qBpG.jpg]
[http://i.imgur.com/4NFG4.jpg][http://i.imgur.com/g27rY.jpg]


Masteries

[http://i.imgur.com/u0XeDY1.png]

I focus mainly in defense as I feel Amumu's main goal is to be an initiator and soak up damage, that doesn't mean he shouldn't deal damage as well. As a bruiser your goal is to either dive onto the opposing carries, or protect your own. Being tankier allows you to charge the enemy, and force the opposing ADC and APC out of the fight. The "Initiator" masteries are good for charging balls in. The nine in utility masteries is highly recommended, mainly for the buff duration.

Runes

[http://i.imgur.com/9Xndw.png]

I prefer Flat HP quints as it gives generic tankiness. Magic Pen marks will add damage and are more worthwhile than using a defensive rune for marks. I use AP per level glyphs for the added damage. Change the runes as you see fit. Only thing really required are the armor seals. Switching the quints to movement speed can be good, as well as using MR per level glyphs, just as examples.

Summoner Spells


Flash is a must on Amumu. Flash in and drop your to change the fight or as initiation. Needless to say, Flash can also be used to disengage if a fight goes horribly, or if caught in the enemy jungle.


Smite is necessary on any jungler. Don't be that guy who thinks Smite isn't necessary because you can clear camps without it, the purpose isn't to clear camps. Seriously, don't be that guy. Use it to counter jungle, secure buffs, speed up jungle time, and steal/secure dragons and barons.

This video is on like every jungling guide out there, but seriously dude, take Smite.


If you're playing with friends and can coordinate well this can be a viable replacement for Flash.

When to Pick Amumu

Times to Pick Amumu

You hooked me? K I press R

You hooked me? K I press R

You mini hooked me? K I press R

You switched me into your team? K I press R

You flung me into your team? K I press R

You flung me into your team? K I press R

You went invisible? K I press R

You Absolute Zeroed? K I press Q

Times to Not Pick Amumu

He can just Headbutt you out

You can't stun him when he is in the air. Not the hardest counter out there, but he may cause you to miss an ult. It may be better to just get a different jungler.

She presses R and you go flying out of the fight.

He also just presses R and you go flying out of the fight.

Eats oranges and everything is k

Presses R and everything is k

Same concept as Fizz. He can pool and prevent your stuns. Just wait for the pool to end.

He can blast you away from his team. In solo/duo queue however, a lot of people are really, really stupid, and he may just blast you into his team. I wouldn't take the risk of picking Amumu though.

Her spell shield denies your initiation.

Skills

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

Explanation:

Amumu's passive can be useful as it will increase the DPS you and also teammates deal. Remember to auto-attack whenever possible. It will make a difference in a close fight.



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:

A strong bandage can change a game on its own. It doesn't matter who it hits really, as you will normally drop down your upon launching yourself in. Kobe24 proved how a bandage can win a game, or a tournament, in WCG 2010.

Its also possible to use this to escape by launching yourself to a neutral camp.
[http://i.imgur.com/RvKTA.jpg]
[http://i.imgur.com/AUvZK.jpg]



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 a good spell to bring down tanks and provide solid DPS. It is AOE so it will be useful in team-fights. Max it second. Not really much else to say about it.


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 spell is where a lot of your damage comes from and also some tankiness. The reduced cooldown from being hit works well in the jungle as neutral creeps proc it. This spell is also AOE and should be maxed first.



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 spell can change games. A massive AOE stun of doom; if this lands on the enemies carries, GG.



Skill Order

First, take a point in to clear Wolves and Blue; can also work. You want to max your as it synergizes well with the jungle. It allows you to take more damage and because of the cool-down reduction when being hit, you can spam it. After hitting level three you should take . At level three you should be taking Red and should begin to gank immediately after with it, so is necessary. should be maxed second as it deals consistent DPS. Lastly, max your as its main use is for the initiation and stun. Some max second or even first, but as it is a skillshot, you cannot rely on it for your sole damage.

