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Runes: Ap D + S
1
2
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Standard
Chilling Smite
Flash
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Fizz
Ideal
Strong
Ok
Low
None
Fizz
Champion Build Guide
Introduction
If you are amumu you have to drive into fight by Q and then R.
To be more usefull and be more feeded u have to make lots of ganks and of course farm.
To be more usefull and be more feeded u have to make lots of ganks and of course farm.
Clear jungle
First what u gonna do is reb buff, after that golems or raptors and then u do what u haven't done before. When u are on bule jungle u doing wolves, blue guff, gromp, crab.

Pro's and cons
Pro's
- If u have some ap item u can one shot adc or someone like that
- huge engage in fight
- easy to take lots of dmg from range champions
- early game: amumu easy to be killed 1v1 on jungle
Runes
Very easy, electrocute if u wanna be big ap bomb :)
Abilities
Passive - Amumu's basic attacks Curse enemies for 3 seconds, causing them to take 10% pre-mitigation magic bonus damage as true damage from any magic damage dealt to them.
Q - Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing 80/130/180/230/280 (+70% bonus Ability Power)magic damage and stunning for 1 second.
Cooldown: 10/9.5/9/8.5/8
Cost: 50/55/60/65/70 mana
Range: 1100
W - Amumu cries, refreshing Curses on nearby enemies and dealing magic damage equal to 10/15/20/25/30 plus 1/1.5/2/2.5/3% (+1% bonus Ability Power) of their maximum health each second.
Cooldown: 1
Cost: 8 mana
Range: 300
E - Passive: Amumu takes 2/4/6/8/10 (+3% bonus armor) (+3% bonus magic resistance) reduced damage from physical attacks.
Active: Amumu tantrums, dealing 75/100/125/150/175 (+50% bonus Ability Power) magic damage to surrounding units.
Basic attacks that hit Amumu reduce the cooldown of Tantrum by 0.5 seconds.
Cooldown: 10/9/8/7/6
Cost: 35 mana
Range: 350
R - Amumu entangles nearby enemy units, dealing 150/250/350 (+80% bonus Ability Power) magic damage and applying Curse. Entangled enemies are stunned for 2 seconds.
Cooldown: 150/125/100
Cost: 100/150/200 mana
Range: 550
Q - Launches a bandage in a direction. If it hits an enemy unit, Amumu pulls himself to them, dealing 80/130/180/230/280 (+70% bonus Ability Power)magic damage and stunning for 1 second.
Cooldown: 10/9.5/9/8.5/8
Cost: 50/55/60/65/70 mana
Range: 1100
W - Amumu cries, refreshing Curses on nearby enemies and dealing magic damage equal to 10/15/20/25/30 plus 1/1.5/2/2.5/3% (+1% bonus Ability Power) of their maximum health each second.
Cooldown: 1
Cost: 8 mana
Range: 300
E - Passive: Amumu takes 2/4/6/8/10 (+3% bonus armor) (+3% bonus magic resistance) reduced damage from physical attacks.
Active: Amumu tantrums, dealing 75/100/125/150/175 (+50% bonus Ability Power) magic damage to surrounding units.
Basic attacks that hit Amumu reduce the cooldown of Tantrum by 0.5 seconds.
Cooldown: 10/9/8/7/6
Cost: 35 mana
Range: 350
R - Amumu entangles nearby enemy units, dealing 150/250/350 (+80% bonus Ability Power) magic damage and applying Curse. Entangled enemies are stunned for 2 seconds.
Cooldown: 150/125/100
Cost: 100/150/200 mana
Range: 550
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