[Guide] Ability POWER!! Amumu!

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Odinson

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Member

09-06-2009

Amumu, the sad mummy, the tank/mage.

With his spamable Tantrum and Magic resist debuff he can really dish the dmg to people if they let him. This has been one build type I've used for him before and it has worked well.


Items:
First off ill start with items since thats one of the key elements in making a build.

Slot#1
Philosophers stone: first item I get helps you stay in lanes longer, and generates Cash whats not to like.

Slot#2
Sorcerers boots: Yes this is a deviation to alot of peopls mentality of EM3 over EM2 but with any luck you won't be doing any running or chasing besides bandage toss.

Slot#3
Banshee Veil: With the amount of disables I see flying around in games why settle for anything less than a spell resist/blocker.

Slot#4
Sheen(later on lichbane): good dps increaser for ability spammers both melee and AP dmg, and lichbane can make up for lesser movement on your boots.

Slot#5
Sunfire Cape: well its a simple fact that your a tank at heart and it is awesome on Amumu. Although you can wait to get it if you want seeing how this is an AP guide.

Slot#6
Archangels Staff: mass amounts of mana and gain %2 of that returned as AP this is good with banshee veil and lichbane juicing it more.


Other Items of Note can be alternated in or replace lesser items late in the game like philosophers stone, and depending on what you have on your team and what the enemy has will likely determine what items you do get, try and stay fluid with it.

Rylai's sceptre: its a bit of a pain to get unless you do it early on, but 500health 500mana 80ap and slows after an Ability use. It's a casters Frozen mallet, and that means less escapies. Good to have extra Health

Force of nature: excellent defensive item for anyone.

Warmog's armor: I like to replace the philsophers stone with Warmog's better health regen Tons of health and best of all its super easy to charge with amumu, and it gives alot of health and health regen once it is.

Chalice of Harmony: If you are having problems with mana this could replace Philosophers stone, and should solve the problem.

Rod Of Ages: Good HP/Mana and ap, you'll wanna get it earlier on so that it can charge up. It takes about 20 mins.

Abyssal Scepter: Straight up AP, magic resist very nice.

Mercury treads: If the other team has alot of slowers/Casters can be a good replacement for Sorcerer's Boots.



Ok Now on to Masteries...
I usally go 9/21/0

Offence:
Archmage's Savvy 3:More AP as you level easy to understand.

Plentiful Bounty 1:This will help with your jungling and slaughtering waves witch I will cover later, and in gaining money for those shiny items you want. Besides you need 4 in tier 1.

Sorcery 4: not that your gona need it for tantrum but it will help with the rest and also its a prerequisite for archaic Knowledge.

Archaic Knowledge 1: Magic penetration 15%, what every Ability user loves.

Defence:
Mender's Faith 1: Increases your heal for those lower lvls and decreases its cooldown.

Resistance 3: Magic resistance Yum.

Hardiness 3: Armor is just as nice and its a prerequisite for Hardened skin.

Evasion 4: Dodge Bonus easy to understand that isnt it.

Nimbleness 1: Speed boost when you dodge. always nice.

Hardened Skin 3: With tantrum this skill here is Beutifull!

Defensive mastery 0: thats right with hardened skill and tantrum your not gona be taking any dmg from minions so this skill is pointless. So No waisted points in it.

Ardor 3:More AP and attack speed for that magic resistance debuff Sweetsauce!

Tenacity 1: less damage not hard to understand I hope.


Now you might have noticed I skipped some masteries in there. That is because its a personal preference to most I usually go with Strength of Spirit 2 or Veteran's Scars 2 with my preference being Strength of spirit, but not by much.




Now ill Breifly cover Runes.
Most people have 3 different pages most people have themes on them Offence, Defence, Ability boosting, or what ever you have. Simply enough to go with the Ability page here with Ability power and penetration or what ever you have on it.



Spells:
I usually go with Smite for Jungling and Heal. Smite with your mastery helps a bit with Gold production as well. You might say Greed would produce more gold and you don't even have to do anything, but you wouldnt be taking into account that this will speed up your Pushes and jungling killing mobs and giving you more money for the kill shot.

