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Recommended Items
Runes: Offensive Tank Build
+10% Attack Speed
+6 Armor
+6 Armor
Spells:
Flash
Smite
Items
Ability Order R > E > Q > W (MUST START W)
Cursed Touch (PASSIVE)
Amumu Passive Ability
Threats & Synergies
Nocturne
He counters your close melee range and abilities because of his fear. Once he gets lethality/armorpen, he also is able to shred you in duels or your squishies in fights. He can dodge your Q with his spell shield. His R also sucks, you don't know where he's going. In short he can rush past your front line. Stridebreaker makes him deadlier. Little counterplay aside from baiting his spellshield. GL. You'll need it.
Amumu
Most of champions NOT included have little to no synergy- if you disagree with that, PLEASE DO LEAVE A COMMENT.
Amumu
Most of champions NOT included have little to no synergy- if you disagree with that, PLEASE DO LEAVE A COMMENT.
Champion Build Guide
Hey everyone, and welcome to my
Amumu guide!


Why is



I hope you guys like the guide. If you have any feedback or comments, please leave it in the "Discussion" section!
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Tanks are NOT boring! People tend to get this idea- but I assure you- you'll find fun playing them. With the Season 11 changes, you can now build

and now his ultimate. OH MY. where do I start?




There's a new rune page that allows you to be pretty sufficient in early trades and excel during team fights. What's also good is that you can flex either Sustained AP or Tank with this rune page, meaning you can decide what build to go after the game starts. I don't recommend going Burst AP with it since Electrocute is a better option for that.
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We run ![]() ![]() ![]() |
![]() | We run Tenacity so, well, quite frankly so you don't get locked down. |
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In the current meta, capturing objectives (Dragon, Baron, Rift Herald) is insanely important and the ![]() |
OTHER OPTIONS
You can also take the




RUNE STATS
For TANK-
- Offense - Adaptive Force.
Helps with clear speed. AS would do similar except you're not AD reliant and CDR is very weak early, and scales incredibly slow. Feel free to do this, however, if you feel like the game will be long. - Flex - Adaptive Force | Armor.
Adaptive Force helps with clear speed, and armor protects you in dangerous early situations. Matter of preference as well as who the opponent jungler is. If it's someone likeLee Sin who is able to consistently invade you, go armor.
- Defense - Armor | MR.
Armor is probably the better of the two unless you're against an oppressive AP jungler (possibly anEkko for example depending on their playstle). It lowers the damage you take from camps.
- Offense - Adaptive Force.
Not much question, you want max damage output. - Flex - Adapative Force.
If you feel it necessary, go armor. Otherwise again, max damage output - Defense - Armor.
Not much dispute, it lowers the damage you take from camps. I wouldn't bother taking MR even if there are AP threats (unless there is no AD threat).
ABILITIES
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Item Set Import You can import the item set into your League Collection! Go to Collection > Items > Import Item Sets (icon on the top) > Paste copied set > , and copy and paste the following content below. Special thanks to 00FF00Parsley for creating this!

Understanding Itemization Scaling
In the tank build, you'll want to have a lot of defenses. Building tons of armor makes no sense as it becomes gold efficient as the damage reduction grows less and less. Read this for more information: https://leagueoflegends.fandom.com/wiki/Armor#Stacking_armor.
Instead, you want to build BOTH health and armor / magic resist.
In the AP build, it's the same idea, but this time applies for AP and Ability Haste. The more AH, the more casts, the more you will be able to make use of AP.

