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Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction / Pros & Cons



+ Fairly Fast Jungle.
Some champions that are faster include



+ Good Post Level 6 Ganks.


+ Good in Team Fights.




+ Fulfills the Tank Role Well.

Okay, so now for the cons. These are just as important as his flaws.
- Must Start at Blue.
The fact is everyone knows



- Poor Pre-Level 6 Ganks
In comparison to other junglers,




- Unable to Deal Damage.

Able to Be Bullied.
What I mean by this is




Useless After He Pops His Ultimate.
Once





Poor Counter-Jungler.


Poor 1v1 Champion.
If






Relies on Teammates for Successful Ganks

Relies on Teammates to Win Team Fights

What Does All This Mean?

1. Tell your team to play conservatively and focus on farming. If a teammate dies before you are level 4, it is not your fault and god help you.
2. Get your team to help damage wolves and leash/damage blue. This will speed up your jungle and leave you with enough health to gank after hitting level 4.
3. Secure your 1st blue at all costs.
3. Maintain high levels of health during your jungle to avoid dying from ganks.
4. Get to level 4 without dying.
5. Gank lanes that are able to be ganked.
6. Don't die during ganks. This is the worst thing you could do because you will give an enemy your double buff, making that lane unstoppable.
7. Pill to base to purchase Philosopher's Stone,


8. Secure your 2nd blue and give it to your mid if you want to.
9. Get to level 6 without ever dying.
10. Pill to base and purchase