Item Builds

UPDATE: This whole section will likely be rewritten almost in entirety. It is from season 2 and is outdated.

I recommend starting and . You don't need a large amount of health potions, the HP regen of the will supplemement this and allow you to get your earlier. You also don't need the early movement of . Once you get the red buff you should have enough gold to acquire both and , and you can begin ganking. When you gain the opportunity, you may go back and grab . Then go get the

The core items of , , , , and eventually building the Hextech into . All of these items give damage while adding sustainability and tankiness. The time when you get will depend on how your AP Mid (and/or AP Top) are doing. If they are doing very well, get the WOTA earlier and help them snowball.

, , or should be obtained when the enemy has high amounts of magic damage. Get the if your team does not have one already, otherwise just go for the . If the enemy has someone like AP , AP , or , where a lot of their damage is in one ability, get a .
UPDATE: is being nerfed. The magic resistance reduction aura is being reduced in size. The nerfs don't affect Amumu that much, as his range is relatively short, and I still feel it is a good item on him.

If you need armor get and . You should only get if your team has both a Frozen Heart and Randuins as the unique passive and active are more worthwhile than the damage return of Thornmail. If the enemy is smart they won't even focus you, rendering Thornmail useless.

Get a or a for generic all around tankiness. I would recommend over the for the unique revival passive.

If your support doesn't already have them, get and it will help your team.

Lastly, if you're not taking damage, you should get , , or . Usually you won't be able to just go straight-up glass cannon and will need the core bruiser items before the heavy damage items. Out of these three items prioritize because the unique active allows you to go in for suicidal ults and live. The armor also gives you even more tankiness, and is a viable replacement for . will provide the most damage. is a good item if you don't have , the penetration will help. You can also go , if you chose to get .

Dealing With Solo Queue Mentality

The people that play this game have some sort of mental problems, we all know that. Amumu is a beast at carrying through all the idiot 12 year olds and bringing in a win. This game is liable to give you AIDS and various other deadly diseases. You have to carry through it and don't doubt the possibility of victory. Don't give up, or you will lose. You may have a mentally deficient Varus who goes 2-24 and builds a Rylai's Crystal Scepter, but don't give up. Amumu can come back from losing all three inhibitors and win the game. His kit is built for destroying enemies late game and turning around entire games.

I once played with a friend, myself as Amumu, him as Pantheon, we came back from our idiot team-mates running into the enemy base and getting triple killed. The game was 40 minutes in, we were backed to our inhibitor, 2v5, and managed to kill them all and push down their base. I initiated with my as he went in with his ultimate. Because I was Amumu, I was able to lock down the enemies and allow my ally, a Pantheon (not the greatest late game,) to clean-up and we won. Don't give up even when your team-mates have more problems than the people in insane asylums.

Jungling Route

Amumu follows a pretty standard jungling path. Start wolves (have your team assist,) then go to blue, to wraiths, back to wolves, and to your red. Use your smite on blue as once you reach red, it will be up already (or come up while you're doing it.) At this point you will begin ganking. Prioritize top and mid lanes over bottom, unless bottom is being absolutely destroyed. Most of the enemy junglers pressure will be on top or mid and you should respond accordingly. If your mid is pushing hard, leave open your wraiths for him to take when he pushes to tower. During this phase, you will want to farm camps whenever there is not an opportunity to gank. Prioritize ganking over farming, unless you were invaded early and would be useless in a gank.

[http://i.imgur.com/v4OoE.jpg]

If your blue is stolen, you will have to try to counter steal. A mummy with only red is a sad mummy. If you fail to obtain the enemy blue, you will be forced to just go with red alone. This is an unfortunate day. You can make due but it will not be easy. When clearing camps alternate between the different creeps to maximize the red buff damage. Go back as soon as possible to obtain as you will desperately need the mana.

