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AMUMU BUILD GUIDE: A Mew Mew :3 by Varph

by Varph (last updated over a year ago)

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3
Greater Quintessence of Scaling Ability Power(23.22 ability power at champion level 18)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Armor(9 armor)
9
Greater Glyph of Scaling Magic Resist(27 Magic resistance at champion level 18)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
10
11
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
10 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 1/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
11 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 2/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 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

Introduction

Hello there! Welcome to my guide to Amumu jungle, Amumu is a main tank champion who rather than relying on insane amounts of CC to make him a threat, he has extremely high damage for a tank(by far the highest damage tank)... and he has a pretty impressive amount of CC anyway! Unlike the other tanks(except Zac) Amumu has multiple build paths that he can do viably and it all depends on the players preference and style. Amumu can go full blown maintank or he can go a sort of AP/hybrid tank build for damage output rather than damage soaking. This guide covers specifically the latter as AP Amumu is basically a jungling mage, and as a mid lane main that helps me feel right at home.

Season 3 Stats

[http://i.imgur.com/3AFLZO0.png]

[http://i.imgur.com/p1T7PUL.png]


Season 4



Season 5



My LoLKing: http://www.lolking.net/summoner/euw/25277585


Pros

  • Awesome damage output while being tanky
  • Teamfight deciding ultimate
  • Excellent jungle clear that becomes extremely fast
  • Crying is a constant source of %HP based damage with great synergy with
  • Doesn't need a Void Staff to be relevant due to how much flat penetration he utilizes

Cons

  • Very mana hungry
  • Relies on a skillshot for most engages
  • Like all tanks, is very vulnerable to counter jungling early on
  • A bad ultimate can be a teamfight losing act

Runes


Amumu has pretty good AP scaling on all of his abilities so the extra 15 AP is a noticeable chunk of extra damage especially early game for your jungle clear.




With Amumu's high damage output and the large amount of Flat Magic Penetration/Reduction he gets his hands on, Hybrid pen marks tend to be the best for him for the maximum damage output. Hybrid because Amumu should be autoattacking regularly to maintain his passive debuff on the enemy champions. He has no need for things like attack speed runes to help his jungle since Amumu does massive spell damage to the monsters and clears fast enough even during his first clear.




I use flat armour seals simply to make the jungle hurt less for the first few clears.





Since Amumu is still a tank first even with this heavy AP build he does need any tank stats he can get his hands on so I run MR per level to help against the enemy magic damage dealers. I feel they are much better than AP per level glyphs as Amumu won't and shouldn't be getting a Deathcap so he won't be amplifying that AP for a large late game pool.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
10 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 0/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 1/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
11 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 2/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
0/18/12


Amumu being the more damagey focused tank that he is, I'd recommend you go into Cunning for Thunderlords just to add that extra oomph to your kill potential as he isn't the best user of the tank keystones when he builds a bit less tanky than the other main tank champions.

Summoner Sets

Flash & Smite
There are simply no other options here. Every jungler should have Smite, it isn't a question of whether you need it or not! You need Smite for buff securing especially on Dragon/Baron. Flash on the other hand is also a 100% must, Whether it be Flashing to escape early counter jungling, catching people during ganks or most importantly late game engaging, Amumu's ultimate can decide a game and how it is set up is hugely dependent on things like Flash.

Item Builds

Starting Build(s)
Default Starting Build
2
Standard starting items for a jungler, these are just there to make the most difficult part of the jungle a little bit less painful and slow.
Final Build(s)
Standard Final Items
This is my standard AP Amumu build, it has a balance of tankiness with 3 health providing items and 2 specific defence items while all providing heavy damage output for Amumu. Amumu won't need a Void Staff to dish out massive magic damage either thanks to this build and his passive being loaded with flat magic penetration. Amumu will have just over 80 magic resistance pen/reduction on the target he is autoattacking.