11. Gank with


12. Ward dragon.
You should now be spending your time farming and ganking every time

Please watch this video. It describes exactly what I am trying to explain in this section. Here is a taste of the ridiculous power of the
Amumu,
Sona,
Morgana combo. Skip to 1:15.
/league-of-legends/champion/amumu-23
AOE AP Carry Mid
AP Carries with AOE abilities are
Amumu's best friends. If your AP carry does not have a strong AOE ultimate or strong AOE skills, I would almost rule out picking
Amumu immediately. However, if your AP carry does have strong AOE skills, you will almost always have a chance of winning the game. Here is a list of the best champions that work with
Amumu.
God Tier
Kennen - This champion plays top extremely well because of his good escapes and can also mid if need be. He is an occasional ban in ranked. He may be the one AP champion with an AOE ultimate that can always keep up with
Amumu's initiations due to
Flash and
Lightning Rush. Once he pops
Slicing Maelstrom, the enemy team will be hit with heavy damage and stuns.
Curse of the Sad Mummy synergizes perfectly with
Slicing Maelstrom because it keeps the enemy within its radius. This combination is easy to organize and is extremely potent. This champion also takes full advantage of dual
Will of the Ancients. Plus, if this champion is playing mid you don't have to give blue away, which improves your jungle.
Vladimir - This champion plays top extremely well because of good escapes and can also mid if need be. He is almost never banned in ranked. This champion has three AOE skills that take full advantage of
Amumu's ultimate:
Hemoplague,
Tides of Blood, and
Sanguine Pool. All of these skills become ridiculously effective when they are caught in a cluster by
Amumu's ultimate. This champion also takes full advantage of dual
Will of the Ancients. Between
Sanguine Pool,
Transfusion, and his passive
Crimson Pact, he becomes very difficult to kill.
Morgana - This champion is the most common ban in ranked at the moment for good reason. She plays mid extremely well and is almost impossible to gank if
Black Shield isn't on cooldown.
Soul Shackles works well with
Amumu because it keeps the enemy close to
Morgana, thus enabling the second half of her ultimate to trigger. Plus, she takes full advantage of dual
Will of the Ancients (30% spell vamp from
Soul Siphon).
Tormented Shadow works well with
Amumu's ultimate as well.
Ziggs - This champion plays mid and is a common ban in ranked.
Mega Inferno Bomb becomes extremely unfair with Amumu's ultimate. Not to mention he can use it fairly far from the fight and still hit it before Amumu's snare runs out, which means he doesn't have to keep up with initiation. This champion will probably be nerfed in the near future, but this combination will always remain ridiculus no matter what.
Great Tier
Mordekaiser - This champion plays top well and can also mid if need be. He is almost never banned in ranked. This champion may not have an AOE ultimate, but
Mace of Spades,
Creeping Death, and
Siphon of Destruction are all strong AOE skills.
Children of the Grave can easily turn the tide of a battle if used on the AD carry. This champion also takes full advantage of dual
Will of the Ancients. Plus, if this champion is mid you don't have to give away blue, which improves your jungle.
Cassiopeia - This champion always usually plays mid and is almost never banned in ranked.
Petrifying Gaze works well with
Curse of the Sad Mummy because it allows her to maximize the number of champions hit while prolonging their immobility. The problem is she may have trouble keeping up with the initiation to place her ult correctly.
Miasma and
Noxious Blast work well with
Amumu's ultimate as well.
Brand - This champion always played mid and is almost never banned in ranked.
Pyroclasm works extremely well with
Curse of the Sad Mummy because it keeps the enemies close together, allowing the projectile to use all its bounces and move quickly among the enemy champions.
Pillar of Flame also works well with
Amumu's ultimate. The problem I have with
Brand is his is just somewhat unreliable and may not target the champions you want it to target. When it works properly, it does massive damage.
Lux - This champion usually plays mid or support bot and is almost never banned in ranked. Essentially, she is guaranteed to hit multiple champions with Finales Funkeln when the enemy is snared within
Curse of the Sad Mummy. This skill is nice because she can use it far from a far distance.
Lucent Singularity works well with
Amumu's ultimate as well.
Annie - This champion is always played mid and is almost never banned in ranked. When she pulls off
Summon: Tibbers on cluster of champions with
Pyromania fully stacked, the results are catastrophic.
Curse of the Sad Mummy makes it for her to maximize the number of champions she can hit. The only problem is the radius of the
Summon: Tibbers's damage is pretty small and it isn't always a guarantee
Pyromania will be fully stacked. Also, she may have trouble keeping up with
Amumu when she initiates, which means she might miss her opportunity to land her ultimate.
Xerath - This champion always played mid and is almost never banned in ranked. Xareth's AOE skill
Arcanopulse and AOE ultimate
Arcane Barrage become easy to land while the enemy is snared in a cluster. He shouldn't have a problem landing these skills either even if he is far from the fight.
Fiddlesticks - This champion is usually played as a jungler, but can be played mid. He is almost never banned in ranked.
Crowstorm is a fantastic ultimate that synergizes perfectly with
Curse of the Sad Mummy. The problem is, it can be tough to time his ultimate to take advantage of
Amumu's. If they are timed correctly, however, it is a lethal combination.
Anivia - This champion always plays mid and is almost never banned in ranked.
Curse of the Sad Mummy allows
Anivia to hit multiple champions with a few seconds of guarenteed
Glacial Storm. The problem is she probably won't be able to place it immediately and it isn't bursty like some of the other ultimates.
Katarina - This champion is always played mid and is never banned in ranked because her ultimate can be interrupted easily. If she were to have a best friend, however, it would be
Amumu because she could easily
Shunpo to the cluster of snared champions and unleash
Death Lotus.
Karthus - This champion is always played mid and is almost never banned in ranked.
Curse of the Sad Mummy allows
Karthus to land a few seconds of
Defile. Plus, he can finish the fight with
Requiem.
Nunu & Willump - This champion is sometimes played as mid, top, jungler, or support. He is no longer a popular champion by any stretch of the imagination. However,
Absolute Zero works extremely well with
Curse of the Sad Mummy because it keeps them within the ultimate's radius. Sadly,
Nunu & Willump's ultimate can be disrupted to minimize damage. When used from the brush, this ultimate can be extremely deadly and surprising.
Ranged AD Carry Bot
Ranged AD carries are usually skilled at taking down single enemy champions one at a time. However, a few of them have AOE ultimates that can take advantage of
Curse of the Sad Mummy.
God Tier
Ezreal - An occasionally played AD carry that is almost never banned in ranked.
Curse of the Sad Mummy guarantees multiple champions will be hit by
Trueshot Barrage. This skill is really nice because it can be used far from the fight.
Great Tier
Miss Fortune - A lesser played AD carry that is almost never banned in ranked.
Bullet Time becomes very easy to place when all the enemy champions are snared. The problem is she may have trouble positioning her ulitmate and it can be interrupted.
Tanky Top
A couple conventional top champions, other than
Kennen, have skills that work well with
Curse of the Sad Mummy.
Great Tier
Gangplank - This champion usually plays top or jungle and is a common ban in ranked.
Cannon Barrage can be placed over top of
Curse of the Sad Mummy to slow and damage champions during and after
Curse of the Sad Mummy wears off. He is also very diverse, which allows him to fill a damage or tanky role if need be.
Decent Tier
Pantheon - This champion usually plays top and jungles occasionally. He is almost never banned in ranked.
Grand Skyfall can be used on top of
Curse of the Sad Mummy to deal a large amount of damage and slow enemies once
Curse of the Sad Mummy wears off. It may be difficult to time correctly.
Rumble - This champion usually plays top and is almost never banned in ranked. You probably won't play many games with this champion because if your jungling
Amumu, there will be only 1 AD character on the team. However, if you do play with this champion,
The Equalizer can be placed on top of the ensnared enemy champions to deal heavy continuous damage.
Support
A single support champion has an ultimate that works well with
Curse of the Sad Mummy.
God Tier
Sona - This champion is always played as a support and is occasionally banned in ranked.
Crescendo can be used after
Curse of the Sad Mummy to stun a cluster of champions once the snare is about to wear off. Definitely the best support to play with an
Amumu on the team.
So, when is
Amumu a good pick? I think you could easily justify picking
Amumu if one of the god tier AOE AP carries are on your team. Any of the great tier AOE AP carries can also help justify choosing
Amumu. The bot AD carries, support, and tanky top choices are definite pluses to have on the team as well. For fun, here is my dream team:
Amumu
Sona
Morgana
Ezreal
Gangplank.



