AMUMU BUILD GUIDE: Laning Amumu Guide by BurstIntoFire

by BurstIntoFire (last updated over a year ago)

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Greater Mark of Magic Penetration( +7.83 magic penetration)
Greater Seal of Armor( +12.69 armor)
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
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0 Utility
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cursed Touch
QBandage Toss
RCurse of the Sad Mummy
View Skill Order Details


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
RCurse of the Sad Mummy

Champion Matchups





When I made these masteries did I think about having AP while still being tanky and this was what I ended up with:

Amumu Masteries 1

This mastery page is used when you go:


This is my prefered page for Amumu. I choose to go up to the Magic Penetration in offence last because I don't think 9 points in Utility will make any big difference.

Amumu Masteries 2

This mastery page is used when you go:


I choose some masteries for Amumu that not anyone will expect. It took me a long time to get into these masteries, but when I did the mat did it make so much sence. Like it or not, but the utility Amumu is actually really, really good at top-lane. I also get "The Most Important" out of Defence. The mana-regen, spell-vamp, bonus XP, flat CD reduction and the CD reduction are much more usefull than what you can get out of the last masteries in Defence and what you can get out of Offence. But this is just what I use, if you don't like can you look at the first mastery page i made.


This is all the "good" choices for runes to Amumu, everything else do I not prefer for this champion.

  • "Magic Penetration" Works reall great with Amumu, since all his abilities scale with AP.
  • "Armor" You can get armor to be more tanky if you feel like you don't need the Magic Penetration, but the amount of armor you get from Marks isn't that high.

  • "Magic Resist/lvl" I prefer these Glyphs for Amumu, since he have a tanky role do you need this. I better get MR/lvl than flat MR because you have reached the same amount at level 10 and at level do you almost have double that amount you get from flat MR.
  • "Flat Magic Resist" Magic Resist benefits very good at Amumu, you can use flat MR instead of MR/lvl if you don't have them, but I still prefer you get MR/lvl.
  • "Mana Regen/lvl" Mana Regen benefits very good with Amumu. It's not that dumb to grab mana regen since Amumu use a lot of mana, but you must know that you loose some of your early tankyness by get these.
  • "Flat Mana Regen" I do prefer you go flat mana regen instead of manaregen/lvl IF you go mana regen. Amumu needs the early mana-regen more than he needs it in late-game.
  • "Cooldown Reduction" Cooldown Reduction is not dumb at all. Amumu's ultimate improve he's gangking ability a lot, that way cooldown reduction can help you to gangk more often.
  • "Ability Power" Ability Power is a very agressive choice, I see it can improve you damage in a lot with Amumu's high AP ratio, but you'll loose some of your tankyness by using these.

  • "Armor" I prefer you use Armor Seals since Amumu needs some extra armor. It do's really improve your laning phase, especially against AD champions. Stacked with Masteries and will it give you 37 bonus armor at level 1!
  • "Flat Mana-Regen" Mana Regen Seals is also very good, but I think you need some sort of tankyness instead, but if you feel like Mana Regen works out better can you do that for sure.
  • "Health/lvl" Health/lvl is also a very smart choice, I used to use Health/lvl before I had my Armor Seals. You can feel the difference at your health when you use them.

  • "Ability Power" Ability Power is a agressive choice, but you need this extra damage you can feel the difference when you clear jungle and at gangks. I love them.
  • "Health" You can go with flat health Quintessence if you feel like you need the extra health to clear jungle early, not a bad choice at all.

The Prefered Amumu Rune-Page!


Summoner Spells


GHOST: I use this spell to chase, get back to lane and excape. YOU MUST KNOW that I only use this summornerspell because I have skills in using my ultimate, IF you have trouble with placing your ultimate can you pick FLASH () instead!

IGNITE: Very usefull spell, you'll get alot of kill with this FOR SURE! Also very good versus tanks. IF your team dosn't have any other Exhaust () should you grab that instead!

Other Summonerspells. Why/Why not choose theese ?

Simply retarded. I've seen some people use this to get vision to hit with . This summonerspell is retarded on amumu leave it to supports.

