Magic damage and reducible crowd control are the main threats
Mercury's TreadsChange the boot choice for the damage and control you are actually facing, rather than following the default armor purchase.

the Sad Mummy
Legend claims that Amumu is a lonely and melancholy soul from ancient Shurima, roaming the world in search of a friend. Doomed by an ancient curse to remain alone forever, his touch is death, his affection ruin. Those who claim to have seen him describe...
Stay alive through first contact so your team can use the space and crowd control you create. This is a defensive teamfight baseline, not a claim about the highest-win-rate setup.
Sunfire AegisHealth and armor support close contact; the damage aura contributes while you remain beside the frontline and monsters.
Abyssal MaskMagic resistance helps against spell damage, while the nearby magic-damage amplification can serve allies following your engage.
Jak'Sho, The ProteanMixed defenses are a later option when fights last long enough to benefit from staying engaged.
Select a rune to read its effect.
After immobilizing an enemy champion, increase your Armor and Magic Resist by 45 + 75% of your Bonus Resists for 2.5s. Then explode, dealing magic damage to nearby enemies. Damage: 25 - 120 (+8% of your bonus health) Cooldown: 20s Resistance bonus from Aftershock capped at: 80-150 (based on level)
Impairing the movement of an enemy champion restores @BaseHeal@ Health to you and the lowest health nearby allied champion. 70% effect for Ranged Users. Cooldown: 20s
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8. When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold. 'The most dangerous game brings the greatest glory.' —Noxian Reckoner
Gain 1.5 basic ability haste for every Legend stack ( max 10 stacks ). Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.
+8 Ability Haste
+10-180 Health (based on level)
+10-180 Health (based on level)
Choose according to the enemy team.
Change the boot choice for the damage and control you are actually facing, rather than following the default armor purchase.
Armor and anti-healing can fit that job. Check that its trigger is relevant to how those enemies deal damage.
The health and ability burn can convert time in range into pressure, at the cost of a defensive slot.
Finish a useful clear or reset rather than forcing a low-information fight just because Bandage Toss is available.
Check which ally can reach your target before spending the second control layer.
Keep control for the enemy entering your carry's space when protecting that carry is the stronger fight plan.
Build guide. Sources