AP Carries with AOE abilities are



God Tier





























Great Tier





















































Ranged AD Carry Bot
Ranged AD carries are usually skilled at taking down single enemy champions one at a time. However, a few of them have AOE ultimates that can take advantage of

God Tier



Great Tier


Tanky Top
A couple conventional top champions, other than


Great Tier




Decent Tier







Support
A single support champion has an ultimate that works well with

God Tier




So, when is








The rune and mastery combination I have chosen maximizes your farm, tankiness, and jungle safety. I'd like to point out this is for an experienced
Amumu jungler. Less inexperienced junglers may want to rock flat armor marks, seals, and quints with
Greater Glyph of Magic Resist and a 0-21-9 mastery build.
Runes
Greater Mark of Armor - Necessary to jungle with a
Regrowth Pendant and
Health Potion.
Greater Seal of Armor - Once again, necessary to jungle with a
Regrowth Pendant and
Health Potion.
Greater Glyph of Scaling Magic Resist - A necessary source of magic resistance throughout the game.
Greater Quintessence of Gold - 3 gp10. This will help ease the pain of buying a lot of Sight Wards.
Masteries
Summoner's Resolve
- 5g per
Smite boosts your farm.
Hardiness
- Helps reduce jungle damage.
Tough Skin
- Helps reduce jungle damage.
Bladed Armor
- Speeds up jungle.
Durability
- Nice health boost throughout the game.
Veteran's Scars
- 30 health promotes early game tankiness.
Indomitable
- Reduces jungle damage. Between
Tantrum's passive,
Tough Skin
, and
Indomitable
you will have 6 reduced damage from minions at level 2, which is unreal.
Enlightenment
- Increased CDR throughout the game. CDR is very strong on
Amumu since it allows his ultimate to be ready as often as possible.
Summoner's Insight
- Reduced
Flash CD is very nice.
Expanded Mind
- Total mana boost helps solve
Amumu's mana issues.
Meditation
- These will help ease the pain of giving up blue.
Scout
- You should be placing many Sight Wards throughout the game, so this is nice.
Runic Affinity
- You must keep blue and red buff for as long as possible.
Greed
- 2 gp10. Combined with
Greater Quintessence of Gold, you will have an additional 5 gp10 to start with, which is equal to the gold per 10 items such as Philosopher's Stone and
Heart of Gold. This is definitely worth the sacrifice of
Initiator
and
Juggernaut
.
Summoner Spells
Smite - Mandatory for
Amumu to jungle properly.
Flash - Mandatory to properly position
Curse of the Sad Mummy. Good for making escapes as well.


Runes








Masteries

























Summoner Spells



















Uses of Bandage Toss
Stop a Channeling Skill.