This spell earns you mana. Can be usefull to stay longer at lane, but with this itembuild I got is there no need for this. This summonerspell is retarded - don't pick it.

I guess you actually can pick this spell at Amumu. But then you have to cut off another summoner spell (///) which I do rather take than this spell, since this spell ain't dealing damage or gives you extra movement-speed which will make it hard for you to charge enemies.

I don't play Dominion, so I can't really say if this spell will work for you.

Allows you to bait people. I only think this spell will be usefull early game, but I quess you can run this. I just rather take one of my prefered summonerspells instead of this one.

NO! This summonerspell is also shit.

This won't work at Amumu, you ain't going to die that much since you're very tanky with this build.

Leave this for junglers.

No, this won't work for you.

I quess you can run this spell, since you solo-top and it's very usefull to just port to baron/dragon/teamfights. This summonerspell will allow you to farm more, but I still rather take one of my prefered summonerspells since I like the damage/movement instead of teleport. Teleport have a high cooldown which is the mainly reason why I not pick this on Amumu.


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

As tank it's very important to help your AP Carry and hit he's target to get more damage into him!
Alot of people think that this passive is useless but it do's more than you think!

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

One of Amumu's most important spells, it's a skill shot! Go "Normal Games" to practice catching your enemies with this spell! Make sure you're stunning the right target (Enemy Carry)!
A real Amumu dosn't need "Flash" () to catch enemies, since he got this spell!
Another good thing about this skill is that you can get through walls with it, use jungle-creeps to get faster through the jungle, very smart if you don't wanna waste your time!

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

Make sure you don't waste this spell. If you not are hitting anyone then disactivate the spell, because it takes alot of Amumu's mana. It's a good AOE spell in teamfight - Make sure to have it activated in teamfights.
Very strong against other tanks, Baron/Nashor and Dragon!

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

This is Amumu's damage spell (ALSO AOE) make sure to use it alot in teamfights! It's also a very good spell to last hit minions. Works great with "Spell Vamp"!

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


This is one of the most important abilities. It requires you place it right because it can change the whole situation of a fight. I prefer you do practice this spell in normal games before hitting ranked games.

How do I place this ultimate "Right"? It's actually not that hard when you get used to it, it just take some time to learn which position you have to be in and getting used to it's range so you can see how many you can catch from were you are!
So, how do I catch people up catch up enemies (many as possible). There is a lot of different ways that you can catch up enemies. When I catch up enemies must I make sure that my team can follow right away so I don't get caught. That means that you can just stand behind a wall everytime and catch up enemies through a wall, because you don't know if your team have a way to follow unless you go premade (This is also another reason why Amumu works best in premade teams). But if you and your team is hiding in a brush without the enemies knowing you are there can you catch them up and instantly ult (ofcourse you don't ult if you only are getting like 1 or 2 enemies) and your team will come a bring the pain to them.
Another way to catch up, let's just say you are on a lane, everyone is there and every one have vision at each other. There you activate and catch up with like a real Amumu, because a real Amumu do not need something like to catch up and then you activate your ultimate and the rape go's on, ofcourse you must know that this ultimate isn't a way to win every single team-fight. It requires that your team have the damage. You can't just catch up a feeded team and go in 5v5, remember that, there is a lot of people that do that and they never get's any better at this game.

It's a good idea to combo this ultimate with other AOE ultimate. A teamfight is almost won when you catch up and then use he's too, to inflict most damage as possible. You catch up with a , people can't get out of he's , I remember I did this with a friend once, we got 4 people by that combo which is pretty good done by two champions!
Some other champions that benefits good with Amumu's ultimate: , , , , , , , , , and .

Skill Order

1# Bandage Toss: 1/5
I pick this because of the instant dmg and stun, it can be a FB! Because people don't expect to take so much damage from Amumu. It's also the strongest spell Amumu out of , and to keep the enemy away from last hits. "This spell" combo is a strong combination (Use , then auto attack your enemy x3 and use , then follow him with and maybe if CD go's down use your again and you should get FB.

