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Choose Champion Build:
-
Season 3 Build
-
Magic Penetration based Damage
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction

Hey, I'm That Trev Person, writing my first guide for Mobafire. However, I intend to try and make this guide as in-depth as those made by the more prominent writers on the site. Therefore, in this guide, I will attempt to share my accumulated knowledge of 300-400 games of playing with





Additionally, while I include a more damage based build as well, the content of this guide will focus primarily on my main AP/Tank build.

Champion Spotlight For Amumu!
Notice: I'd appreciate it if people who downvote would leave a comment including why they downvoted so that I can fix the problem. I will never downvote you in response to your downvote. Thanks in advance.

As is the case with every champion in League of Legends,




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Pros
+Massive AoE damage +Large amount of CC +Quick clear time +Efficient ganks +Tanky while retaining a high damage output +Powerful Ultimate |
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Cons
-Squishy early game -Susceptible to counter-jungling -Blue buff dependent in jungle - ![]() - ![]() |
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Defense





















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Utility










Greater Mark of Magic Penetration: These are useful for dealing higher damage all throughout the game, bypassing some magic resist of champs. 8.5 magic penetration is very useful when combined with
Cursed Touch.
Greater Seal of Armor: These runes are absolutely necessary in order to jungle with
Amumu. If you don't have them, there is a high likelihood you will die.
Greater Glyph of Scaling Magic Resist: Because extra magic resist is always useful on a tank, and the jungle monsters don't deal magic damage, so scaling runes are the way to go here for a better late game.
Greater Quintessence of Movement Speed:
Amumu’s base movement speed is rather slow, which really hampers both his ganks and his jungle clear. These can be used by themselves or in combination with
Greater Quintessence of Armors in order to speed you up. These are the optimal rune in this spot due to the superior ganking ability, mobility, and clear time you get with them.

Other Viable Runes
Just because I may not use a certain rune doesn't mean that it isn't viable or effective on






Summoner Spells
These are the primary summoner spells that I use nearly every game. Rarely will you want to deviate from this setup for jungling








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Pros:
+Secures buffs +Short cooldown +Scales with level Cons: +Scales with level |
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Pros:
+Reliable Escape +Can be used over walls +Multipurpose Cons: +Short distance |
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Other Viable Summoner Spells
All the alternative summoner spells are to go in place of




























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It's important to note how far this ability travels, because there are very few champions that can claim to stun at a farther distance. (The only three champions who can claim such a feat are




There are many uses to this ability, such as initiation, chasing, ganking, and escaping (extremely rare and situational). Despite these several uses, its usefulness for jungling is limited, which is why there are no skill points put into it until level 4. There are rare situations where it would be ideal to take Bandage Toss at level 3, which will be discussed later.
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After maxing



I've decided to max






There are many viable ways to build



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One of the more powerful items in the current metagame, mostly due to the predominance of AD Casters, ![]() ![]() |

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![]() ![]() |

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While at the beginning of the season I did not like the “Spirit” item series, the decrease in the price of ![]() ![]() |

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![]() ![]() ![]() ![]() |

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Another one of the items I have continued to build on ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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The Right Boots for Every Situation






spaaaace |
Pros
+Decent amount of Magic Resist |
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Cons
+Magic Resist value not incredibly high |




spaaaace |
Pros
+Armor and basic attack damage reduction |
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Cons
+Armor value not incredibly high |




spaaaace |
Pros
+Greatly increases potency of ganks. |
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Cons
+Fairly expensive, similar to that of ![]() |

As you would probably expect, these items are not optimal for every situation you will face in the game. There will be times when you will need to adjust based upon the enemy's team composition. For these times, I've created this section, allowing you to make the appropriate changes necessary to counter any team composition.
What to Replace:

One of the most cost efficient items in the game, Aegis provides excellent stats for both you and your team. Like
Abyssal Mask it’s rather unnecessary to have more than one of these on the team, so inform them ahead of time if you plan on getting it. This is especially important since supports tend to include it in their main build. Note that you lose the farming advantages you get from
Sunfire Aegis’s passive, as well as the damage. However, the item can be absolutely crucial in deciding the victors of a game, so don’t be afraid to buy it if the rest of your team won’t.


What to Replace:

For a champion as mana hungry as
Amumu, this item not only completely eliminates any mana related problem, but also provides many other useful stats. For instance, it provides a great amount of ability power, magic resist, and cooldown reduction. All these stats benefit
Amumu in some way, synchronizing especially well with his strengths. The only reasons I would not replace the
Abyssal Mask] with it in the core build are: it increases the price of an already expensive build, provides less magic resist than I would like, and you lose out on
Abyssal Mask’s great passive. An important point to make is how pointless getting two
Abyssal Masks on a team is. If one of your team members is planning to get it, you should replace it with this for sure.