Save a Carry.
If you see your



Chase a Low Enemy.
One match I got a pentakill by bandaging from one champion to another. It was hilarious.
Choose a Target.
When ganking bot or initiating a fight, the champion in which you hit with your

















Prolong the Immobility of

This is basically the concept of using





Escape.
Jungle juking is pretty useful and really quite fun to do. Basically the idea is to

End of the Uses of Bandage Toss Section


Wards:
Before I talk about items at all, let me stress the importance of wards. ALWAYS carry wards! I carry at least 2 at all times. If you pill back to base and have the choice to complete
Heart of Gold or buy three wards, you better be buying three wards. Wards can protect smart and stupid teammates alike, and also help you capitalize on the stupidity of enemy champions. Never try to justify completing an item by not buying wards. Read more about this is the ward location section.
Introduction:
This item progression is meant for level 30 players who have the correct runes and some experience with
Amumu. If you are new to
Amumu, start at blue with
Cloth Armor and 5
Health Potions. You should then buy
Boots, Philosopher's Stone,
Heart of Gold,
Mercury's Treads,
Aegis of the Legion,
Shurelya's Battlesong. After that it is up to you.
So, now for item descriptions and progressions...
Core Items
Regrowth Pendant Makes jungling a breeze while allowing you to buy Philosopher's Stone as soon as possible.
Philosopher's Stone There is no reason why
Amumu shouldn't get this item first. It is vital to sustaining his jungle. Not to mention the 5 gp10. Perfect starting item for
Amumu. He needs the mana regeneration so he can give up the second blue without becoming useless!
Boots You must get boots early to speed up your jungle and improve your ganks.
Heart of Gold Health and 5 gp10! You will now have a total bonus of 15 gp10.
Amumu is tanky as a hero early game, which means buying gp5 items won't ruin his early game viability. Getting gp5 items as
Amumu early should be nonnegotiable.
Next you should upgrade your boots. Boots are up to your personal preference and playstyle, but I recommend either
Mercury's Treads or
Ninja Tabi.
Mercury's Treads These boots are a always a good choice, especially if the enemy team has a lot of CC. The magic resist is nice too. If you aren't sure what to get, buy these.
Ninja Tabi I love these boots. First of all, they are the cheapest way to upgrade boots. Second of all, they help reduce damage in the jungle and help out immensely in combat with enemy AD junglers. Really, you don't need the tenacity from
Mercury's Treads as much as other champions because you will rarely be targeted with CC. However, I usually buy
Mercury's Treads anyways.
Ionian Boots of Lucidity These boots provide some nice cool down reduction, but don't add to your tankiness. These usually aren't necessary because chances are you will build cool down reduction later on.
Boots of Swiftness These boots will make you feel fast and help you chase and transition the map. Since they don't provide anything but a small speed boost, I think other choices are more appropriate.
Mobility Boots These boots can improve your ganks and speed up your ability to traverse the map. These aren't a bad choice, but don't help out in combat, which is a shame. I might consider these if I find myself running all over the place trying to help out all the lanes.
Shurelya's Battlesong Best. Item. Ever. I can't stress this enough, you NEED this item. First of all, the health, health regen, mana regen, and cooldown all benefit
Amumu immensely, especially early game. But these stats aren't the reason you need this item. The reason is its active. This active can be used to help your team escape a sticky situation. But more importantly, it can be used to initiate a team fight and ganks. Remember
Amumu's strength is in team fights, and team fights require proper initiation. Look at the initiation section to see how I like to initiate team fights.
End of Core Items
At this point I don't know what to tell you, but I'll try anyways. Build whatever item you think will be most beneficial to you and your team. For instance, let's say you AOE AP mid is fed and you are tanking pretty easily. In this case, go straight for
Will of the Ancients. Let's say you are having a really tough time tanking anything. In this case, go for
Warmog's Armor. I'm not saying buy
Warmog's Armor every game because that would be stupid. What I'm saying is don't limit yourself to a single build and expect to win. Buy what you need, not what some guide tells you to build. Be realistic and flexible. Let's say you can't farm at all because a
Master Yi is counter jungling you like crazy and ganking you in your own jungle 24/7. Forget the
Rylai's Crystal Scepter some guide says you should have by now and instead ward your jungle and invest in some cheap armor and health, such as
Glacial Shroud or
Warden's Mail. I hope this paragraph demonstrates how tanky "builds" are generally unrealistic because you have to adapt to every game. Builds work better for other roles such as AP mid or bot AD where they are generally just trying to maximize their damage.
Before I talk about items at all, let me stress the importance of wards. ALWAYS carry wards! I carry at least 2 at all times. If you pill back to base and have the choice to complete