2# Tantrum: 1/5
I second pick this spell because of the instant damage. just dosn't give egnough damage when it comes to chase people down fast, it's also more worth it when it comes to mana!

3# Bandage Toss: 2/5
I pick this as number 3 because of the 60 extra instant damage. It can also give a kill at solo lane but also pretty bic chance for it at duel lane. After poking you enemies to around 70-80% hit points you can just go agressive when thet are far away from their turret, use to catch them spam and use to keep chasing them, hopefully your CD on is runned out and you finnish atleast one of them.

4# Despair: 1/5
I pick this at level 4. You maybe wonder why I don't pick , but it's because only gives 25 extra damage while Despar gives more damage over time, so it's better to chase people down while have ghost on, because gives you egnough movement speed to doing auto attacks, that means your pops, at early game that means your spells hits almost 100% of you magic damage on your enemies at early game! Also very usefull combo at "late-game".

5# Bandage Toss: 3/5
To improve your damage and reduce the CD. It's more usefull to improve, since dosn't make your deal that much more damage while it's also "over-time" and your dosn't give you that much more damage or reducing damage taken.

6# Curse of the Sad Mummy: 1/3
Don't think I have to explain why you pick this instead of he's other skills. But it have something to do with it's one of the best spells when it comes to team fights, can also be necessary with take somebody down, catch people and escape people.

7# Bandage Toss: 4/5
Again to improve you damage and reduce the CD. Stille more worth it to improve than your or .

8# Tantrum: 2/5
It is more worth than at this point and you can't keep improve your "Q" ().

9# Bandage Toss: [MAXED]
Again to improve you damage and reduce the CD reduction. It's more worth it. This spell with a CD reduction so low is just perfect! It will be very hard to escape from an Amumu with this [MAXED] at level 9! This spell almost good as/and sometimes better than (That's very OP when the CD is at 10 sec.

10# Despair: 2/5
Since your do you only have two choices back. I find this spell more usefull than at this point, because do's more damage over time than the extra "25 damage" gives you and the damage taken reduction is not worth it.

11# Curse of the Sad Mummy: 2/3
Well this spell is very powerfull, so I don't really see any reasons to upgrade or at this point.

12# Tantrum: 3/5
To get the extra damage from Tantrum and more damage reduction. I think the extra instant damage will be good at this point. You can also pick if you don't feel the same, dosn't make a big difference.

No need to explain the rest.

Skill Combo's

Before you have you got your ultimate is the combo for engage and chase people

I activate before engaging with to get the maximum damage on the target. Remember to hit your auto attack aswell to activate to deal way more damage.

Early charge with ultimate (This could be a nice combo to use when your jungler are gangking your lane)

As before do I activate before engaging (based on how much mana I got), then I instantly after i charged with my . As in nr. 1 do I keep auto attacking to activate for maximum damage.
Why is it a good idea to use as one of the first abilities?: That's very simple. With using first do I get a stun and high damage in on targen. It's also a very good idea to use this as a kind of , it just requires skill. You also want this spell to get off CD better than since dosn't deal more damage than and dosn't stun.

For teamfights

It's important that you get your ultimate right into the enemy team, you can use instead of . Spam . Use auto attack on the right targets to lower their Magic Resist. Use whenever it's off CD. Use as the last spell to get an kill at an enemy that are about to escape.

Items that could be usefull

"Ninja Tabi"
  • Gives you armor + dodge which is pretty good against AD. It acutally makes a different in laning phase.
  • You can start out with + which gives you a long laning phase against an AD, Then you can upgrade it to . That means a good early laning phase and you don't really loose any money on a item that can't be upgraded.

"Mercury's Treads"
  • The best choice when it comes to boots against a hard CC team. The reason why you buy this and not another Tenacity item is because you don't need any other Tenacity item, because they all suck ass late game.
  • Champions you should buy these boots against:, , , and .
  • Don't buy these boots in a situation were you have the lead and need Magic Penetration boots () to deal shitloads of damage and finish it like that instead of go defensive, unless the CC is to much and you need these boots for avoid getting CC'ed to much and do it that way.
  • These boots can be what makes you win a teamfight, because enemies useally try to avoid you ultimate buy keeping you CC'ed and go kill your team while you can't do anything against it.