If your not jungling its easy to switch out Smite for exhaust. The blind is good for Jax, Yi, and other auto attackers, and the slow is good for catching prey or for retreats.

Some people prefer Flash or Ghost. These are good ones as well.

Skills:
I have read Pyskos Amumu Guide (its a good guide), and I happened to agree with his skills section 100% So Here it is. Although our guides are very Similiar they have small differences.

Quote:
Originally Posted by Psyko View Post

-Amumu's Skills
*******http://img8.imageshack.us/img8/6663/ability132.jpg******** Bandage Toss (Active)
Amumu tosses a sticky bandage at a target, it stuns and damages the target while he pulls himself to them.
*******http://img10.imageshack.us/img10/4558/ability232.jpg******** Despair (Active)
Drains the health of nearby enemies. This deals damage that is a percentage of an opponent’s health – so it does a lot more damage to a tank than a mage.
*******http://img19.imageshack.us/img19/1434/ability332.jpg******** Tantrum (Active)
Permamently reduces physical damage Amumu would take. Additionally, upon being hit a number of times, Amumu can unleash his rage, dealing damage to surrounding enemies.
*******http://img19.imageshack.us/img19/7003/ability432.jpg******** Curse of the Sad Mummy (Active)
Amumu entangles surrounding enemy units in bandages, causing them to be unable to move or attack and take damage each second.
*******http://img32.imageshack.us/img32/8909/ability532.jpg******** Cursed Touch (Passive)
This unit has reduced Magic Resistance.

-Skill Order
1: Tantrum
2: Bandage Toss
3: Tantrum
4: Despair
5: Tantrum
6: Curse of the Sad Mummy (Ultimate)
7: Tantrum
8: Despair
9: Tantrum (Max)
10: Despair
11: Curse of the Sad Mummy (Ultimate)
12: Despair
13: Despair (Max)
14: Bandage Toss
15: Bandage Toss
16: Curse of the Sad Mummy (Ultimate Max)
17: Bandage Toss
18: Bandage Toss (Max)

-Reason for the skill order
TANTRUM IS KEY!!! Tantrum is huge harass and huge money. Rank 1 Bandage toss is all you need because the distance and time of stun is the same as max rank. You essentially get more out of Despair being ranked pre-bandage toss. Curse of the Sad Mummy at all available opportunities for obvious reasons.
The rest of his Guide can be found at Amumu - The Sad Mummy

Although with an AP build, your bandage toss will be doing some pretty decent damage so its understandable if you up it before despair. If your doing well with your AP build however your Despair should be getting close to 5% of your targets health a second. witch is hard to not think twice about. Many times ive killed ppl running from me with despair turned on trailling them several inches behind them.

The fact remains though that Tantrum is definately your bread and butter for Amumu Use it when ever you can and keep in the middle of people and/or creeps for maximum effect. It should do noticable damage to heroes and creeps alike even without AP adding to it, and is very spamable especially in big fights. You shouldn't be taking damage from the creeps either with this so its easier to chase down some one and beat them down with their wave as well in between towers or even at the tower. but be carefull since your a little lighter on the HP area then if you were a tank build Amumu.



Jungling:
Amumu is a damn good little Jungle Monkey, and the key is tantrum so Hopefully you listened to the skills section and got it. Regen amulet helps keep you going, With tantrum you can take most camps out fairly fast I like to start with wraith's. Start by smiting the big Sucker soon as he spawns, Cha Ching cash. Follow it up immediately with a tantrum this knocks the rest of there lives down about half way. The will die just as their beating on you refreshes your tantrum and you will be sitting with minimal damage. You will also be close to lvling. You can then poke your head out into the middle lane and keep the enemy from getting to frisky with your teamate or simply move on either way you can make it out there before the creeps have killed a thing yet.

You can then proceed to whoop up on some Wolves pretty straight forward tantrum and beat on the big dog. after this you can pill back and heal and buy next part of Your Philosopher's stone the Meki pendant (mana regen).