Introduction:
This item progression is meant for level 30 players who have the correct runes and some experience with









So, now for item descriptions and progressions...
Core Items

Philosopher's Stone There is no reason why






Next you should upgrade your boots. Boots are up to your personal preference and playstyle, but I recommend either












End of Core Items
At this point I don't know what to tell you, but I'll try anyways. Build whatever item you think will be most beneficial to you and your team. For instance, let's say you AOE AP mid is fed and you are tanking pretty easily. In this case, go straight for







Team Fights:
First of all, you must be patient and wait for the right moment to initiate. Recognizing the proper moment to initiate is extremely difficult to do and impossible to explain. Once you decide to initiate, you must pop
Shurelya's Battlesong. This serves a twofold purpose. First, it lets your teammates know what your intentions are. It is extremely important for your teammates to follow you when you initiate, and this ensures an organized initiation. Second, it helps your teammates keep up with you and join the fight quickly. So, once you pop
Shurelya's Battlesong, you will charge the enemy team. When you are close enough, you will want to use
Flash to place yourself in the middle of the enemy team. Make sure you place yourself near the enemy carries. Once you
Flash in, pop
Curse of the Sad Mummy. As they are ensnared, locate the most dangerous enemy carry. Once, you feel the snare from
Curse of the Sad Mummy is about to wear off,
Bandage Toss to that dangerous carry to disable him further. If you have
Randuin's Omen, you will want to pop its active around this time as well to slow everyone.
At this point, the only skills at your disposal are
Tantrum,
Despair, and
Bandage Toss once it comes off cooldown.
Despair should have been toggled on once you decided to initiate and should remain on throughout the team fight. You should also be slamming the E button to trigger
Tantrum once it comes off cooldown throughout the fight. Your job at this point is to press the enemy carries and protect your own. This is where
Bandage Toss becomes useful. You can feel free to press the enemy carries (literally run on top of them) without fear of leaving one of your carries unprotected because you can instantly bandage back towards them if they are in trouble. Rubber-band back and forth between the enemy carries and your own. As a rule of thumb, never chase an enemy champion who flees from the fight. You must stay with the majority in order to protect your team.
Ganking
Why Gank Mid?
1. It is rarely warded.
2. Your AP carry has the damage to take advantage of your CC.
3. The enemy AP carry is probably squishy, make it an easy kill.
4. Your AP carry is crucial to your team's success, making it a high priority lane.
5. Pushing out the enemy mid frees your mid to gank, free farm, push the tower, pill to base without fear of his tower getting pushed, and presents an opportunity for your team to dragon.
6. The enemies in other lanes can't count on you being gone from their lanes for too long because you're centrally located.
7. Since you're centrally located, you can move back to any area of your jungle quickly.
Why Ganking Top is Difficult?
1. A single ward in the river can ruin most of your ganks. If the enemy purchases
Wriggle's Lantern, which is common for top characters, the river will permanently be warded.
2. Your teammate in the top lane probably doesn't deal enough damage to make use of your CC.
3. The enemy in top lane is usually a tanky dps champion. This means you will have a hard time killing him because you deal no damage.
4. Many top champions have a good escape skill outside of
Flash or
Ghost.
Why Ganking Bot is Difficult?
1. The river will almost always be warded. If it isn't warded, go gank there immediately because with
Curse of the Sad Mummy, you have a good chance of getting two kills.
Prelevel 6 Ganks:
As soon as you hit level 4, put a point into
Bandage Toss and try to gank mid. If mid isn't open, try top. It is important to gank at this time because both top and mid won't be warded. Alert you teammate of your intention to gank with a ping. If your teammate has a form of CC, tell him to use it as you come in so you can land an easy
Bandage Toss. If your teammate doesn't have CC, just try to land your
Bandage Toss as best you can.
Postlevel 6 Ganks:
As soon as you hit level 6, go gank mid almost no matter what. With
Flash,
Curse of the Sad Mummy, and
Bandage Toss at your disposal, you should be able to get a kill mid guaranteed. Start by indicating your intention to gank with a ping and stand in the side bushes. As you rush from the bushes, use
Flash to get in the enemy in range of
Curse of the Sad Mummy. Next, position yourself so you can hit an easy
Bandage Toss as the snare ends. A competent mid will perform the damage necessary to kill the enemy mid. If you have
Shurelya's Battlesong at your disposal, use it to quickly cut down the range between you and the enemy carry as you rush from the bushes.
Advanced Strategy For Ganking Top and Bottom Lanes:
Since the rivers may be warded, you can sneak into the top or bottom bushes by entering the lane by your own tower. Make sure the lane is pushed so the enemy doesn't see you. If your lane pushes further, you can sneak into the second set of bushes. Once the enemy team pushes back, you will be able to easily initiate a surprise gank from the bushes. This ganking method is extremely effective and always seems to surprise the enemy.
First of all, you must be patient and wait for the right moment to initiate. Recognizing the proper moment to initiate is extremely difficult to do and impossible to explain. Once you decide to initiate, you must pop