"Sorcerer's Shoes"
  • The most agressive boots you can get.
  • These boots give you the Magic Pentration you need to blow up you enemies. I useually buy these boots because I go very agressive when I play Amumu.
  • This is a good idea because of the high AP scale on Amumu's abilities. In a early teamfight lvl 6-8 at dragon can you like take the enemy AP or AD down to 33% HP with and unless they go more tanky than useually. You just can do shit against a high damaging Amumu since he also have so much CC.
  • Don't think that these boots can help you out of any bad situation. If you got caught would I go for or to avoid taking too much damage, since that can be the key to win a lot of teamfights instead of doing shitloads of damage.

"Boot's of Swiftness"
  • Not anyone would see that come... That an Amumu would buy these boots, but this can be the key since the extra movementspeed can make you do so many other things an useually.
  • Can also give you the effect to replace your better (situational).
  • Kite a Singed, avoid Brand's abiliies and so on can be the key to win.

"Hextech Revolver"
Hextech Revolver is a very strong item on Amumu.
  • Gives you a lot of sustain for only 1200g.
  • Upgrade this to which can benefit with your AP carry. Which will give a hige difference in teamfights.
  • You can also upgrade this to if you got a ego-trip going on.

"Hextech Gunblade"
This item can be very important in every kind of fight!
  • 1v1 fight: A good way to make sure that your enemies dosn't escape you and secure a kill (Can also be very usefull if you get it early, "300 dmg" is actually pretty OK).
  • Support: Supporting a team-mate in getting a kill. Can be that what makes the kill in the end if you and your team-mate otherwise would be out-runned.
  • Teamfights: To stop and enemy in catching you or a team-mate, to catch an enemy that are trying to escape, Last hit an enemy and Secure a kill.

"Will of The Ancients"
  • Very strong sustain item that can benefit with AP Carries.
  • Very strong if your team runs double AP.
  • Increase the time you can have on lane which gives you better farm + XP.
  • The item is not so expensive +1

"Sunfire Cape"
This is one of the best items that benefits with Amumu.
  • Gives you armor that will make a different in fight.
  • Gives you free dmg around you (it works very good with your ). Just be carefull when you are hitting a tower and an enemy stands close to you will the tower start attacking you because you always will attack enemies around you.
  • Gives a great amount of health which you always can use!

"Frozen Heart"
  • Gives you a big amount of mana which always is a plus since it's Amumu and mana can be very usefull in fight. Actually Amumu is worth shit without mana.
  • Gives you a passivly slow at the enemies attack-speed. That can be very usefull against champions like , , and so on...
  • also gives you the second highest amount of armor that an item can give you (usefull).

"Banshee's Veil"
  • The passive is very usefull against champions that can use any kind of CC on you like , , , and so on...
  • Gives you Health + Mana which we know is usefull for Amumu.
  • Gives you magic resist. Magic resist is maybe the biggest reason to why I buy this item.
  • Some people means that the item isn't worth it when you look on how much gold it cost, but it actually not was it about since Amumu kinda need this passive. If Amumu get's CC'ed in the perfect time to use he's ultimate could it turn the whole fight and end up with lost game.

"Force of Nature"
I useually don't buy this item, but it can be exactly what you need.
  • Extra movemet-speed.
  • A high amount of magic resist.
  • Alot of "HPR pr.5". The health regen is based on how much Amumu's health is and since I stack a lot of health on Amumu is this item a really good choice against AP carries + it heals you up in and after a fight.

"Guardian Angel"
I always buy this item to Amumu late-game!
  • This item gives you armor and magic resist which works really good on Amumu against a team with magic and physical damage.
  • The passive is great for Amumu. Allows him not to get focused in teamfights.