- First off is the trailblazer, reason I go for it is entirely for sustain. Amumu uses a lot of mana in his jungle clear so the sustain provided from Trailblazer goes a long way to keeping him in the jungle and ready to fight. Cinderhulk is the best enchant to keep him beefy + the immolation aura is just perfect for his kit, that and the "mage" enchant, Magus isn't the best for Amumu due to it being heavy on AP and not other stats(like magic pen or things like Rylai's slow/Liandry's burn)

- This item has Amumu written all over it, even full tank Amumu likes the sight of this. This is the best MR providing offensive item for Amumu since it gives a nice 70 AP and the aura is perfect for him. The -20 MR aura on this item is quite small but that is no issue for Amumu due to his short range so it will be affecting everyone that concerns him. This is also yet another flat MR affecting item that contributes to why Amumu can deal so much damage without a Void Staff.

- As my armour item, I take Frozen Heart. Although it doesn't have any AP like Hourglass it is still a far superior item for him, everything it provides is amazing. The 20% CDR and 400 mana will go a long way in increasing his sustained damage and how long he can sustain that sustained damage.

- This is similar to Liandrys, a big 400 HP on an offensive item is great for Amumu. And just like Liandry's the best bit is the passive which synergises with Amumu's W and Liandry's since the W will maintain the Rylai's slow forever and that slow will then double the damage that Liandry's deals.

- Due to the fact that AP Amumu wants to get some tankiness with his items Liandry's is just ideal for him. It gives extra health to make him take a bit more of a beating and gives him some extra flat magic penetration(which he will get a lot of). The best bit though is the passive, the 2-4% current health burn from this synergises perfectly with Amumu's max HP% based damage W.

- AP Amumu jungle is still pretty much a mage and the more magic pen he can get the better!
Build Order
- It's the jungle item! Every jungler ever will complete their jungle item first as it provides the best stats they need especially when it comes to clearing the jungle. They also act as a sort of GP/10 item so the earlier you get it the better as it will pay for itself as the game goes on.

- I like to get shoes immediately after just to speed everything up whether it be moving from camp to camp or ganking. The 15 magic pen is also a significant damage buff on its own early on.

After the above two it varies a lot because 3 of the items can come first, the order of the next 3 is entirely interchangeable!

- I get Frozen Heart first if the enemy has a lot of AD damage.

- Abyssal for the magic damage.

- Rylai's if their team has well mixed damage(Health) or if I feel like I can snowball easily so I can just go greedy and get this first.

- Liandry's comes last since its the least important item BUT you can get the Guise early if you want for the magic penetration.

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

This is the spell you max first, reason being is that it is simply the most useful overall. It will provide the majority of your jungle clear and damage in skirmishes.


Next up is Q, I max Q after E since it provides nothing when clearing the jungle but it is better for skirmishes and ganks than W. The damage is quite noticeable but the most important part is getting the cooldown low(from 16 to 8 seconds) so you can use it multiple times in ganks and teamfights.


This gets maxed last as it only gains damage, but that damage is %MAX HP so it is less relevant early on in the game where opponents have lower healthpools. Although it is maxed last, I take my level 1 point in it since the damage it deals to monsters isn't capped and it will deal more damage than E at level 1.

Skills

Cursed Touch
This is a simply passive that really supports Amumu's niche as a main tank being that he has high damage out put. When he autoattacks something he reduces its magic resistance by 15/20/25 depending on level for 4 seconds. Simple as that, it is really handy for increasing not only your damage but your teams magic damage against the targets you autoattack since it is a debuff that affects them and in the jungle it affects the monsters bringing them into negative MR levels so that your abilities actually deal bonus damage!

This passive requires little to no input from you, simply make sure you are autoattacking your targets regularly and reap the benefits.

Bandage Toss
This is Amumu's only mobility move, and his only form of innate CC outside of his ultimate so it is quite an important spell. This is a long range linear skillshot that collides with the first target it hits. There is 2 parts too this spell, the first is the skillshot itself, if it hits an enemy it will deal a really nice amount of damage(80-280(+70% AP)) and will stun them for 1 second. The second is if the skillshot hits a target, Amumu will drag himself to that target like a sort of reverse Blitz grab, it is worth noting that even if they block the bandage with a spellshield Amumu will still fly to them regardless.