What to Replace:

There are very few cases in which I would recommend
Banshee's Veil on
Amumu. The duration of CC abilities are already reduced thanks to both
Mercury's Treads and the
Juggernaut
mastery. However, there are times when the enemy CC prevents you from getting your ultimate off at the right time or initiating. I have played against a team that kept me stunned until just after they had forced their way to my frail
Ashe and melted her. Additionally, team's that play smart against your powerful initiation may use spells to divert you and prevent you from reaching them. In these situations,
Banshee's Veil prevents them from disrupting you so the
Curse of the Sad Mummy can do its job.







What to Replace:

The
Guardian Angel is a very cost efficient hybrid defensive item, providing both armor and magic resist. In addition, it grants you a second lease on life, reviving you after death in the same way as
Zilean’s ult
Chronoshift. Oftentimes the passive fails to save you since you must remain motionless while the animation takes place. However, if your team is nearby or your enemies are left at low health afterwards, the passive can be incredibly useful. Ultimately, buying
Guardian Angel comes down to personal preference and play style. Some people appreciate the second chance granted by it, while others choose it for the nice defensive stats it grants.




What to Replace:








What to Replace:






What to Replace:




What to Replace:


Because
Amumu synchronizes so well with magic damage based teams thanks to
Cursed Touch,
Will of the Ancients allows you to benefit your AP champions even more by providing them both ability power and spell vamp. Despite the utility this item it provides, it lacks any type of defensive stat, which is why it is situational. If your team is running two solo lane APs, then this item should be seriously considered, since your team will be receiving maximum benefit from it. The spell vamp is also useful on
Amumu, returning large amounts of health from
Curse of the Sad Mummy, and decent returns from his other spells. Therefore, the item can be used even when you have a single AP carry. It’s important to remember that the item is primarily to benefit your team, so you should consider the benefit to your AP carries when you consider buying this.






So obviously the reason you took the time to read the sections before this (or skim) is so that you would be able to jungle effectively with



Also, I've decided to alter this section so that it details the optimal, fastest way to jungle rather than the beginner friendly way. Know ahead of time that while this method is faster than starting immediately at the blue buff, it is by no means necessary to do this. If you're new to jungling or

When the game begins, you will want to buy











After you’ve purchased your items and allocated your skill point, begin your route by clearing wolves, asking for assistance from your nearby laners. Keep in mind due to the high movement speed of this particular camp, it is not efficient to attempt a leash similar to how blue buff is generally handled. Draw aggro from the camp yourself, and have your laners auto-attack the wolves without last hitting them; otherwise they will steal some of the experience that you need to hit level 4 at the end of this route. If you're new to playing


After clearing wolves, head up to blue buff after. Optimally, you will have cleared wolves around 1:50 if your teammates gave you sufficient aid, allowing you to be prepared when the golem spawns at 1:55. Have your mid laner leash it over the wall with an auto-attack or ability, and utilize




After clearing the camp and leveling up, take a point in

The wraiths are one of the camps




One of the larger changes to the route is the switch from clearing golems to returning to wolves again. However, if you proceed there immediately, they will not have respawned. Take this time to quickly check your red buff for invaders, and then proceed back to the wolf camp, which should be easy to clear with both




It is at this point you will want to proceed to the red buff in the bottom half of the jungle. You will use a similar strategy as previous camps to clear it with one important note. Like blue buff, there is always risk of an enemy jungler moving into your jungle and attempting to steal the buff. One way they might do this is by hiding in the brush along the southern wall of the red buff camp area. In order to avoid this, simply pull the lizard into the brush so you they can’t surprise you while you’re in the middle of clearing it. And, like blue buff, finish the camp with


Finally, clearing wraith camp one more time will finish your initial jungle clear, and should bring you to level 4.

From this point onward you have several options. The first one of these is to execute a gank. Look at the states of all the lanes and answer these two questions:
+Is that lane also pushed or in a position that allows you to give your lane a significant advantage?
If you answered yes to both of those questions, then it's generally a good idea to gank. And even in the case where you said no to either question, sometimes there are cases where it will still be a good idea to gank. It is up to you to make these decisions that will be the most beneficial for your team. It is necessary to properly balance farming your jungle, ganking, and paying attention to key objectives such as the dragon in order to provide the largest benefits to your team. Make it a goal for your first recall to buy