"Zhonya's Hourglass"
  • Gives you armor. The amount of armor this item gives you is "ok", it will make a difference in fight.
  • This 100 AP the item gives you is pretty good. You will se a difference especially on your and .
  • The mainly reason why I buy this item is not only the armor, but also the passive. The passive is really strong and usefull. Use it in fight!

"Rabadon's Deathcap"
I don't useually buy this item, but if you are in that situation that you are carrying your team can it be very usefull.
  • This item gives you a very high amount of AP, which makes you able to carry the game if that's what your team needs.

"Aegis of then Legion"
  • A not so expensive but very usefull item.
  • Gives an aura to you team that will make a difference in teamfights!
  • Improves all the stats you need (health/armor/magic resist).

  • Can be what you need against really high damaging AD carries like , , ,, and .
  • This item do not cost that much for what it gives you.
  • The passive can change the whole fight.
  • the amount of armor this item gives you, is the high amount of armor an item can give you in the game.

"Randuins Omen"
  • Usefull item against AD carries and overall. I do not useually buy this, but I've tried it out sometimes and it seems to work very well.
  • You can start buying and that way earn more gold, and then upgrade it to "Randuins Omen".

"Shurelyes Reverie"
  • Gives you a lot of stats that you need (HP, HP-Regen and Mana-Regen)
  • You can upgrade this by and that way safe alot of gold!
  • The passive is very strong to catch up enemies that are running and also works the other way.

You maybe think these item works good on Amumu? NO!

"Rylais Crystal Scepter"
  • Gives you health, AP. It's is good for Amumu, but it's not worth it for the amount of gold this item cost.
  • The passive won't really make any diffference.

"Trinity Force"
  • Gives you a very small amount of alot of things that you need, but it ain't worth the amount it cost.
  • the sheen passive won't really make any difference.
  • The extra movementspeed is good, but ain't worth all the money it cost compered to other items.

"Warmogs armor"
  • Gives you a high amount of health, and HP-Regen, but it ain't worth the amount of gold.
  • You will get health from other items with these builds, you don't need more health.
  • You'll get hp regen from other items, you don't need this.

"Rod of Ages"
  • The problem with this item is that you need to get this item early, whoch you don't need and the other items is so much more important than this.
  • Gives you all the stats that you need but the armor, magic resist and passives from the other items is way more important.

How to play against [??]

There is a lot of different champions that you can be against at top-lane. What I'll tell you here is how to play against different kinds of champions. It's very important as Amumu that you know how to play against differend kinds of champions since there is many ways you can play Amumu. This is mostly about items and the moves you make at lane and what you ain't doing against your enemy.

There are many kinds of champions you can face since almost every champion can move top-lane.
  • Melee AD
  • Melee AP
  • Ranged AD
  • Ranged AP
It's very important that you buy items after what you are against. If you also have different types of tanky rune pages would I ofcourse say that you should go "Magic Resist" against an AP and go "Armor" versus AD. If you are going blind pick do I prefer you just get the armor page since people often choose AD top, 2 versus 1. The rune page I made includes both (Armor and Magic Resist), I always use this page at Amumu, but I don't see anything wrong in getting more "Armor" against an AD or more "Magic Resist" against an AP.
There is also a lot of choices doing your build. The builds I have at the top of this page is what I useually end up with, but I always try to build after what I'm against to counter much as possible. You also have to think about who deals most damage at the enemy team and who is the most important target on the enemy-team. You must remember as Amumu that you are pretty important in fights and people counters on you and what you to do the things right which is impossible without the right items.