This spell due to being a skillshot is really what decides how the Amumu performs as he will have to land multiple bandages in fights and whether he lands them or not is what separates the good Amumu's from the great since missing it is the difference between doing nothing and sticking to your target. A big bit about this spell is the mana cost, this things mana cost and how spammable it becomes is why Amumu really benefits from a flat mana item(Frozen Heart ideally) since the spell costs a harsh 120 mana at rank 5.

Despair
This is a raw damage spell which is quite unusual for a tank to have. Despair is a PBAoE and a toggle ability, you push W and it turns on draining 8 mana per second and will deal magic damage every second to enemies within a small radius around Amumu. This is a really simple spell obviously so there isn't much too it, turn it on when enemies are near and turn it off when they are not. The %HP based damage is really nice since it doesn't require any items to scale into late game and it also isn't capped against monsters so this really hurts epic monsters.

This spell being a toggle and being able to be left active for the entirety of a teamfight(assuming you have the mana) is what makes Liandry's and Rylai's so amazing on Amumu since he can utilize their passives with this ability permanently.

Tantrum
This spell has both a passive and an active.

The passive is simple, Amumu takes 2-10 less physical damage from basic attacks and abilities. No thought required here you just appreciate the fact that it makes minions/small monsters do next to no damage, and it also adds up against enemy marksmen along with all the other defensive stats(especially the damage reduction masteries).

The active is another PBAoE spell but unlike Despair, it isn't a toggle. Push E and Amumu does a respectable(75-175(+50% AP)) to any enemies nearby him. This will make up the majority of your damage when clearing jungle camps and your damage in skirmishes/ganks early/mid game. The ability does have pretty low base damage scaling but that is because of 2 reasons,
1. It has a 50% AP ratio, considering how spammable it is that is quite generous and this Amumu build will make full use of that AP ratio.
2. The cooldown of the ability is reduced by 0.5 seconds per autoattack Amumu takes. This means jungle camps and minion waves will reduce the cooldown of this spell massively. Especially minion wave, due to this cooldown reduction Amumu can cast Tantrum every ~2 seconds if he is in a minion wave making him 1 of a very few amount of champions who actually wants to fight in the enemy minion waves.

Curse of the Sad Mummy
This is what makes Amumu a god teamfighter and one of the best late game champions. This is arguably the best tank ultimate in the game and a good ult can win games. Just like W and E this is a PBAoE although with a considerably larger radius, when cast after a very short delay Amumu deals a very nice 150-350(+80% AP) damage to enemies around him and entangles them. Now note that it is an entangle, this means it will root the enemies preventing them from moving and also prevent them from autoattacking however it will not stop them from casting abilities(unless that ability requires their movement is not impaired to be cast)

This thing about this ultimate is that it is a solo queue miracle, any team no matter how terrible can act on the giant yellow circle that just sets up the enemies for whatever they have to offer.

A very important trick you should get used to is the interaction this spell has with Flash, the R-Flash, due to it having a short cast time you can activate your ultimate and immediately Flash. This makes the spell A LOT harder to avoid than Flash-R since the cast time occurs before you Flash, also it looks kind of buggy and will create 2 circles on the ground which can confuse your enemies!

Items

Main Items







Trailblazer - Due to Amumu's mana thirst in the jungle, the sustain from trailblazer makes its the number one jungle item for him.

Cinderhulk - Even though it is an AP heavy build, Cinderhulk is still the best option. The extra durability it provides early on is far more valuable than that of Magus and the extra bonus health is really nice considering you will be build a decent amount of health with Rylai's/Liandry's. The best bit is the immolate aura since it stacks on top of your W which is basically a built in immolate itself.

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These 2 get lumped together as that essential offensive combo, Amumu's W literally cries out for you to have this combo since he can permanently maintain the passives of both items with Despair. Victims of Despair will find themselves suffering ~6% max HP per second/4% current HP per second/20% slow, that slow means it is very difficult if not impossible for immobile champions to escape and they are going to be melting under the continuous damage.
The passives ain't the only bits on this combo either, the 180 AP and 15 Mpen goes along way to making everything hurt more and the 700 HP will be your source of health out of your items.