After this the rest of the camps are pretty straight forward seeing as you have lvled probly pretty quick. Smite bigger mobs as you beat the **** outa them and tantrum the little ones into submission. You can also pop out periodically and stun some opponents, and finish them off with your teamates. Its alot easier to hit some one with bandage toss when they arn't expecting it from the side.



Pushing Lanes:
Its pretty easy to turn on despair run through the melee creeps and get the ranged ones in tantrum range and BAM! kill the wave. If there is a cannon creep in there simply smite it and keep trucking. This isnt as fast as say Singed just sprinting down a lane with his poison turned on, but it works well enough.

This should keep your lane on the offensive beating on their hero or their tower. If its at a tower you can simple run up beat on the tower untill another way starts to show then run up take it out and return to the tower this should keep your creeps alive long enough for reinforcement waves to show up.



Hero Fights:
Your an excellent Catalyst in fights. You can bandage toss in and start wailling away on them with tantrum while your heros charge in behind you. Soon as they realize its a full on fight you can Use your Ultimate:Curse of the sad mummy and Boom half of their life is ticking away. Once again becarefull of your lower hitpoints and be ready to hit heal if the need arises. Or even funnier is allowing a Blitzcrank to pull you in so you can whoop him or taking the rocket grab for a teamate. Curse them stunning them and tantrum and restun one that you dont like with bandage toss.


One On One if your realitively not out leveled by your enemy you should be ok to take on just about anyone especially those pesky Jax players (AEs are undodgable). Ryze will curse you because he has to waste one of his abilities to get around your banshee veil, and eliminating his combo of root and nuke. Thus giving you the chance you need to whoop him.Evelyn heh simply tantrum her down and watch her run just to restun her with bandage toss or curse.





I've used these tactics to Carry teams through a win, and I've gone 2 vs 5 having a 26 kills 6 deaths 3 assists and 399 creep kills in a game. Even though the one other was gone for around 15 minutes. I've Won 9 out of 10 fights with it and the lose Was with newer players (lvl 6 was the highest). So it does work!


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HowlingKommando

Senior Member

09-06-2009

Great guide. Amumu is definitely a beast when used properly.


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Ithryn

Senior Member

09-07-2009

I love AP Amumu. I like to go Chalice->Rod of Ages->Abyssal Scepter->Sunfire Cape though. I guess it's pretty much what's in the suggested items, but it works really freaking well. I use a +HP/HP Regen rune hybrid and get Tantrum as my first skill to lay down serious harassment on opponents in my lane. With Flash and Ghost as summoner skills, it's almost always first blood. People always underestimate the damage Tantrum does when you hit them a few times to lower their magic resist.


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Atmosfear

Senior Member

09-07-2009

Going AP Amumu definitely requires a Chalice of Harmony. You simply do not have the regen to spam your skills without it.

My item build for AP Amumu is as follows (in no particular order):

Regrowth Pendent
Chalice of Harmony
Caster Boots
Abyssal Scepter
Rod of Ages/Rylai's Scepter
Sunfire Cape


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Vindico Atrum

Member

09-07-2009

The man to talk to for AP amumu is Frostheim, period. He rocks, seen him go 520 AP twice now, and carry our team to win.


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ERazER

Senior Member

09-07-2009

So you're getting banshee veil, because of disables, but not mercury threads?


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Vacant

Junior Member

09-07-2009

Pretty sure I just played this build pretty poorly, but noticed a few things:

  • Needs more HP - esp. considering that Amumu needs to be taking hits and initiating, I would say that Sunfire Cape needs to come a bit earlier.
  • Masteries felt about right.
  • I had tried rocking full .25mana/5 Reds and full .1mana/5s/lvl Blues for my first game, as the guide seemed like it'd be really heavy on spamming spells plus leaving Despair on. I overkilled it: those runes + the Chalice of Harmony was just plain overkill had it so I could basically leave Despair on as long as I wanted to while still spamming Tantrum/etc. at level 8.
  • The lack of HP Regen (from not building towards something like Warmog's) was definitely noticeable as well. Didn't have huge problems laning early game, but in the mid-game, I hovered around half-health a whole lot of the time and couldn't heal up in time for team fights - which meant I was burnt down first.
  • I'll probably try playing again with those blue runes swapped out for either spell pen (seems weird to take given his debuff and the Abyssal Scepter in the item lineup, but I'm not about to run the math on this one).
  • Amumu's lack of an escape mechanism hurts when you're packing less HP and the "stand-and-fight" tactic will leave you dead. Trying %MS quints for the next round.
  • My farming felt far far weaker than the other popular build, which basically stacks Sunfire Capes. That even my amplified Tantrums weren't enough to overcome this - and that I lose 500HP per Sunfire cape for the sake of going for some of the AP items earlier - has me wondering how this build's really done right.
  • I have no idea how the **** Frostheim hits 520AP, but that's quite a long game you're talking about.

Thanks for the guide, though - I probably just need more time with the build to bring out its full potential.


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Odinson

This user has referred a friend to League of Legends, click for more information

Member

09-08-2009

I believe the key is to be fluid with what your up against, and to be honest there is a ton of ways to build an AP Amumu. However hes not as heavy as a tank as a hp/armor build, and will need the support of his team unless your opponents are noobish.

I toggle despair on and off alot usually so its not that huge of a drain. As you level tantrum it cost less and less mana to use untill its 30 I believe, and with an AP build your bandage toss should do large amounts of damage to take out those dpsers (mine usally does around 800).


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Ithryn

Senior Member

09-08-2009

Quote:
Originally Posted by Vacant View Post
Pretty sure I just played this build pretty poorly, but noticed a few things:
  • Needs more HP - esp. considering that Amumu needs to be taking hits and initiating, I would say that Sunfire Cape needs to come a bit earlier.
  • Masteries felt about right.
  • I had tried rocking full .25mana/5 Reds and full .1mana/5s/lvl Blues for my first game, as the guide seemed like it'd be really heavy on spamming spells plus leaving Despair on. I overkilled it: those runes + the Chalice of Harmony was just plain overkill had it so I could basically leave Despair on as long as I wanted to while still spamming Tantrum/etc. at level 8.
  • The lack of HP Regen (from not building towards something like Warmog's) was definitely noticeable as well. Didn't have huge problems laning early game, but in the mid-game, I hovered around half-health a whole lot of the time and couldn't heal up in time for team fights - which meant I was burnt down first.
  • I'll probably try playing again with those blue runes swapped out for either spell pen (seems weird to take given his debuff and the Abyssal Scepter in the item lineup, but I'm not about to run the math on this one).
  • Amumu's lack of an escape mechanism hurts when you're packing less HP and the "stand-and-fight" tactic will leave you dead. Trying %MS quints for the next round.
  • My farming felt far far weaker than the other popular build, which basically stacks Sunfire Capes. That even my amplified Tantrums weren't enough to overcome this - and that I lose 500HP per Sunfire cape for the sake of going for some of the AP items earlier - has me wondering how this build's really done right.
  • I have no idea how the **** Frostheim hits 520AP, but that's quite a long game you're talking about.

Thanks for the guide, though - I probably just need more time with the build to bring out its full potential.

Suggestions:

-Get +Health and +Health Regen runes instead of sell penetration. They help a ton. I have a +11/5 regen +70 health rune set (static, not per level) and it helps your farming immensely. I also start out with Doran's shield, and between the two you're really hard to kill. I start every game by running into the enemy and his creep wave while spamming tantrum and it usually gets me first blood. If you rush chalice after that you'll be set on mana the rest of the game and your regen/health will fair better.


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XmasHamm

Senior Member

09-20-2009

I play an ap amumu once and a while and generally find that rod of ages +ryalai's are pretty solid on him. They combine AP/mana with the necessary hps. I'm no master but it always feels like a good blend of tanking and burst damage. I do tend to go through about 2 health pots in the early laning phase though.

As for summoner skills I always go Heal +flash. Flash is just way too good. I also stack all tanking runes as well.

Just my 2 cents.


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