These items will make you really durable, with a nice blend of Health, Armor, and Magic Resistance. The item passives also prove to be incredibly useful, most notably ![]() ![]() ![]() ![]() ![]() Notes:
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This is my favorite build since it's a nice mix of everything! You get defensive stats from ![]() ![]() ![]() ![]() ![]() ![]() |
FROZEN HEART Anti-AS![]() ![]() ![]() ![]() ![]() |
RANDUIN'S OMEN Anti-Crit This is your go-to when the enemy team has multiple crit champions or the main threat from the enemy team is Critical Strikes. Run this into ![]() ![]() ![]() ![]() |
GARGOYLE STONEPLATE Teamfight Durability Whenever you go engage, you will probably be taking a ton of damage. ![]() ![]() |
FORCE OF NATURE Anti-AP; Teamfight Maneuverability Basically you get so much Magic Resist base and then even more from the passive, you really do not need any other MR item after building this. In Teamfights, you're more durable but also more mobile and this is really important as it helps ![]() |

This is the go-to build if you love to make a big impact on the game, surprise enemies with your damage, and make tanks useless! This build is the more defensive of the two AP builds but that's probably for the better since you get some defensive stats. Essentially you stack two burn passives ![]() ![]() ![]() ![]() ![]() ![]() |

This is THE "glass cannon" build for ![]() ![]() ![]() ![]() |
COSMIC DRIVE Ability Haste This item ends up giving 40 AH and movement speed not to mention the other base stats, which is pretty crazy for one item. There's not a ton to explain here, although it's noteworthy that this item has better synergy with the Burst/Electrocute build. |
VOID STAFF Magic Penetration![]() |
MORELLONOMICON Anti-Heal![]() |
RABADON'S DEATHCAP Ability Power Maximize damage output. EXCELLENT AS LAST ITEM OR FINISHING ITEMS. You want to buy this early in the Burst build (3rd item after Mejai's) if you're really ahead as it makes the snowball even bigger. It's also a good buy for the Sustained build if your team lacks damage. |
ZHONYA'S HOURGLASS Anti-AD; Anti-Burst More tank and damage. Similar to ![]() |
BANSHEE'S VEIL Anti-AP; Anti-Burst The spell shield feels incredibly underrated when it can protect you from something as strong as an ![]() ![]() ![]() ![]() |
ABYSSAL MASK Anti-AP; Damage Amp Good choice even for the offensive builds since it amplifies damage through its passive. It's almost like another ![]() |
6 Camp Clear: Red > Krugs > Raptors > Wolves > Gromp and Blue > Make a play
- You are a little late for Scuttle (you should end around 3:20ish, Scuttle spawns at 3:15) and therefore I encourage considering SKIPPING Blue if there is an opportunity to make a play and secure the Scuttle. Check lane states as you finish your Wolves. It could also work to do 6 camp and then Scuttle if you start opposite side of the enemy jungler.
- Clearing Gromp and Blue together will get you low. You should definitely use Smite and Refillable Pots, and focus the Gromp with your auto attacks and Q. Do them both at the same time by bringing them roughly to the center of the two camp spawns but a little closer to the Gromp, and then use AOE spells (W/E) to clear.
- You can pivot as you finish Red if you wish to finish your clear faster, you can skip Krugs (you should do this very rarely!)
I currently do not recommend a Blue start, however there will be certain games where it is optimal. If for some reason the above clear is not the best clear (your destination will not have the best plays (you want to be ganking volatile matchups e.g. melee-melee OR you do not want to run into a good early duelist such as Xin Zhao), I encourage also looking for an invade to the enemy Raptors (Blue side) or enemy Blue (Red side) as long as it's safe. I'll still list a Blue clear below.
5 Camp Clear: Blue > Wolves > Raptors > Red > Krugs > Make a play
- You will end just in time for Scuttle.
- You will end healthier
- You, of course, will be down a camp, however, and if you cannot make a play, you will lose a lot of tempo.
Keep in mind that you want to be as active as you can on the map. Farming is just as important, however. Find the right balance, and ignore what your teammates say if you find yourself that farming more is better for the game turnout.