A melee AD can be really easy to face, but there is a lot of things that you have to worry about, since they can be really tricky.
If we say you're facing . Gangplank is a very strong champion at solo lane, he have not really any trouple getting gold, but he's items is very expensive. He got no CC, but he's counters your CC pretty hard. He's damage is pretty standard and is often kinda tanky. can choose to go agressive and harass you with . What do you do against him? It's actually not that difficult. At level 1 do you buy + . The extra "Armor" will be usefull and all your pots will make it hard for gangkplank to harass you. If he do's go agressive early game will he waste a lot of mana. Gangkplank without any mana is an easy to gangk for your jungler. You wont really use any mana at getting harassed since your pots ain't costing any mana, which will give you an easy domination around lvl 3-5 if he's going agressive, if he dosn't can you just farm and try to get a in at him. Nothing bad in harassing as long as you have egnough mana to use in case that something bad should happen. Ofcourse you don't get to agressive and push to far since Amumu is an easy gangking objekt before he hits level 6.
If we say you're facing a champion like . Riven is a very difficult champion to lane against as Amumu. Her can be a really pain in the ass in fight, since people often grab a to avoid your CC and makes your live sad. Against champions like her is it important that you go + as with and for the same reason, but I also want you to go back early to grab a or since you wont survive a gangk against a champion like her without your ultimate. At laning phase would I prefer you keep or off CD since it can save your live! Don't use to get back faster back on lane or something stupid. Against champion like these would I focus on getting , , and .


Amumu is a melee AP, but compared to other melee AP's is Amumu not the strongest at laning phase since is a skill shot that can't hit through minions which make it hard for him to burst a high amount of damage on your target. A lot of melee AP's also have a heavy CC that shits on . Your best chance in laning phase against these types is your and that can deal a small amount of damage that is very cheap when it comes to mana. No matter what is your number one mission at laning phase not to die, so play save.
Let's say that you're facing a champion like . This champion have a very high amount of damage and a slow. Your AOE damage shits pretty hard on her stealth but don't fuck with her since her spell-vamp can give her around 20% HP from one combo early on. Grab + at level one against someone like this. You will need potions against champions with a high amount of damage at laning phase to get the right amount of gold before going base for shopping. Get an early ward on champions that can like keep charging you or champions that just have some sort of slow/CC. Why do I get an early ward against Akali? Well. It's not because of her slow but because of that pretty much shits on my , and , you have to think logic.
Facing someone like . Singed is a tanky champion that can deal a very high amount of damage. He can use to fuck up your position which can be very dangerous for an Amumu. I want you to be carefull against champions like him. I would prefer you buy an early ward against him too, but you can do fine without. Just play safe, try to get as many last-hits as possible and avoid dying.
Early items that all could be usefull against someone like him: , , , , and (Read item section for explanation of why these items is usefull).


Ranged AD is not something you wanna face. If you know that the enemy-team are picking ranged AD for top do you go get another champion that Amumu, but in case that you should face one sometime would I prefer you follow this, remember you are welcome to send me a question if there is anything I am missing that you wanna now!
Let's say you're facing a . Teemo is hard for you to face. He can harass you with he's auto-attack while it isn't possible for you to get close to him unless you use or . How do you lane against him? You play safe, you wont need an early ward since it will be hard for you to push the lane anyway, wait for your jungle and you catch him up and get an kill, it isn't so hard since he's kinda squishy. What items do you buy against a ranged AD? I get + since you will need the "Armor" and the pots to keep up you health. Early do I focus on getting , and (you will need the stats from every single item to keep up your health and mana. Later will I focus on getting items like , , , , and in case that Teemo is grabbing are you getting since this item is the strongest item against and hard hitting AD with a lot of attack speed! If you follow this will you not have any preoblem at all. As long as you play safe and use your abilities on the right time your will be okay.
Let's say you're facing a bruiser . You pretty much do the same against Nidalee. Grab + for the same reason, there is not rly any way that it will be okay for you to lane against Nidalee with and . Play safe, get as many last hits as possible and always try to atleast get in XP range if she is going agressive on you, you just have to face it thata ranged AD can move away from you and keep harassing you from a distance and it's just impossible for you to keep HP up if you don't give a fuck for her damage. Remember that later on will you bee the strongest since ranged AD can barely do anything against you if you follow this build.


