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Recommended Items
Runes: Aftershock vs All-in
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Spells:
Flash
Ignite
Items
Ability Order Standard
Cursed Touch (PASSIVE)
Amumu Passive Ability
Threats & Synergies
Renata Glasc
Looking for big engages into Renata is very dangerous, because her Ult is one of the best team fight turn-around ultimates in the game. All of your efforts to find a big 4-5 man ultimate, can just easily be turned by her ulting in your team's direction. Keep this in mind.
Kai'Sa
One of the few adcs that can actually utilize your passive well, AND you stack hers very nicely as well, AND she can follow-up on your engages. Lots of all-in potential here, with great team fighting opportunities.
Kai'Sa
One of the few adcs that can actually utilize your passive well, AND you stack hers very nicely as well, AND she can follow-up on your engages. Lots of all-in potential here, with great team fighting opportunities.
Champion Build Guide
Main account Profile: Navcan
Twitch Stream: twitch.tv/navcan
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Hi there! I've been playing Amumu from time to time ever since his Bandage Toss change to have 2 charges, in 11.17! He's a lot of fun with out much sticking power he has early, and a huge ultimate at all points in the game to win you the game. This is just a basic guide for runes/itemization and (generally) how to play out phases of the game.
If you're interested in my other guides:
Enchanters:
Lulu -> Support Lulu
Nami -> Support Nami
Karma -> Support Karma
Sona -> Support Sona
Yuumi -> Support Yuumi
Milio -> Support Milio
Soraka -> Support Soraka
Mage/Tank/Utility:
Zyra -> Support Zyra
Ashe -> Support Ashe
Amumu -> Support Amumu
Heimerdinger -> Support Heimerdinger
Lissandra -> Support Lissandra
Off-Meta/Fun stuff
Miss Fortune -> Support Miss Fortune
Veigar -> Support Veigar
Trundle -> Support Trundle
Jarvan IV -> Support Jarvan
Pantheon -> Support Pantheon
- Really strong early laning.
- Strong vs 2 early squishies.
- Big teamfight winning ultimate at all points in the game.
Cons:
- Weak vs other tank supports.
- Can't really scout safely.
- Generally will die a lot.
- Doesn't pair well with most adcs.
Boots Choices
- PERSONALLY, I think Ionian Boots of Lucidity is his best buy, as gives you all the stats you want, with having more Flash uptime for big plays, and Curse of the Sad Mummy uptime to be such a threat in team fights. And they're cheap!
Plated Steelcaps
- If the whole enemy team is AD damage, then you can opt into these as well.
Mercury's Treads
- There must be some obscene amount of CC and/or magic damage the enemy team has, otherwise Unflinching should be good enough to get you through the game.
Items
Abyssal Mask
- Good vs heavy enemy AP team comps, while having some AP threats yourself.
- Very efficient for extra tankiness and amping up your team's damage.
Trailblazer
- Another tool to help position for a good engage, and even help with scouting since, IF you get caught, you can usually just... walk away by being tanky and having a lot of movement speed.
- Amazing for helping your team follow-up on your head-on engages.
- Great early for picking out-of-position squishies.
Frozen Heart
- Enemy has a lot of attack speed reliant champions.
- Gives a nice amount of ability haste.
Knight's Vow
- You have one VERY fed team mate who does a lot of damage. Not a fed tank team mate, that won't help too much.
- Will help keep each other alive.
Zeke's Convergence
- Gives a lot of desirable stats for a pretty cheap price.
- Gives a ton of sticking power to a particular target and you'll actually be able to get most of the damage off on a single target.
Locket of the Iron Solari
- Good to mitigate unavoidable AoE damage
- If someone else can engage first, then we can play to peel, since we'll be positioned more in the middle of the team (to shield as many team mates as possible), rather than at the front for the circular shield active.
Randuin's Omen
- Enemy team has at least 2 people that are stacking crit, and this will put in a lot of work. Also keeps enemies locked down with the huge slow active.
Vigilant Wardstone
- Overall a great item if you want more vision control.
- Gives tanky stats and ability haste, feels great.
Cursed Touch
- This passive has a lot of hidden power behind it, and actually what makes him pair better with mages, or adcs that have a bit of magic damage in their kits.
- If you have 2 AP threats on your team, this passive will add a lot of extra damage to your team compositions if you land a big Curse of the Sad Mummy.
- Also make sure your Despair is on afterwards, to constantly refresh the mark of your passive.
Bandage Toss
- For laning, before fighting, try to have 2 charges before going in, and also try to make sure you're hitting the same person for both charges. Otherwise splitting the damage isn't very ideal and may end up getting you killed instead.
- If your jungler/mid laner is around, you may be able to intentionally miss 1 charge to make your opponents think you're not going to go back in until you get your 2nd charge back, so your enemies may try to fight you, and you can bait them in.
- Once laning phase ends, hopefully you have Curse of the Sad Mummy, and then you can look for Bandage Toss opportunities. You won't need two charges before going in once team fights start breaking out.
- It's pretty easy to tunnel vision for a good Bandage Toss and then not realize your team cannot follow up very quickly/easily, so keep this in mind.
- In some occasional moments, you may need to use this as an escape tool, so look for minions, pets, other people who won't people able to kill you and Bandage Toss them , and stalling as long as you can.
Despair
- Other than refreshing your passive Cursed Touch this doesn't end up doing much since in most cases you will be maxing it last.
