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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Kindred
Hard counter jungler. Ultimate literally counters yours!
Ideal
Strong
Ok
Low
None
Introduction
I hope the rest of the guide can be helpful to you all!
Runes
3 X

Personally, I like to build Amumu more on the tankier side, with high armor and magic resist. To make up for this, are these 3


9 X

Similar to above. I don't recommend building items with magic penetration (except the occasional


9 X

Like most tanks, you need armor in your runes. The 9

9 X

Similar to above. You need an early cushion for magic damage. So take 9

Masteries
Just use what I have listed above.



R:
Max this first obviously :)
E:
Max this first(Excluding
Curse of the Sad Mummy); it is your main damage output. If starting
Gromp (most of the time you should), pick this ability level 2. Your 'W' is more effective at clearing
Gromp level 1. If starting ANY other jungle camp, start your E first.
Q:
Max this second 75% of games. Basically, you gain very good CDR when leveling this up, and the more pulls, means the easier it is to gap close and CC successively in skirmishes. However, if the enemy team is very tank oriented, or is super immobile, you can max 'w' second because the percent health damage will be more effective.
W:
Max this last 75% if games. Like stated above, the percent health doesn't really take into affect until the late game, and having more bandage tosses is better, especially since Amumu is somewhat immobile.

Max this first obviously :)
E:

Max this first(Excluding



Q:

Max this second 75% of games. Basically, you gain very good CDR when leveling this up, and the more pulls, means the easier it is to gap close and CC successively in skirmishes. However, if the enemy team is very tank oriented, or is super immobile, you can max 'w' second because the percent health damage will be more effective.
W:

Max this last 75% if games. Like stated above, the percent health doesn't really take into affect until the late game, and having more bandage tosses is better, especially since Amumu is somewhat immobile.

Always get


My personal favorite choice. The 30% tenacity can sometimes be a lifesaver. Also the magic resist is good considering your second item will be an armor item(



Another good option. If the enemy team has a lot of slows but not so much hard CC, go with these boots, since it does reduce slows by 25%.

Buy if the enemy team has a lot of AD

This item does surprisingly work well on Amumu. It gives him good early power and also the 18% of missing mana gain when hitting a large monster with the echo proc is great. If you buy this item, be sure to get a


Another (more traditional) option for Amumu. I personally like going this route because I like Amumu tanky, especially when I am the only tank on the team.


A must buy item on Amumu if you decide to go the



Almost always a must buy item on Amumu if you decide to go the


Another good choice on Amumu, especially against high AD and crit teams. The active slow is also good utility to stick to enemy's better. Combining this item with a


A decent choice on Amumu, although I think


Buy if the enemy team is composed of a lot of AD basic attack champions.

Not that good of an item on Amumu since he has no abilities that scale with the more health you have (Like



Similar to



This item is a decent item on Amumu. The 60 Ability Power, 60 Magic Resist, and 10% CDR is perfect on him, as well as the increased magic damage aura to enemys around you (Especially with Amumu's






Another good item on Amumu. Especially good against AP burst champions such as




Not as good as


One of my favorites as a 6th item on Amumu. Provides good resists, and coming back to life after death can actually be quite deceiving in the breakout of a fight.

A great item on Amumu if you want to go more damage oriented, although not as good late game due to the AP and health nerfs to the item. The slow on this item are great for Amumu's constant damage output through




Similar to



Not a personal fan of building this. However, if you are very ahead and have other tanks on your team, feel free to buy this.

This item can be decent when ahead if you want to have some fun. It does provide health, ability power and 10% CDR, as well as an active which can be useful for finishing off enemy's or engaging in a teamfight.

