Although at first glance, Amumu doesn’t look like he will provide much for a team, Amumu actually proves to be a shockingly powerful champion to place on any team due to his regular access to hard-CC.
Unfortunately, Amumu isn’t known for his high damage yielding capabilities, like Singed is, but he is known for being a shit starter who can disrupt team fights and tilt the game in favour of allies.
Amumu’s Bandage Toss (Q) allows players to pull themselves into enemy champions, effectively stunning them for one second and dealing some magic damage.
Amumu’s Despair (W) works similarly to Burning Agony (Dr. Mundo’s W) as it acts as a toggleable ability that deals damage every half-second to all nearby enemies.
Amumu’s Tantrum (E) passively causes Amumu to take less physical damage and as an active Tantrum will deal magic damage to all nearby enemies.
Amumu’s Curse of the Sad Mummy (R) knocks enemy champions down, roots and disarms them for 2 seconds while also dealing magic damage.
QUICK RUNDOWN:
SUMMONER SPELLS: Flash and Snowball
RUNES: Aftershock, Font of Life, Condition, Overgrowth // Ultimate Hunter, Cheap Shot
ABILITY POWER UP: Q, E, W
FIRST BUY: Guardian’s Horn or Catalyst of Aeons
BUILD ORDER: Rod of Ages, Mercury’s Treads, Sunfire Cape, Warmog’s Armour (or Thornmail), Liandry’s Torment, Rylai’s Crystal Scepter
COMBOS: Players should always be ready to use a Snowball with Despair (W) ready to toggle upon landing, followed by Curse of the Sad Mummy (R) and then Tantrum (E) followed by a Bandage Toss (Q) to stun the weakest enemy and secure a takedown.
If players don’t have access to Snowball, they can initiate with Bandage Toss (Q), stunning enemy champions and completing the combo in the same way.
SUMMONER SPELLS FOR AMUMU IN ARAM
FLASH
As is with most champions, players can benefit from taking Flash when playing Amumu as it will provide them with a good amount of escape.
While Amumu players are going to be taking the brunt of the damage from enemy champions, there will still be some times where they will need to get away in order to continue helping their team, especially if they have gear like Warmogs built to help them heal.
I truly cannot think of a time where players will want to Flash forward into battle with Amumu since Amumu has a good amount of initiation and a lot more difficulty with escaping. Though that being the case, there may be times where Amumu will initiate and the enemy champion will Flash forward, condoning a Flash on your part to catch up.
SNOWBALL
Snowball is an absolute must on Amumu and quite frankly any other Tank you play.
Upon the first cast, players will send out a Snowball that attaches to the first enemy hit, allowing them to dash forward to that enemy to begin attacking.
As mentioned in the Combo section, Snowball is most effective when players have access to either Bandage Toss (Q) or Curse of the Sad Mummy (R) as they are both great forms of hard crowd control.
RUNE TREES FOR AMUMU IN ARAM
When choosing runes for Amumu, there’s no real reason you would stray away from picking Resolve runes as your main rune tree, though players do have a choice between Domination or Sorcery runes as their secondary choice.
Amumu, unfortunately, isn’t a champion who would benefit from any damage based runes trees such as Precision, as Singed or Garen would, and should be built more like a tank Soraka or Dr. Mundo.
The following are the two options I usually use for Amumu:
Aftershock, Font of Life, Condition, Overgrowth // Ultimate Hunter, Cheap Shot
MAIN RUNE TREE FOR AMUMU (RESOLVE)
AFTERSHOCK
After Immobilizing an enemy champion, players will gain 35 (+80% bonus armour) bonus armour and 35 (+80% bonus magic resistance) bonus magic resistance for 2.5 seconds.
Bonus magic and armour resistances are capped at 80-150 (based on level).
After the duration, you release a shockwave that deals 25-120 (based on level)(+8% of your bonus health) magic damage to nearby enemy champions and monsters.
Aftershock has a 20-second cooldown.
Aftershock proves to be extremely powerful when playing Amumu, especially due to the fact that his Bandage Toss (Q) is regularly off cooldown, helping activate Aftershock every time it is off cooldown.
Aftershock is one of the stronger choices to take on Amumu as it deals burst damage to enemies around him without needing to stay in the fight for too long.
As mentioned earlier, your job as Amumu is to get in, disrupt the game and head on out!
FONT OF LIFE
When enemy champions are slowed or immobilized the champion is marked for 4 seconds.
Allied champions who basic attack the marked enemies will heal for 5 (+1% of your maximum health) over 1.75 seconds, though it should be noted that you will not be able to heal from Font of Life.
At first Font of Life might not seem like much, but because of Amumu’s regular access to hard crowd control, your team may receive a great amount of healing from the rune.