At this point, the only skills at your disposal are






Ganking
Why Gank Mid?
1. It is rarely warded.
2. Your AP carry has the damage to take advantage of your CC.
3. The enemy AP carry is probably squishy, make it an easy kill.
4. Your AP carry is crucial to your team's success, making it a high priority lane.
5. Pushing out the enemy mid frees your mid to gank, free farm, push the tower, pill to base without fear of his tower getting pushed, and presents an opportunity for your team to dragon.
6. The enemies in other lanes can't count on you being gone from their lanes for too long because you're centrally located.
7. Since you're centrally located, you can move back to any area of your jungle quickly.
Why Ganking Top is Difficult?
1. A single ward in the river can ruin most of your ganks. If the enemy purchases

2. Your teammate in the top lane probably doesn't deal enough damage to make use of your CC.
3. The enemy in top lane is usually a tanky dps champion. This means you will have a hard time killing him because you deal no damage.
4. Many top champions have a good escape skill outside of


Why Ganking Bot is Difficult?
1. The river will almost always be warded. If it isn't warded, go gank there immediately because with

Prelevel 6 Ganks:
As soon as you hit level 4, put a point into



Postlevel 6 Ganks:
As soon as you hit level 6, go gank mid almost no matter what. With







Advanced Strategy For Ganking Top and Bottom Lanes:
Since the rivers may be warded, you can sneak into the top or bottom bushes by entering the lane by your own tower. Make sure the lane is pushed so the enemy doesn't see you. If your lane pushes further, you can sneak into the second set of bushes. Once the enemy team pushes back, you will be able to easily initiate a surprise gank from the bushes. This ganking method is extremely effective and always seems to surprise the enemy.
In the course of a game with a competent team, the bottom support character should take care of warding bottom. They will ward dragon and ganking entrances to protect their AD carry. This means you only have to worry about warding for top and mid. Many times mid and top will buy a ward to protect themselves from ganks, but don't count on it. Ward inside the enemy jungle if you can so your mid and top lanes will have early indication of a possible gank. Plus, doing this allows you track the enemy jungler's location. Red symbolizes the most important ward locations early in the game to protect your top and mid from ganks. Blue symbolizes wards for Baron and Dragon. Once again, Dragon is not usually your responsibility, but if it isn't warded you should definitely ward it. Ward Baron once it spawns at 15 minutes.
Bottom Team Ward Locations:

Top Team Ward Locations:
Bottom Team Ward Locations:

Top Team Ward Locations:

This jungle route is a odd, but I find it to be fast and efficient. Good for solo queue because you don't immediately start at blue! Don't be fooled, the other jungling route is much better and faster if your team is willing to help. I rarely use this path anymore.
0:00 Buy a
Regrowth Pendant and
Health Potion, put a point in
Tantrum, then head to wraiths.
1:40 Stand in the middle of where the wraiths spawn, and initiate with
Tantrum as soon as they spawn. Auto attack the big wraith three times, then use
Tantrum again. Attack each little wraith once, then use
Tantrum one last time to clear the camp. Head to wolves.
2:03 Initiate wolves with
Tantrum. Attack the big wolf four times, then use
Tantrum again. Attack the big wolf 2 more times, then each of the small ones once. Use
Tantrum again. Attack each small wolf once more to clear the camp, put a point in
Despair, and head to blue.
2:25 Initiate blue with
Tantrum and flick on
Despair. Attack the blue golem repeatedly. Don't use
Tantrum again or else you will run out of mana.
Smite the blue once it's health drops below 470. Keep
Despair on until you are out of mana. Head back to wraiths.
3:00 Kill wraiths with
Tantrum and
Despair. Once the camp is clear, check mid. Put a point in
Tantrum and head to small golems.
3:23 Initiate with
Tantrum and flick on
Despair. Attack the large golem and spam
Tantrum until the camp is clear. Head to red golem.
3:44 Initiate with
Tantrum, flick on
Despair, and attack the red golem.
Smite the red golem once the lizards are dead and finish off the golem. Put a point in
Bandage Toss and head to wraiths.
4:00 Wraiths should spawn almost exactly as you are arriving at wraiths. Kill them with
Tantrum and
Despair and head to wolves.
4:20 Kill wolves with
Tantrum and
Despair, then pill back to base and buy a Philosopher's Stone and
Boots, then go gank top or mid.
I like this route for several reasons.
First, it is fast and safe and you probably won't be ganked at blue.
Second, at the 4:20 mark, you have just enough money to buy Philosopher's Stone and
Boots, effectively setting you up for the next 10 to 15 minutes of play. It's amazing what
Amumu can do with just those two items.
Third, you can keep an eye on your own wraiths to prevent counter jungling.
0:00 Buy a



1:40 Stand in the middle of where the wraiths spawn, and initiate with



2:03 Initiate wolves with




2:25 Initiate blue with





3:00 Kill wraiths with



3:23 Initiate with



3:44 Initiate with




4:00 Wraiths should spawn almost exactly as you are arriving at wraiths. Kill them with


4:20 Kill wolves with



I like this route for several reasons.
First, it is fast and safe and you probably won't be ganked at blue.
Second, at the 4:20 mark, you have just enough money to buy Philosopher's Stone and


Third, you can keep an eye on your own wraiths to prevent counter jungling.
This is the best route to take if your team is willing to help you.
1:40 Put a point into
Despair and have your teammates help you kill wolves. They don't need to leash wolves since it will actually be easier for them to hurt the wolves and get out of experience range if you have aggro. Also,
Despair will provide predictable damage, thus reducing the possibility of your teammates stealing experience.
1:55 You should be at blue before it spawns if killing the wolves went according to plan. Have your team leash and damage the blue golem heavily before they leave. Make sure to
Smite the blue golem once it has less than 445 health to prevent steals. You will be level 2 now, so put a point into
Tantrum and head to wraiths, then small golems, then red (use
Smite), then wraiths again, at which point you will reach level 4, which should occur around 3:40. Use you
Health Potion after you kill wraiths to maximize the heals from small camps. This is a good time to gank either top or mid.
1:40 Put a point into


1:55 You should be at blue before it spawns if killing the wolves went according to plan. Have your team leash and damage the blue golem heavily before they leave. Make sure to