Ranged AP is what I fear most. Some more than others. If I see the enemy-team go's double AP do I not pick Amumu, I have tried it sometimes and let's just say it's not easy. Your enemy can often get your out of XP range and your only chance for getting some CS is by you jungler gangks top lane or under the turret trying to get as many CS as possible. If you go Amumu versus an Ranged AP is it because your ultimate benefits very good with one of your other team-mates ultimates, because you can sure still win a game by winning team-fights without having a high amount of CS.
Let's say you are against . Vladimir is really strong against you since he's spells isn't skillshots and he can keep harassing you without loosing HP. You can't barely do anything but try to farm as much as possible without dying. Items that are good in this case: , , , and . The reason why is good in this care is simply because of the HP Regen and the bonus gold. is just a very strong item on Amumu against AP, mainly because of the HP and MR, spell-vamp from improves your sustain and gives you a possibility to stand longer time at lane to get egnough gold to an item before recalling.



This is a video I found in my LoL Recorder when I used to play with my old team. Some of my friends wanted to try out double-jungle in a normal game, which was a great oppertunity for me to try out Amumu solo-laning against two champions! It worked out really well. This video also show you alot of thing that I wrote in the guide like:
  • How good Amumu's AP scale.
  • How strong he is early game.
  • How well spell-vamp works on him.
  • Remember you need skills to play Amumu like that, practise him! Don't expect to do that first time!
  • How great Amumu is in teamfights when you play him right.
  • How to use
  • Basicly how to do laning phase. Since I was against two targets was I not able to take all cs because it was to risky.

Early Game

Early game is pretty much just farming, stay alive and protect turret. If possible to take down you enemy on lane would I go for it, but still make sure you got the right spells off CD in case a gangk should come from the enemy jungler. First time you hit base after laning do I prefer you buy atleast one to look out for gangks, gangks from enemy junglers is useually very effective on Amumu because of he's "non-escape spells" other than summonerspell ( or ). When it comes to last-hitting is it very easy, if your enemy-laner are trying to stop you last-hitting minions can you use your and to keep her on distance (ofcourse there are some champions that you can't do it with, but I prefer you just get so many CS as possible without taking to much damage and wait for you jungler to gangk.)
Around level 6 when you team should be going for dragon can you recall to base -> Buy items -> help you team getting dragon. Your makes it hard early-game for you enemy team to win a teamfight if you use it right, so if they smart they will let your do it. is also a very good spell to take down dragon fast since it do's damage in % of health.
If possible do I prefer you go counterjungle the enemy blue 7:20 in game, I do only prefer this if you know that the enemy jungler took it down as one of the first thing in the jungle path. (spawning time for blue = 5 min.) It's a good idea to bring a or to set in brush in case that someone from the enemy-team had the same idea about taking blue-buff. Blue Buff + gives you the perfect sustain which is very effective for you on lane.

Mid Game/Late Game / Teamfights!


Amumu can do a lot of stuff when he hits mid/late game!
  • Overfarm. Just get completely farmed. A good tip is to grab the wolfes or the double golems counters on which site of the map you are on.
  • Gangk. Since you are Amumu do's your gangks have a high effeckt. You can walk from top to mid, or you can move bottom after basing by brushes (Also very effective since Amumu got an AOE snare).
  • You can steal your enemies jungle. It can really mess up the enemies that they need a red or blue buff while your team have two. As long as your turret ain't being attacked and you got vision up is it okay, if not is it kinda risky.
  • when it comes to baron/dragon would I make sure to be there since you have a very important role for your team.


Teamfights is were Amumu really shows he's true power. Your team expect that you are doing good, and you better don't mess it up. Your fail can cost the whole fight and maybe the whole game. My build on Amumu will not make you a 100% tank, but you will be tanky egnough to take a big amount of damage, you just need to make sure your team-mates are ready and in right position before you charge in to a fight. As you can see have I made an good combo that you can use in teamfights:


I'm gonna explain exactly what I am doing here:
  • I activate "Despair" to get the maximum damage from that spell to get the maximum damage in. I do not really have this spell activatet in that long time if I don't feel like having egnough mana, because this spell do's take a lot of your mana, and you maybe need to pull on some other abilities instead of having this activated since this spell isn't that important compared to your other abilities.
  • I activate "Ghost" as the second spell to get in the right position very fast to make it easier for me to do my job in teamfights. You can also use "Flash" if you feel like having that instead.
  • At this point do I use or . I counters on my position and what the anemy team do's. If they are escaping as soon as I am there do I activate ofcourse I'm trying to get in most enemies as possible, or if they are going at me do I use at "their carry" and then activate my ultimate.
  • Spamming to inflict most damage as possible. Ofcourse i wont do that if I'm saving mana for another unless high have egnough mana. Remember the cooldown of this spell gets lower every time people is hitting you!
  • I finish off with "Ignite" if I got no other choice. You can also use it earlier if you know the enemy will use some sort of heal.