GENERAL TIP: NEVER INVADE WITHOUT


GENERAL TIP: You can kite some camps! Dealing damage to any monster besides the


Be sure to check out the "Gameplay" section for tips on how to Gank & more!
We always will almost always start our clear with the Red Brambleback. Starting on the Red Brambleback side is great since it allows you to sustain yourself health-wise in case of an invade. It also allows you to keep up tempo, which is a fancy term for being active on the map and doing things.
Here are the outlines for each clear, along with when you should do them/when not. [These will be better put visually in this section].
Clear Option 1 (Normal, Optimal, Sustained Health, High Tempo... 3, 4, or 5 camp clear):
- Start RED with leash. Path towards Wolves - Optionally, take RAPTORS on the way [predict wave state in 1 minute]. Take WOLVES. TAKE BLUE. You are at Level 3. Path towards either the side lane or mid lane for a Gank [depending on their wave state], Invade enemy buff [only if you did no take wolves + your team has prio], or take Gromp.
- This pathing prevents the Red from being stolen, a buff that most Jungle champions value more than Blue. However, players will realize that Amumu is reliant on his first Blue, so just keep an eye on that. You will probably not need a ward since you reach your Blue fast with this clear. Losing your Blue will make your early game difficult as this pathing is dependent on it.
Clear Option 2 (Optimal Full Clear pathing, Medium Tempo, Late Game Plan... 4, 5, or 6 camp clear)
- Start BLUE with leash. Optionally pull the GROMP to clear both at once (burn a health pot or Smite) or optionally take the GROMP after. Take WOLVES. Take RAPTORS. Optionally Gank MID or optionally take SCUTTLE. Take RED. Optionally gank the side lane or optionally take KRUGS (if you take Krugs, either reset or gank side lane).
Clear Option 3 (Top Priority, Red Team, Hidden Pathing):
- Start RAPTORS with E. Level W and then take RED. Path towards KRUGS and smite the large one as you reach, pop one health pot. You are Level 3. Gank TOP and/or invade the enemy BLUE. Ward towards enemy WOLVES if invading. Take SCUTTLE and then GANK mid, take the bot-side SCUTTLE, and reset & buy, then path towards WOLVES and 3-camp clear to BOT, MID, or DRAG.
- You can replicate this on the Blue Team by invading the enemy Raptors. After 3-camping top, look to go to your Blue and you can then copy Clear Option 2.
OPTION 1: 3/4/5 CAMP RED CLEAR
This pathing prevents the Red from being stolen, a buff that most Jungle champions value more than Blue. However, players will realize that Amumu is reliant on his first Blue, so just keep an eye on that. You will probably not need a ward since you reach your Blue fast with this clear. Losing your Blue will make your early game difficult as this pathing is dependent on it.
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Options 2 and 3 WIP
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NO Krugs |
With this clear, you want to avoid taking Krugs. They kill your Tempo like crazy and eliminate options at the end of your first clear. DO NOT TAKE KRUGS. Level ![]() ![]() ![]() ![]() ![]() |
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Dragon |
Dragons are incredibly SITUATIONAL in this current meta. It's always a good thing to have but it takes long to clear and you can risk getting conter jungled. However, setting up a Dragon right will set you up for Soul, which in turn evaluates to a win. When you take it, make sure you've sweeped. A few things to check for:
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Rift Herald |
Ask yourself similar questions as you would when you go for Dragon. Keep in mind that the ![]() ![]() |
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Baron Nashor | You should take this if you just won a team fight, the enemy jungler is down, or many opponents are down. Have at least two allies help. VERY strong buff, makes pushing a lot easier. You can also take this if your team is behind, it'll stretch the game out and allow you to Elder Dragon. |
BEFORE GAME Make sure you have the cheat sheet here pulled up! It's best to be ready when the game starts as opposed to rushing things up when the game starts.
Also be sure to have 45 minutes allotted for the game! If you don't, then don't play!
LOADING SCREEN So I'd just check a few things... don't rely heavily on this, but just as an idea.
A. Check ALL enemy's Summoner Spells... does one not have