Junglers seem to get blamed for losses more than any other champion on the team. If any of your lanes do bad, they will blame you for not ganking enough. What they don't understand is you can't be everywhere all the time and you have responsibilities outside of ganking. Let's look at a quick list of priorities:
Clear Your Jungle.
If you spend all your time camping a lane, you will not level and you will have no farm. If your whole jungle has respawned, tell your lanes to be patient as you clear it. Clearing the jungle is worth about 360g give or take, which is easily matches the amount of gold that would be rewarded from a kill. Let's say your bot is low on health and pushed back. Tell them you will meet them down there once they return to lane so all of you will be ready for the gank.
Trust Bottom Lane.
Many great junglers trust their bottom lane to take care of themselves. By doing this, they are able to harass the other more vulnerable lanes. Good bottom lanes will rarely get ganked because of proper ward placement. The bottom lane's priority is to get the ranged AD carry farmed. They shouldn't need you in order to do this.
Place Wards.
If you can stop your mid and top from getting ganked, you will have ensured an even match at the very least. Dragon control is a huge part of the game, so make sure it is warded early. Don't be afraid to place more wards than what appears to be necessary. The more of the map your team can see, the more confident your teammates will be, which usually leads to better decisions and better overall play.
Watch Dragon.
As previously mentioned, dragon control is a huge part of the game and can lead to a snowballing effect for you or the enemy team. Sometimes getting dragon is out of your control. If your bottom lane is terrible, there is almost nothing you could do to stop the enemy team from getting it. But when there appears to be an opportunity to get it, don't be afraid. Forcing team fights plays right into the hands of
Amumu, so this may also be a good opportunity to get a few kills. Just please don't mess with the other team if your team is outnumbered. It never works out.
Gank Mid. Then Top. Gank Often.
We've talked about this before. Ganking mid is a top priority because they are so important to your team. Don't be afraid to gank top either, or bot if the situation calls for it. And gank often! A successful gank is huge.
Adapt.
If you have a
Singed top against a
Nasus, the
Singed will have a hard time stopping
Nasus from farming his
Siphoning Strike. A farmed
Nasus is a strong late game character if he is allowed to farm. You must take this into account and try to help
Singed force him out of lane as much as possible. If you can give
Singed the upper hand early, he may be able to stop
Nasus on his own, allowing you to focus on other things. Jungling requires constant decision making, so don't be selfish and try to make the right decisions.
Protect Lanes.
If there are four enemies bot, don't keep jungling, get down there and assist your teammates!
Amumu is good at protecting towers because people are afraid of getting snared in tower range. If the standoff at your tower continues, your team will gain the upper hand because one of your lanes will be free farming while the enemy team stands around doing nothing.
Hold Lanes.
This isn't a very high priority unless it is clear the enemy team intends to push the tower your teammate just left. If the enemy is just last hitting minions in lane, don't waste your time running to hold the lane for no reason.
Push Lanes.
If you successfully gank bottom lane and your team wants to push the tower, help them out. Taking towers helps your team enforce map control, plus it gives everyone a bit more farm, which will lead to an early advantage.
Don't Let Any Lane Get Fed.
If you notice the top enemy champion has a two kill advantage over your top, you have to help your teammate shut him down. You just can't risk letting any powerful champions get fed. Usually a lane will get fed if you don't gank often enough.
Clear Your Jungle.
If you spend all your time camping a lane, you will not level and you will have no farm. If your whole jungle has respawned, tell your lanes to be patient as you clear it. Clearing the jungle is worth about 360g give or take, which is easily matches the amount of gold that would be rewarded from a kill. Let's say your bot is low on health and pushed back. Tell them you will meet them down there once they return to lane so all of you will be ready for the gank.
Trust Bottom Lane.
Many great junglers trust their bottom lane to take care of themselves. By doing this, they are able to harass the other more vulnerable lanes. Good bottom lanes will rarely get ganked because of proper ward placement. The bottom lane's priority is to get the ranged AD carry farmed. They shouldn't need you in order to do this.
Place Wards.
If you can stop your mid and top from getting ganked, you will have ensured an even match at the very least. Dragon control is a huge part of the game, so make sure it is warded early. Don't be afraid to place more wards than what appears to be necessary. The more of the map your team can see, the more confident your teammates will be, which usually leads to better decisions and better overall play.
Watch Dragon.
As previously mentioned, dragon control is a huge part of the game and can lead to a snowballing effect for you or the enemy team. Sometimes getting dragon is out of your control. If your bottom lane is terrible, there is almost nothing you could do to stop the enemy team from getting it. But when there appears to be an opportunity to get it, don't be afraid. Forcing team fights plays right into the hands of

Gank Mid. Then Top. Gank Often.
We've talked about this before. Ganking mid is a top priority because they are so important to your team. Don't be afraid to gank top either, or bot if the situation calls for it. And gank often! A successful gank is huge.
Adapt.
If you have a









Protect Lanes.
If there are four enemies bot, don't keep jungling, get down there and assist your teammates!

Hold Lanes.
This isn't a very high priority unless it is clear the enemy team intends to push the tower your teammate just left. If the enemy is just last hitting minions in lane, don't waste your time running to hold the lane for no reason.
Push Lanes.
If you successfully gank bottom lane and your team wants to push the tower, help them out. Taking towers helps your team enforce map control, plus it gives everyone a bit more farm, which will lead to an early advantage.
Don't Let Any Lane Get Fed.
If you notice the top enemy champion has a two kill advantage over your top, you have to help your teammate shut him down. You just can't risk letting any powerful champions get fed. Usually a lane will get fed if you don't gank often enough.
I hope this guide gives you an idea of how and why to play
Amumu. Everything in this build has been the result of hundreds of games of personal experience with this champion. I know I don't cover everything under the sun with this guide, but I believe I cover the core of what makes a good
Amumu. Please comment and criticize!


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