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Now continuing down the path of AP/Tank Amumu, the combo above provided you with all the health you need but you still need to get some armour/MR. As far as MR goes there is only 2 AP items with MR on them, Abyssal and Athene's. Athene's only has 25 MR and it has 20% CDR which you don't have room for which leaves Abyssal. That being said Abyssal is pretty amazing for Amumu and arguably synergizes with his kit more than any other champion in the game. The AP and MR are obviously good but the best bit about this is the aura, the -20 MR aura on this goes amazingly well with the plethora of flat magic penetration Amumu gets his hands on and the range of it although short is long enough for Amumu's W/E/R and will benefit his team as well since he does dive into the middle of the enemy team and tries to stay there for as long as possible.



As a secondary option for a main MR item, Banner is a very appealing choice. If your support is not buying Banner or Locket it could serve you well to get Banner as it provides your team with the MR aura and provides you with some extra health/AP as well as the 40 MR.

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Frozen Heart is just too good for Amumu not to get on him regardless of what build you do. As the sole armour item it is ideal since it has a whopping 100 on it. The 400 mana goes a long way in aiding Amumu's rather harsh mana usage and the 20% CDR is a really significant damage boost allowing you to get out more Q/E's in fights. The aura is obviously a nice bonus in reducing the enemy autoattackers damage output as well which it should be affecting them most of the time due to Amumu's dive playstyle.

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Getting all the sources of flat magic pen keeps Amumu's damage relevant even late game without a Void Staff.



As my boot enchantment it just has to be distortion, Amumu very often relies on Flash for his engages so having Flash up as often as possible is a must.

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Other Options

Outside of the items I listed, there is only really 2 items(the 2 directly below this paragraph) that can fit into the main build for different situations. This is an AP Amumu jungle guide, not a standard tank Amumu guide! Nevertheless it would be silly of me not to include all options that are viable and strong for Amumu so I have listed a whole bunch of full tank items that full tank Amumu would/should buy.

Tank Amumu Build





As the armour item Hourglass is totally inferior to Frozen Heart but there is a situation to get it, if the enemy team are completely physical damage based Hourglass can replace Abyssal in the build. The extra armour is obviously going to be good but the 120 AP is a massive chunk of extra damage and the active can really troll the enemy team since Amumu is the first one in he will get focused and that 2.5 seconds of invulnerability will be invaluable, also Despair will continue to deal damage during the stasis.

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Locket is the best dedicated MR item for full tank Amumu, it has extremely similar stats to Spirit Visage and costs only 50 more gold. The added utility from the aura and shield from this thing do make it better than Spirit Visage since Amumu can't really make use of the healing passive on it.

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




Generally it is better to buy 2 armour items and 1 MR item due to how the damages come(Magic comes in burst where as Physical can be constant until you die) so Frozen Heart and this are ideal since they are the 2 best dedicated armour items in the game. The best bit about this item though is that it provides all those useful defensive stats/passives/active and it comes with 400 HP.

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An extra method to engage, more health and mana, what isn't to like about this thing?


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Sub-optimal Items




Both of these are not bad MR items but Locket is just the better primary MR item than them for Amumu. Banshee's main part is the spell shield on it which is just not that useful for a main tank since a single spell isn't exactly going to do much to you compared to a squishy. I mentioned why Spirit Visage isn't as good as Locket in the section above.

Early Game/Mid Game

As Amumu I tend to start on the blue buff side of the jungle regardless of team to guarantee that I get the blue buff for the mana sustain, and the smite on red for the health back.

Standard root is

Gromp/Smite > Blue > Crab > Wolves > Red/Smite > Krugs > Wraiths.

After you have done your first clear and backed for your jungle item+boots, that is where the options open up, as this is a guide and isn't tailored to your exact game it isn't really possible to give anything outside of vague advice since the jungle is the most dynamic position where no game is the same. Depending on how your lanes are doing and what they are/are laning against you can choose to try get a gank or two off but if that isn't the case you can just go to powerfarming the jungle and reacting to the enemy jungler ganks when you are close.