A fun item if you need to counter act hard split pushing. Also provides good armor and magic resist.
For Amumu's Jungle clearing, you almost always want to start on blue side, since Amumu is very mana hungry early in the game. You will want to start
Blue Sentinel, then go to the
Greater Murk Wolf, then go to
Crimson Raptor, then to
Red Brambleback. During this route, you should be smiting any two of the four camps (Personally I like smiting the
Greater Murk Wolf and the
Red Brambleback). Assuming your health was around 3/4 after clearing
Blue Sentinel, and you took a
Hunter's Talisman, you should be at level 3 with around 3/4 health after clearing
Crimson Raptor, and then be able to finish taking
Red Brambleback by 3:00-3:10. (Sometimes with a good leash and good kiting you can only use one potion from
Refillable Potion and do this clear). After this you can look to gank (mid or bot), or (mid or top) (depending on if you started top or bot side). If both lanes are pushed, you can instead continue farming. I recommend getting
Rift Scuttler or
Ancient Krug. Before backing, try to get enough gold for a
Stalker's Blade and either
Boots,
Hunter's Potion, or
Ruby Crystal and possibly a
Control Ward.
1. I recommend warding(or having a teammate ward) the river at around 1:30 near the middle river brush in case the enemy jungler decides to invade you at your wolves. This is especially important with early game junglers such as
Lee Sin,
Shaco, and
Kindred.
2. Another option in case you are worried about getting invaded on blue side, is to start
Red Brambleback instead of
Blue Sentinel, and then clearing
Crimson Raptor and
Ancient Krug. Now head over to blue side, and if
Blue Sentinel is taken, it is inconvenient (but at least you didn't die), and just clear the rest of what you can (careful with leaving
Despair toggled on and spamming
Tantrum when you don't have blue buff.
3. When clearing the monster camps, be sure to move around (kite). Try to step away right after the monster swings at you as you continue to do ability damage. This will decrease the rate at which he attacks you, and will allow your
Tantrum to start cooling down. Also, you do not need to be touching the monster for your
Despair to do damage to it, thus another reason why moving around helps clear better.
4. I stated before that after finishing the normal clear, you can gank (mid or bot), or (mid or top) depending on what side you started on. Now lets say you start bot side, but you think you may want to gank top side around 3:15. To do this, I recommend coordinating with your top laner to not push his lane and that you will arrive around 3:00-3:20. Keep an eye on top lane as you clear and as you are at
Greater Murk Wolf, you will need to decide if you will be going top. If you do decide to go top, smite the wolves and go straight to clearing
Gromp, and then head to top lane (You will be level 3). If you don't think you will be able to gank top, continue the normal route to the red side of the jungle.
5. When clearing jungle camps, your
Bandage Toss has two good uses that I don't see utilized often. One, is to use your
Bandage Toss to jump over walls to different camps to clear faster, or even to escape from enemy invades. (This is why you should not level up any of your abilities until around 1:35. In rare cases you may need to take that
Bandage Toss first if you are caught off guard. This is also better than burning
Flash). Another tip is to use
Bandage Toss to interrupt the monsters right as they are about to swing at you. This will reset its auto attack timer. Specifically when clearing the
Rift Scuttler, try to have your
Tantrum ready to cast after you stun it with
Bandage Toss, since the
Rift Scuttler takes more damage when it is CC'd.


















IMPORTANT JUNGLE TIPS
1. I recommend warding(or having a teammate ward) the river at around 1:30 near the middle river brush in case the enemy jungler decides to invade you at your wolves. This is especially important with early game junglers such as



2. Another option in case you are worried about getting invaded on blue side, is to start







3. When clearing the monster camps, be sure to move around (kite). Try to step away right after the monster swings at you as you continue to do ability damage. This will decrease the rate at which he attacks you, and will allow your


4. I stated before that after finishing the normal clear, you can gank (mid or bot), or (mid or top) depending on what side you started on. Now lets say you start bot side, but you think you may want to gank top side around 3:15. To do this, I recommend coordinating with your top laner to not push his lane and that you will arrive around 3:00-3:20. Keep an eye on top lane as you clear and as you are at


5. When clearing jungle camps, your









1. The cooldown of your
Tantrum is reduced by 0.5 seconds every time you are hit. When clearing the jungle or even minions in a lane, take this into account. For example if you are clearing a big wave top lane, use your
Tantrum on some of them, and then move to the other minions with more health and use it on them. Basically try to keep as many minions alive without killing them since more minions = quicker cooldown on
Tantrum.
2. When going to gank a lane pre 6 (from behind the enemy), NEVER use your
Bandage Toss initially. What I highly recommend doing is just walking in, and using your chilling smite, along with
Despair and
Tantrum. Then once the enemy or enemies jump, flash, or is close to their turret, then use your
Bandage Toss. For post 6 the same idea applies, except you want to use
Curse of the Sad Mummy once you can get as many enemy's within ult radius, and then after that 2 second duration, use your
Bandage Toss to catch them fleeing. Feel free to also incorporate
Flash with your ganking combos.
3. One of the most frustrating things I see many low elo Amumu players do is to rush
Curse of the Sad Mummy right after entering a team with
Bandage Toss or
Flash, no matter what the enemy's positions are. This can be good in some scenarios, if you can catch carries off guard. Most of the time though you want to wait for the right moment before ulting. Waiting a bit is also good because you can a lot of the time panic burn enemy disengage abilities such as
Janna's
Monsoon or
Kindred's
Lamb's Respite. Also make sure your team is following up (Ping On My Way), before trying to go in. Always look to get in the enemy carries faces, as much of the time in low elo they will panic when a mummy appears in front of them :).



2. When going to gank a lane pre 6 (from behind the enemy), NEVER use your







3. One of the most frustrating things I see many low elo Amumu players do is to rush







Well that is it everyone! I hope those who viewed this guide got some insight on Amumu, and can use this guide to help climb through lower elo. My three biggest tips for climbing in general are to keep a small champion pool, to try and ask yourself during/after every match, "could I have done anything better", even if it seems as if your team just "sucks." Lastly focus on having fun, and less on your rank. Some other common tips you may have heard are to just "/mute all" if you or your teammates start to tilt. Also watch youtube guides and gameplay for the champions you wish to play.
Here is the corresponding YouTube Video! Check out the rest of my channel!
Here's a little extra video you guys might enjoy:
Have fun on the Rift!
Here is the corresponding YouTube Video! Check out the rest of my channel!
Here's a little extra video you guys might enjoy:
Have fun on the Rift!
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