One of the important jobs of any jungler is to gank. In case anyone is new to jungling, ganking refers to leaving your jungle temporarily in order to join one of your allies in a lane with the intent of pressuring it in some way, usually a kill. This is the best way to assist your laners and really give them an edge against their opponent(s). In solo queue, ganking is the best way to be aggessive as
Amumu during the earlier stages of the game since his counter-jungling abilites are subpar.
When going into a gank, there are a lot of things to consider. Not only do you have to plan how you will use your own abilities, but you have to consider the potential of your ally to aid in the gank, and the potential of your enemy to escape.
For instance, consider a solo top
Shen. Shen is very durable and hardly capable of being bursted down by an enemy. Additionally, he has a gap closer and CC in the form of
Shadow Dash. Knowing this, it would be ideal for him to initiate a gank, either by baiting the enemy into a "1v1" duel, or using
Shadow Dash at the enemy. It would be at this point that you walk out at the enemy, but don't use your
Bandage Toss or
Curse of the Sad Mummy until the duration of the taunt from
Shadow Dash has ended or come close to ending. This maximizes the duration the enemy is disabled.
When considering an enemy's potential to escape, we'll compare
Darius and
Vladimir. Ganking
Darius is fairly easy compared to many champions. He lacks mobility or any sort of escape mechanism outside of summoner spell
Flash which has a fairly long cooldown. This means repeated ganks could prove fatal since he lacks the tools to stop you.
Vladimir, however, is fairly adept at avoiding ganks. His
Sanguine Pool makes him untargetable and immune to all damage aside from DoTs placed onto him before activating the ability. This is generally used in combination with
Ghost to move great distances while being untargetable. This means your
Bandage Toss will travel straight through him and
Despair and
Tantrum will do no damage for the duration. When dealing with champions such as
Vladimir, you need to establish a strategy that can be used to exploit the weaknesses that the ability has. Those of
Sanguine Pool include it's high cooldown and hefty cost of 20% of his health. Two distinct strategies for successfully ganking
Vladimir are:
Olaf: Separated CC usage. Having a laner with his/her own CC means that you can spread it out. In the image below,
Olaf uses
Undertow, attempting to slow
Vladimir so he can't get away. However,
Vladimir uses
Sanguine Pool to dodge the axe and begins backing off. As soon as he comes out of
Sanguine Pool, I immediately throw
Bandage Toss, stunning him in place, and giving us the kill.
+Allied Laner -
Akali: Repeated ganks/Camping. When your laner lacks an effective CC,
Vladimir will more than likely be able to hold onto his
Sanguine Pool until you try to
Bandage Toss him. However,
Sanguine Pool has a really long cooldown of 26 seconds at level 1, compared to 16 seconds for level 1
Bandage Toss. In order to take advantage of this, you exit the lane through the river, but hide in the bush nearby until
Bandage Toss is off cooldown. Once it is, you immediately go in for another gank in the case that
Vladimir decided to move up the lane again. Even if he doesn't, at the very least you gave
Akali an advantage since
Vladimir lost 20% of his health in order to use
Sanguine Pool.
Oftentimes your allied laner has already asserted his dominance and is pushed towards the enemy turret. If your ally and you have the damage, or the enemy has already lost a significant portion of his health, it may be a good idea to turret dive. There are a couple strategies that can be used to turret diving, depending on how far the game has progressed and the type of enemy being dealt with. Keep in mind that you don't necessarily need to be the one tanking the turret if not ideal.
Standard Dive: If you have an obvious advantage and it would be safe for you and your allied laner to dive, then you can initiate with
Bandage Toss, or simply run out behind them if you want to save
Bandage Toss for the possible situation in which they abandon their turret position and begin to retreat down the lane. In this example,
Teemo has been beaten up fairly significantly by
Renekton, but is holding his position at the turret trying to get a little more farm before backing.
Lower Level Dive/The Enemy has Burst: In these cases, you will want to take a safe approach. Signal your ally that you would like to dive the enemy, and initiate it. You will want to lead in with your
Bandage Toss, and back off immediately. With this strategy, you are tanking the turret, while your allied laner can quickly do the necessary damage to finish off the enemy. The reason this is the strategy to take against a burst opponent like
Darius is that it is possible that if you remain near him while tanking turret aggro, he could focus you and try to make the dive turn into a 1v1 trade through the combination of the damage from his
Noxian Guillotine and turret aggro.

When going into a gank, there are a lot of things to consider. Not only do you have to plan how you will use your own abilities, but you have to consider the potential of your ally to aid in the gank, and the potential of your enemy to escape.
For instance, consider a solo top






When considering an enemy's potential to escape, we'll compare





















+Allied Laner -











Tower Diving
Oftentimes your allied laner has already asserted his dominance and is pushed towards the enemy turret. If your ally and you have the damage, or the enemy has already lost a significant portion of his health, it may be a good idea to turret dive. There are a couple strategies that can be used to turret diving, depending on how far the game has progressed and the type of enemy being dealt with. Keep in mind that you don't necessarily need to be the one tanking the turret if not ideal.
Standard Dive: If you have an obvious advantage and it would be safe for you and your allied laner to dive, then you can initiate with




Lower Level Dive/The Enemy has Burst: In these cases, you will want to take a safe approach. Signal your ally that you would like to dive the enemy, and initiate it. You will want to lead in with your



In order to properly control your jungle, you will need to know when your camps will be up so you can be prepared ahead of time to clear them. Junglers who simply clear camps as the symbol appears on their minimap can fall behind fairly quickly. Your enemy will be able to steal it long before you arrive, plus they'll be clearing their own camps at a much faster pace if they know when it will spawn.