This gives you an idea of who to gank. Enemies without






B. Who is experienced (mastery) and who is not?
I would NEVER rely completely on this, you may always be surprised by certain people's play styles. Similar to above section, you just want to get an idea of everyone's play style. I'd look out for passive laners, aggressive laners, there's also websites that give you some insight on the enemies, check that if necessary. So of course, you want to be looking to gank aggressive enemy laners.
C. What keystones are the enemies running -- are there obvious deviations? What does this tell you about their playstyle?
So this is the idea of







As you can see, this by itself should tell you PLENTY. It also gives you some insight on what they will build! For an obvious example, take a




GAME START Watch for invades! Especially against champions like





LEASHING | FIRST CAMP Check the "Jungle Routing" section to see where you want to start off. Leashes help

There is also a GREAT trick on

PROS
- Your pathing will be hidden - your enemies will not know if you started blue or red etc.
- Your allies can reach lane faster and more reliably be able to get all 6 minions in the first wave (though this can also be achieved with a leash, it is helpful for offensive laners to pick enemies out)
- You retain near FULL HEALTH
- This takes longer than getting a normal leash, causing your clear to be delayed and putting you behind most enemy junglers.
I've had a game where I did this and the enemy jungler was TWO camps ahead of me at around 4:00. Know the risks! - You will lose slightly more mana as your
Despair will be on longer than getting a normal leash.



Make sure to have your Blue warded should you do this!
EARLY GAME This is where

All you want to do is farm up! Use



Hit level 6 and get your


GANKING







Beware of over-ccing (at least, that's what I call it). This means applying two stuns/crowd control effects at the same time. For example, consider



It's important to understand that not all ganks result in kills, and most of the times, won't. As you climb, you'll realize that the enemy laner will be "slippier" and more able to escape from ganks as they can

What happens in an ideal gank? Well, you'd get a "1 for 0" (or "2 for 0" if bot) by just auto-attacking. That sounds stupid, but it's "ideal". You'd (your team) would get the kills on the enemies without dying. This gives them a gold lead, as quite obviously, kills grant gold. The gold lead allows them to purchase more items than the opponents, hitting power spikes sooner, allowing them to further get kills and/or pressure enemies, allowing them to be self-sufficient. This is a snowball. Now, in a more realistic situation, you'd have to use summoner spells such as


So a kill is simply the "cherry on top". Let's get slightly more into what happens during a gank, what to do and not to do. Often times you'll notice the enemy laner use summoner spells like




Another common strategy is to go in from behind (e.g. the Top Tri-Bush near Baron Pit if you are on the Blue Team) and pressure them that way and don't use your



By blowing a summoner spell, your team gains a pretty big advantage. If you blew




The only way a gank could "fail" is if you lose an ally (you want to avoid this- if YOU are low and