Ganking

If the lane is pushed towards your base at halfway or more, then you should come through river, into the tri-brush (if its on their side,) and come behind them.
[http://i.imgur.com/S2YsJ.jpg]

If the tri-brush is on your side, you will be forced to come directly from the river.
[http://i.imgur.com/8a8O4.jpg]

Coming through tri-brush and behind the enemy is preferable as it allows you to move to either side of the creep to throw your . If your team-mate has pushed, you should attempt a lane gank. Come from behind your tower, into the lane brush (against the side of the map,) if you can move to the next bush without being seen by the enemy or the enemy creep, do it.
[http://i.imgur.com/yIFUe.jpg]

Once your team's creep wave dies to the tower, the creep will begin coming your way, make your move now.
[http://i.imgur.com/yt795.jpg]

When ganking mid, you can come from either the brush on the side of the lane,[http://i.imgur.com/7LZRc.jpg]

or from the gap between the wall at wraiths and the brush.
[http://i.imgur.com/mxfNy.jpg]

Wherever you come in, try to be behind the enemy upon entering the lane. If you know the enemy has and you can reach him without using , wait for him to use his and then onto him.

There are also situations where you should dive the turret. If the enemy is low, the lane is pushed in their direction, or your team is ahead, that is an opportune time to dive the turret. There are various ways to do it. Here's a few examples:
[http://i.imgur.com/4ZjGk.jpg]
[http://i.imgur.com/qafx9.jpg]

If you miss your and are certain you and your team-mate in lane can kill the enemy, and then . Early game it will be worth using your on a single enemy.

Early Game

Early game you should be focusing on ganking any lanes that you have the opportunity to, and farming whenever you can't gank. Use your very liberally to prevent escape of enemies during ganks. Team-fights shouldn't be happening early game, so there is no point in saving it.

Mid Game

Most fights will be focused around Dragon. Remember to use your to secure the Dragon. Towers will begin to fall at this point and the laning phase ends. You can roam really hard in this phase.

Late Game

During this time the game transitions to be more team-fight oriented. Always stay near top or mid lane in case a fight breaks out for Baron. Your job at this point is to dive in and charge at the enemies ADC and APC. When going in, throw your (it doesn't matter who it hits, as long as you get in their team,) and then you put down your . Make sure you are positioned to catch either the ADC or APC in your , or don't use it. It isn't worth it to catch someone like , , , or alone this late in the game. You need to lock down the carries and force them to leave the fight.

If a fight at Baron does break out, you will need to steal it. Check the damage on your and the health of the Baron before going in. When fighting always keep an eye on Baron's health, and it when it is instantly killable. If your team is there, initiate with your and then drop down your . Your will fill the entire Baron pit and snare all of the enemies. Your team should have started moving towards the Baron before you and should be able to clean up. If the enemies are low, you may be able to actually 1v5 them, or at least prevent them from taking the Baron. You have strong AOE damage and an AOE stun; which means you can damage them all while they are locked in place. The only time you don't want to go in when the enemy is at Baron, is when you have no vision, the enemies are relatively healthy, and you are alone all at once.

Questions You May Be Asking

Is this build only viable as a jungler?

I guess it would work in a lane. Lanemumu is something, uh....unique, though. I have seen Lanemumu Top work because his W can cut through tanky foes, so if you want to do that, go for it I suppose.

Why build Rylai's? I thought the slow was less on AOE?

It is less, but the slow will still be significant when combined with all your other CC. Also, the slow will increase the damage that your does. The AP and Health are both great on Amumu as well.

Even with Abyssal Scepter nerfs you still recommend it?

Yep definitely. Neither the Ability Power or Magic Resistance were changed at all. Only the aura range. You should be in the middle of fights anyway so it doesn't affect Amumu much.

Suggested Battle Music

Always go into battle prepared.




Final Comments

That just about wraps up my guide. I hope you found my guide insightful in the ways of Amumu. If you have any questions about items, skills, ganking, or even jungling in general leave it in the comments below. I'll do my best to answer anything posted when I can.
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