Final Comments

Thing I want you to rly focus on:
  • Follow the guides item choices, it's not a bad idea to actually read this stuff instead of just looking at the pictures.
  • and are OP in laning phase.
  • Practise before getting serious at this champion.
  • Watch the video.
  • I prefer you learn to play with instead of since it works so much better, also in jungle...
  • Blue buff is really good for Amumu, get some team-work up with your jungler to steal enemy blue-buff if possible.
  • Give me some respons of how it worked/works out for you.

This is how I lane Amumu, if you don't think this is the way to lane him, it dosn't make any sence, don't works for you can you just hit the "Dislike" buttom, I don't really give a fuck, I made this for help people laning Amumu and nothing else. If you think this is a great guide and it works for you, you can hit the "Like" buttom, it means alot to me that I made something that works for people :) Have a nice day!

If you got any questions are you welcome to leave a comment below!
And btw, if you don't like the guide, can you pleaz tell me what you think is wrong, Ill read all comments.


im forced to update this.
so i want to tell u guys a little about how laning amumu works atm.
laning amumu is not viable against a botlane anymore.
amumu is not able to go mid.
Amumu can go top against certain champions, but can easily get cut off as long as the opponent have a ranged poke/harass within a distance u cant handle like has.
Riot fucked up this champion so hard by not buffing his . GG



[title][/title]-New update-

I'm thinking about this. So far I'm working on alot of stuff and I don't wanna waste my time in something you don't want. If you guys want a new bruiserstomping Amumu guide then let me no either on my facebook page or leave a comment below! ^^

You can also check my facebook, all future updates will be coming there as soon as people like it.

Page: http://www.facebook.com/pages/AnimaLoL/291852640924328


December 14, 2012 - 09:51 AM #1

Nice to hear dude!

November 26, 2012 - 04:22 AM #2

I almost got a penta with this guide!

I went 10/4/11!

Thanks for this guide!

Hextech actually worked xD

August 5, 2012 - 09:44 PM #3

@yen4th Please don't even get me started bro. I can tell by now that you are mentally handicapped, you piece of shit.

April 30, 2012 - 05:16 PM #4

scumbag guide,

tells you to get hextech gunblade

says surge ain't worth it

March 18, 2012 - 03:27 PM #5

Video bad quality :I

nice in-depth guide tho

February 12, 2012 - 12:10 AM #6

even lane mummy doesnt max Q first.. >.<

February 4, 2012 - 11:57 PM #7

You should add Flash to the other summoner spells, it is still a good pick on amumu.

February 3, 2012 - 07:57 AM #8

Yeah I'll get more vidioes out from som ranked ques, but every time i try to upload something through owned do's something bug, like, you cant whatch that.


I'm sorry if this didn't worked for you, but every one must have their own opinion about this. It works for me. Even though I'm only 1600+, so I haven't tryed this out in 2000+ if you're that high =_=

January 31, 2012 - 12:42 AM #9

i love guides like this because theyre out of the ordinary, lane mumu destroys bad players obviously, but it also does well against people that dont know how good mumu can do in lane, and they suffer the consequences of it, 9/10 for me, could use a better video though :]

January 30, 2012 - 08:32 PM #10

Im sorry, usually i respect guides trying to explain something not usual, but this one is simply a joke.

I dont know why this got featured...

I pretty much disagree with 50% of what your writing in the description and the worst thing about the guide is your video.

Only thing it proves is, that you can win with any champ on any lane versus bad players and you, your team and especially the enemy do so many mistakes in this game.

Just put Amumu in the jungle where he belongs.

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