By midgame you will have your ultimate, If your ultimate isn't on cooldown and you are not ganking a lane something is wrong. Amumu's ult when ganking is pretty much a guaranteed kill so you should be looking for any opportunity to use it. My personal preference is ganking botlane senseless as the ultimate often will hit the both of them and set you up for a double kill and free dragon.

Dragon - When you have your ultimate Dragon can be an excellent tool to bait the enemy into a fight they don't want. If any of the enemy(Mid/Bot/Jungle) dies or the enemy jungler shows himself toplane and your team are at decent health you should call for a dragon attempt as Amumu's W isn't capped against monsters so he does a very impressive amount of damage too it, and your ultimate will almost certainly mean defeat for the enemy should they try contest it with less people.

Late Game/Teamfights

Before teamfights occur there really isn't much for you to do as Amumu is an all in or nothing champion. It is pretty much avoiding poke and deciding when to go in, and that is important. YOU MUST ENGAGE! The engaging team is the winning team, the team that makes the plays, you should be rallying your team together and looking for an opportunity to catch as many enemies with your ult as possible, the moment you go in and ult is when the teamfight starts.

During teamfights Amumu isn't like other tanks that focus on peeling or shutting down an enemy target for his team to kill, Amumu is a damage dealer after his ultimate(which like I said is basically at the start of a fight 9 times out of 10), after you jump in and engage you should pick a target, generally best if it is an enemy mage or marksman and go after them, your damage is more than enough to destroy enemy squishies(and even tanks due to the %HP based damage). Most of Amumu's power is loaded in his ultimate for teamfights, if you land a good one your job is done and everything that follows is a bonus, don't be afraid to die and get in the enemies face.

Conclusion

Thanks for checking out my AP Amumu guide, hopefully I have enlightened you to the most man mode and enjoyable Amumu build path!

Check out my other guides!

Ahri - http://www.solomid.net/guide/view/34307
Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-support-by-varph
Zyra - http://www.solomid.net/guide/view/64057
Brand - http://www.solomid.net/guide/view/64059
Syndra - http://www.solomid.net/guide/view/43301
Lissandra - http://www.solomid.net/guide/view/120925
Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph
Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph
Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph
Xerath - http://www.solomid.net/guide/view/122384-xerath-build-guide-apc-by-varph
Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph
Azir - http://www.solomid.net/guide/view/130092?k=933521410893311
Viktor - http://www.solomid.net/guide/view/130949-viktor-build-guide-apc-by-varph
LeBlanc - http://www.solomid.net/guide/view/130580-leblanc-build-guide-apc-by-varph

Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph
Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph
Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph
Nautilus Jungle - http://www.solomid.net/guide/view/128847-nautilus-build-guide-jungle-by-varph
Sion Jungle - http://www.solomid.net/guide/view/130673-sion-build-guide-jungle-by-varph
Bard Support - http://www.solomid.net/guide/view/133672-bard-build-guide-support-by-varph

Comments

August 5, 2014 - 03:44 PM #1

MR isn't that easy to get tons of because you don't need it, as a tank in a teamfight the enemy magic damage will rarely if ever challenge the damage you take from the enemy marksman who is pretty much certain to be shooting you.

August 5, 2014 - 11:05 AM #2

I liked the guide mainly for its name. A mew mew :3 ...sounds so cute and fun :P

August 5, 2014 - 06:30 AM #3

I'm no pro or anything, but isnt Evasive a ton better than Reinforced Armor? MR isnt especially easy to build and the vast majority of champions have some form of AoE magic damage, while typically only 1 or 2 enemies have crit.

July 7, 2014 - 05:28 PM #4

I like the different look on Amumu. Your build focuses more on AP which I think is totally unique! I'd love to see more unique guides like this out instead of the same ol' Cookie Cutter ones that crowd Solomid. Seems like you put in a good amount of time on this guide. I hope you don't get any hate just because this isn't the standard way to play the Sad Mummy.

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