CONDITIONING
After 8 minutes players will gain 9 bonus armour and 9 bonus magic resistance and increase their total armour and magic resistance by 5%.
Conditioning is a great rune to have on Amumu as it does not require players to do anything to proc it, other than wait 8 minutes.
Conditioning is great for all tanks, though, players can also take Second Wind if they are struggling with health and need healing after they are damaged.
I find Conditioning to be more effective than Second Wind, especially due to Amumu’s passives and the fact that players can build Amumu with lots of resistance.
OVERGROWTH
Players receive 5 bonus health for every 8 minions that die near them, After gaining 15 stacks (80 minions) players will receive an additional 3.5% maximum health.
Do I need to explain how overpowered that is? No? Thank you.
[BEST OPTION] SECONDARY RUNE TREE FOR AMUMU (DOMINATION)
ULTIMATE HUNTER
Reduces the cooldown of the player’s ultimate ability by 5% (+4% per each unique champion killed) up to a maximum of 25% CDR at 5 stacks.
I personally think that Ultimate Hunter is an absolute must on Amumu, especially due to how disruptive Amumu’s ultimate ability Curse of the Sad Mummy (R) is.
Players will want to make sure they build adequate enough cooldown reduction, though depending on how fast you secure 5 takedowns, you may already have a good amount of cooldown reduction on your ultimate, even without gear cooldown reduction.
CHEAP SHOT
Cheap Shot will deal 10-45 (based on level) bonus true damage to champions who have impaired movement or actions. Cheap Shot has an extremely short cooldown, being 4 seconds.
Players should have access to Cheap Shot fairly regularly with their Bandage Toss (Q), though if and when players build Rylai’s Crystal Scepter, they should be able to activate Cheap Shot extremely regularly, effectively dealing more true damage than one would expect on Amumu.
[ALTERNATIVE OPTION] SECONDARY RUNE TREE FOR AMUMU (SORCERY)
SCORCH
Every 10 seconds players a player’s next damaging ability sets an enemy champion on fire dealing between 15-35 bonus magic damage after 1 second.
If players want to deal a bit more burn damage, especially when they are trying to catch and smother an enemy champion, Scorch might be the ability for you.
Truthfully, I’m not the biggest fan of Sorcery as the secondary rune tree for Amumu, since it’s not nearly as aggressive as using Domination, but Scorch is undeniably helpful when paired with Despair (W).
MANAFLOW BAND
Hitting enemy champions with an ability will permanently increase your maximum mana by 25 (cooldown 15 seconds), up to a maximum of 250 mana. Although players will receive an increase in the maximum mana they can have, proccing Manaflow Band will not provide an increase in your current mana.
Once players have capped out their maximum mana at 250 bonus mana, they will receive 1% of their missing mana every 5 seconds.
Since Amumu has a toggleable ability, players may notice that they run out of mana fairly quickly. While Manaflow Band will not fix all of the mana issues, it will help reduce the chances of being out of mana all the time.
SKILL LEVEL UP RECOMMENDATIONS & TIPS ON HOW TO PLAY AMUMU IN ARAM
BANDAGE TOSS (Q)
Every 10 / 9.5 / 9 / 8.5 / 8 seconds players will be able to toss bandages in a targetted direction that will stun the first enemy hit for 1 second, dealing 80 / 130 / 180 / 230 / 280 (+70% AP) magic damage and pulling Amumu to the location if it lands on said enemy.
Bandage Toss costs 50 / 55 / 60 / 65 / 70 mana and should be regularly used to immobilize enemy champions in order to secure takedowns with your team.
Although players can use Bandage Toss on minions, it is not recommended as it is a waste of a great deal of damage.
DESPAIR (W)
Despair is a togglable ability that causes Amumu to deal magic damage every half second equaling to 5 / 7.5 / 10 / 12.5 / 15 (+0.5 / 0.625 / 0.75 / 0.875 / 1%) of the target’s maximum health plus 0.5% of the taget’s maximum health per each 100 AP.
Despair also triggers Amumu’s Curse which causes enemies to take 10% bonus true damage from all incoming pre-mitigation magic damage.
Despair has a static cooldown of 1-second and costs 8 mana per second.
Players will want to ensure that they only have Despair toggled on when near enemy champions as it is just a waste of mana otherwise.
Similarly, players will want to avoid preemptively toggling Despair as it can act as a warning to enemy champions that you are on your way to disrupt them.
Alternatively, players can use Despair to deter or scare enemy champions from getting too close to you as it can cause enemy champions to assume that you’re about to go in on them.
TANTRUM (E)
As a passive, Amumu will take 2 / 4 / 6 / 8 / 10 (+3% bonus armour)(+3% bonus magic resistance) reduced post-mitigation physical damage per tick.
As an active, Amumu will deal 75 / 100 / 125 / 150 / 175 (+50% AP) magic damage to all nearby enemy champions.