A few more tips-
Using

I would advise against ganking pushed lanes (unless you will push with them), and ganking losing lanes is debatable. I would consider the following:
- Does the losing ally knows what they are doing?
Check their playstyle and mastery- see if they're capable of helping in a gank, as they will probably be doing the most damage. - Is the winning enemy a strong dueling champion and/or capable of 1v2ing?
This is TERRIBLE if they can 1v2.
TOP LANE: I'm talking champions similar toRenekton,
Darius,
Illaoi, and
Sett. You'll have difficulty killing these champions because of their good AOE/Heals/Shields. These champions tend to be split pushers, but not always (e.g. not particularly
Nasus). Also take note of
Mordekaiser post-6 as your gank against him won't really do much supposing he ults and your ally dies. Furthermore, if he ults you, you may die (dodge that Q!).
MID LANE: Most mid laners have burst damage to one champion (e.g.Annie but also exceptions such as
Syndra) and if they're ahead in the laning phase and experiened, they will know how to snowball. That being said, you will be able to gank ahead assassins such as
Zed because your CC will really hurt them, and your mid laner should be of help as long as they cs well.
BOT LANE: In the bottom lane, your main problem is the increased vision in the area. Because there are two champions who can put vision down as opposed to one, you can be spotted by wards, giving the enemy team time to react. Their lane might retreat to turret and/or the enemy jungler may follow. This isn't particularly good, especially in the early game | pre-6, which is why manyAmumu players will tend to ignore Bottom lane, especially till they get 6. I would still make efforts, however, as timing is all that matters; if the enemies engage on your allies, you will be able to help out- e.g.
Nautilus's
Dredge Line will push him in and hence give you a higher chance of killing them; same with
Rakan's
Grand Entrance. Keep in mind that your bot lane has to CS well in order for this to work (as they need damage!), and supports like
Yuumi will make it hard for you to shut the ADC down. There are a handful of difficulties when it comes to strong 1v3 enemy ADCs, including
Vayne during
Final Hour,
Kai'Sa due to her shield on
Killer Instinct, etc., however champions like
Ashe with, for the most part, single-target damage and no escape will be easy for you to kill.
- Health difference at the time of gank.
Most likely, if the opponent is low and your ally is high in health, you will be able to shut the enemy down.
TL;DR What are the chances of getting a shutdown without dying and how good is the enemy at 1v2'ing (or 2v3ing if bot)?
MID GAME This is the part where you begin to feel





LATE GAME Congratulations if you made it. Chances of winning increasing as the game goes on and on, until you finish your build. Let's just take a look at a graph for Amumu's winrate over the duration of the game.

At 35 minutes, he has almost a 58% winrate.
GOALS:
- Catch enemies out
Have vision across the map, but do not flood any one place with too much vision. - Secure last few dragons OR elder dragon
Maintain a heavy presence in the area of the objective with plenty of vision. - Secure Barons
Maintain a heavy presence in the area of the objective with plenty of vision. - Force team fights / bait
WhenCurse of the Sad Mummy is off cooldown, you should be looking for an engage, namely your
Bandage Toss.


- Your team is too far behind, or not near you at all.
THIS INCLUDES THEM BEING DEAD.
It is absolutely POINTLESS to use your ultimate while they are full health when your allies are dead. You won't do much damage, you'll just be eaten up if you don'tFlash out. You don't have an escape ability! You can't make a mistake! Of course, there are a few exceptions of a single ally that can do everything for you (e.g. fed
Master Yi- but this will be uncommon since you're jungling).
- Your team is already under siege by a bruiser.
So it doesn't have to be a bruiser, it could be an assassin or some other role, but the reason I'm saying bruiser is because they take longer to shut down.
Examples includeGaren and
Irelia.
The reason this is something to evaluate is because they often don't die until they are focused down by your damage dealers/carries... now the carries can only deal damage from a safe distance... and if they are diving the carry, then they will not die. So this is a common reason why / how the enemy team gets an ace without losing anyone.
TL;DR: Be there to peel!
So yes, this will delay when you can actually ult (or maybe you'll use it to peel) but I PROMISE you, it is worth it to make sure your carries are safe. If they aren't, who will do damage? I'll tell you that it PROBABLY won't be you and you'll end up losing the fight, even if you get a kill. Peel by applying CC and tanking damage. Keep in mind that Bruisers often will get focused- this allows the enemy team to do damage to you while the enemy bruiser dies.
TEAM FIGHTING IN AP BUILD So there's many ways to play as AP Amumu. I tend to see most players playing like assassins. So, in team fights, what you would do is stay hidden while going around (flanking) the place where you'd be most likely to fight. Because you're less team reliant you don't need to keep waiting for your team to be ready; you can just go from behind and


If you have any questions or suggestions, please do ask or comment, and please rate this to help me improve. Thanks!
This guide will be edited every patch, probably within 2 days of since when the patch came out! If not, expect a few major updates hence the reason I am not updating.
My other guide is about

Best of luck on the Rift!
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