- Just make sure to remember to turn this off if it's not doing anything, and likewise to turn it on before you go into fights so you're not missing any damage.
- If you start running low on mana, keep an eye on your Bandage Toss and Tantrum cooldowns, since they'll likely deal more damage or have higher impact than Despair will.
- There's a few moments you can just turn this on for a second on ranged minions to help yourself cs under tower if no one else is there to get the gold.
Tantrum
- This does end up reducing a decent amount of damage early which will help you fight in minion waves.
- Remember that Minion Attacks will also reduce the cooldown of this, so keep an eye on it and use it as often as possible to maximize your damage on all-ins and team fights.
Curse of the Sad Mummy
- This and Bandage Toss are what you are playing Amumu for. You're looking for big 4-5 man engages.
- Try to have this ready for bigger objectives like rift herald or dragon or baron nashor so that your opponents may be forced to fight you and you have a lot more threatening power to the enemy by still having Curse of the Sad Mummy up.
- Just remember to keep an eye on your team mates, you won't be that tanky once the stun duration ends, and if your team isn't close enough to follow-up, you will get a big ultimate off, but have no damage. That makes it a bad engage, even if you land a big 4-5 ultimate.
Aftershock
- Helps with the 2v2 in the all-in.
Glacial Augment
- Against 2 squishies, it's ride or die, look to go in and lock down a single target.
Font of Life
- Best rune in this row for Amumu, the other 2 aren't gonna do anything close to what Font of Life will do.
- Works amazing with Glacial Augment and Zeke's Convergence
Bone Plating
- Just makes your all-in potential all that much stronger, since you'll start the fight, and being able to block some damage allows you to keep staying on your target for longer to keep auto attacking.
Second Wind
- Take this against 2 ranged champions, to just keep yourself healthy enough to still keep threatening your all-in potential.
Conditioning
- If you can't quite all-in, and they aren't poking you too much either, then this will just help with the extra durability once it kicks in. Can't really go wrong with this rune either.
Unflinching
- If enemy team composition has a lot of CC or slows, then get this, and depending on the kind of damage it is, you might be able to skip out on Mercury's Treads and buy some other shoes/boots more suited for the situation.
Overgrowth
- If there isn't too much CC on the enemy team, then go for this.
Cheap Shot
- Just adds some damage for the all-in potential. If you can't all-in early at all, then don't take this.
Zombie Ward
- If Cheap Shot isn't good to take, then this is really your only other option, as you'll want Oracle Lens as soon as possible to keep your opponents on their toes about your engage angles/potential. Ghost Poro won't be as useful.
Ultimate Hunter
- The whole entire reason you're in the Domination tree secondary, is for this. You want as much uptime on Curse of the Sad Mummy as possible, as it should be your primary reason to play Amumu to begin with.
Cosmic Insight
- Flash uptime is just great.
Hextech Flashtraption
- Can help create a lot of pressure from the brush and create better angles to engage from.
Time Warp Tonic
- Amazing for all-in in laning phase.
Laning Phase/Early game
- IF you have a strong early game lane partner, then you're gonna be trying to fight at almost all times unless there's jungle threat.
- Try to always have 2 charges of Bandage Toss before going in.
- Keep in mind your Aftershock and Bone Plating cooldown as that can often decide if you win the fight or not.
- IF you have a weak/scaling lane partner, you're probably taking Second Wind or Conditioning and looking to punish your opponents for overstepping into your minion wave instead.
Mid/Late game
- Look for good flank angles with Oracle Lens or Control Ward and big ultimates. You're likely to be mid lane after laning phase ends, and just running from fight to fight.
- Keep in mind what things could be happening in the next minute, and if there's an objective coming up, you may not want to use Curse of the Sad Mummy 1 minute before an objective comes up.
- Make sure your team can follow up on your engages, or your engages will look bad, even if you hit 4-5 people with Curse of the Sad Mummy.
HOW TO WARD IN SEASON 14 PART ONE!
HOW TO WARD IN SEASON 14 PART TWO!
SEASON 14 SUPPORT ITEM CHANGES
- Amumu is great at smashing platinum and below due to how often games turn into ARAM at some point or another, and you really can't go wrong with having giant AoE stuns to win team fights.
14.8 Emerald and Below
14.8 Diamond+
Tier List Grading Points
- Winrates
- Champion Difficulty (more relevant in Emerald and below)
- Counter-play (more relevant in Emerald and below)
- Flex pick for draft (more relevant in diamond+)
- Early game (more relevant in diamond+)
- Late game/scaling (more relevant in Emerald and below)
- Anything in the (_Letter_+) row, means it's better the higher in elo you go. Anything in (_Letter_-) row, means it's better the lower in elo you go.
Overall Points:
- Games last longer the lower in elo you go. Therefore, mage supports tend to do much better since you can buy your items, and you basically become another carry threat. This leads to enchanters/engage being weaker in lower level play since you would rely on your teammtes more often.
- Champions that are fundamentally easier to execute on will have higher win rates. Since it is more unlikely players are pilot-ing their champion runes/builds/kit efficiently, the easier the champion, the more likely to maximize their kits. This is especially apparent in Platinum and below.
- I would recommend playing any of the champs in S+, S, or A. However you can climb on almost anything, provided you always look to maximize your champion kit, mechanics, and impact on the game. Winning is the result of improving.
There's also my tiktok
And my youtube!
Cheers and thank you for reading! Good luck on the rift
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