Amumu has access to Tantrum every 10 / 9 / 8 / 7 / 6 seconds for the cost of 35 mana, however, Tantrum’s cooldown is reduced by 0.5 seconds every time Amumu is hit by a basic attack.
CURSE OF THE SAD MUMMY (R)
Upon activating, Amumu will entangle surrounding enemy champions with his bandages, effectively knocking them down, rooting and disarming them for a total of 2 seconds.
Amumu will also deal 150 / 250 / 350 (+80% AP) and will apply his curse on them.
Curse of the Sad Mummy can be used every 150 / 125 / 100 seconds for the cost of 100 / 150 / 200 mana.
Curse of the Sad Mummy should only be used when there are multiple enemy champions nearby and players should be wary about using it to secure the takedown of one champion as the ability takes a bit too long to come off cooldown.
Curse of the Sad Mummy is, however, one of the biggest game-changers in ARAM as players can effectively stun all 5 enemy champions allowing teammates to quickly burst them down into oblivion.
I would recommend using Curse of the Sad Mummy at the beginning of team fights as it can help make sure that your allies are at full health before they get burst down by enemy champions themselves.
GEAR BUILD FOR AMUMU
ROD OF AGES
Rod of Ages gives bonus Health, Mana and Ability Power every minute for up to 10 minutes. This equals out to 200 Health, 100 Mana and 40 Ability Power, on top of its already 60 Ability Power, 300 Health, and 300 Mana. After 10 minutes Rod of Ages will have a total of 100 Ability Power, 500 Health and 400 Mana. Those are some pretty sweet stats at the end of the day. Players will also restore mana equal to 15% of the damage taken from champions.
Rod of Ages is amazing on Amumu as it will provide him with a great deal of mana, health and damage.
Rod of Ages is an absolute necessity for Amumu, especially if you are planning on building Warmog’s Armour or want to focus on damage output.
Rod of Ages should also make it so you do not have to focus on building any other mana items on Amumu.
MERCURY’S TREADS
Provides players with 45 movement speed, 25 magic resistance and reduces the duration of all crowd control effects by 30% except for Suppression, Stasis, Nearsight, Displacements and Drowsy.
Mercury’s Treads is going to be most helpful for Amumu as players will want to make sure that they are in constant motion or are able to get out of CC in order to continue moving about.
SUNFIRE CAPE
Sunfire Cape provides players with 60 Armour and 425 Health as a passive (IMMOLATE), players will also deal 26-43 (based on level) magic damage per second to nearby enemies. Immolate’s damage is increased by 50% against minions.
Every 12 seconds, if a player hits an enemy with an immobilizing ability they will deal 26-43 (based on level) +4% bonus health as bonus magic damage.
Sunfire Cape is especially good when paired up with Despair (W), however, Sunfire Cape is also great on its own.
Sunfire Cape’s biggest nod is the ability to help with minion farming.
WARMOG’S ARMOUR (OR THORNMAIL)
If you’re struggling with staying up, build Warmog’s Armour, however, if you need more damage and armour focus on Thornmail.
Warmog’s Armour provides players with 10% cooldown reduction, 800 health and 200% base health regeneration.
Once players have at least 3000 maximum health they will receive 5% of their missing health per second. Players will only receive the missing health if they have not taken damage from a champion in the past 6 seconds or in the past 3 seconds by a minion.
Warmog’s Armour is a tank’s best friends and though Riot has tried time and time again to nerf that bitch, they haven’t seemed to successfully do it.
If players are having difficulty with health or staying alive they should build Warmog’s Armour second. The only warning I give you is, try to make sure you’re going to have at least 3000 Health by the time you build Warmog’s.
Thornmail provides players with 80 armour and 250 health.
Players also gain Thorns which reflect 25 (+10% of bonus armour) magic damage upon being hit by a basic attack.
Thorns will also inflict the attacker with Grievous Wounds for 3 seconds.
Players will also receive Cold Steel which cripples an enemy’s attack speed by 15% for 1 second upon being hit by a basic attack.
LIANDRY’S TORMENT
Liandry’s Torment gives 75 Ability Power and 300 Health.
As a passive Liandry’s Torment will also deal 2% more damage per second in combat with enemy champions, up to a maximum of 10%.
Spells will also burn enemies for 3 seconds dealing 1.5% of the player’s maximum health per second.
If enemies are experiencing movement impairments they will receive an extra 2.5% damage from the burn.
RYLAI’S CRYSTAL SCEPTER
Rylai’s Crystal Scepter provides players with 90 Ability Power, 300 Health and will also reduce the enemy’s movement speed by 20% by one second.
Rylai’s will work extremely well with Liandry’s Torment, but will also help allow players to keep their enemies close by slowing them.
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