Lesser Creeps
- Initial Spawn - 1:40
- Respawn after - 1:00 (:50 for Wraiths)


Buffs (Ancient Golem and Elder Lizard)
- Initial Spawn - 1:55
- Respawn after - 5:00

Dragon/Drake
- Initial Spawn - 2:30
- Respawn after - 6:00

Baron
- Initial Spawn - 15:00
- Respawn after - 7:00



Lesser Creeps
- Initial Spawn - 1:40
- Respawn after - 1:00 (:50 for Wraiths)


Buffs (Ancient Golem and Elder Lizard)
- Initial Spawn - 1:55
- Respawn after - 5:00

Dragon/Drake
- Initial Spawn - 2:30
- Respawn after - 6:00

Baron
- Initial Spawn - 15:00
- Respawn after - 7:00

Amumu is not alone in his dangerous journey to traverse the jungle. It is haunted by many monsters besides those mentioned above such as






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The main reason ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 3/10 |
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Seeing this champion running around the jungle is a scary sight. He has what is possibly the fastest clear time in the game thanks to the damage from his ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 9/10 |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 9/10 |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 5/10 |
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The best way to describe ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 7/10 |
![]() |
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![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 7/10 |
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After the buffs to ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 9/10 |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 2/10 |
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Rengar has a kit that is fairly versatile in letting him clear jungle quickly while also excelling in duels. The main threat to you as a jungler is his high amount of single target damage from his ![]() ![]() ![]() Difficulty: 8/10 |
![]() |
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![]() ![]() ![]() ![]() ![]() ![]() (This paragraph is short because it's theorycraft, based on my observations of her moves and after having read the leading sejuani guide. Therefore, there is no difficulty score here. Hopefully I'll be able to expand upon this in the future, but I felt it needed to be added for now.) |
![]() |
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Depending on the person, reactions to seeing an enemy ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 7/10 |
![]() |
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Definitely a champion you don’t want to see running around in the enemy jungle. ![]() ![]() ![]() ![]() Difficulty: 9/10 |
![]() |
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Meet my second favorite jungler, for those times when the enemy bans ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 6/10 |
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No other way to put it, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 8/10 |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 10/10 |
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Although he is more commonly seen as a top lane as of late, ![]() ![]() ![]() ![]() ![]() ![]() Difficulty: 6/10 |
This section is something that will be constantly expanding.

As the game progresses, teamfights will start to occur. If your lanes and you did well early game, then you have the potential to dominate these fights and increase your advantage. If you didn’t, you’ll have a more difficult time overcoming the enemy team. Either way, teamfights require you and your team to play intelligently and have a quick reaction time.


Example Scenario 1: Both teams are positioned near Baron, waiting for the opportunity to either start a fight or take Baron. When you look at your ever useful mini-map, you notice the enemy


Example Scenario 2: The enemy




Example Scenario 3: Your team arrives at dragon to find that the enemy team has already taken out half of its health. However, they have lost some of their health and their positioning is rather poor for engaging in the teamfight. In this case, you can start a teamfight over dragon since the gold is rather important and benefits all of your team members. In some cases, the dragon may be attacking the AD Carry on the enemy team. Unless your team is at an extreme disadvantage, you should always engage, since the dragon’s attacks apply an attack speed debuff, reducing the effectiveness of that



Example Scenario 4: In many cases, both teams have grouped up in mid lane looking for an opportunity to push. If the enemy team is composed of characters such as







Obviously, these aren’t the only cases in which you could begin a fight. Sometimes, your teams are at a stalemate, and you’re confident you can win, feel free to initiate. These are just the ideal situations that are generally advantageous to your team.
During a teamfight, your primary goal is to get into position to get the most out of your huge AoE damage. Therefore, the best place for you is right in the middle of the enemy team. If you can lock down all five of their team members with







However, pay attention to your health, since even






Ultimately,





I plan on adding a FAQ section to the guide at some later date. If you are unsure of anything I did not cover in this guide, feel free to give your opinion in the comment section below, and I'll be sure to answer it as soon as I can :)
Future additions to the guide
+Expansion of Counter-jungler section
+Additional in-game pictures/videos
Credits:

+Jhoijhoi for her guide on making guides and line dividers.

Send me an image of a successful game you had with

Here are images submitted from Mobafire members who used this build. The name of the member who sent in each picture will go above them.
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Tarald

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*To all those listed here, I will be adding links to the images you originally provided me so viewers can still access them, but for now I needed to make room for the new images since this section was beginning to become too large.
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