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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Notice - NEW GUIDE IS UP!
This guide will be taken down sometime tomorrow, December 7th. Thank you all for the support you've given me on this one :)
This section will outline item and mastery changes that affect Amumu, especially those that impact the build and function of this guide. For more information, visit the link above.
Sidenotes:


Item Changes: (not new!)
- Boots of Speed have had their movement speed bonus reduced from 50 to 25. More on this in the boots section.
- Abyssal Scepter's MR bonus has changed from 57 to 45. The range of the MR reduction has been slightly increased to 700, which will hardly affect
Amumu at all.
- Rabadon's Deathcap has been nerfed. The flat bonus has been reduced to 120 (from 140) and the % increase has dropped from 30% to 25%. This item will probably be replaced in this guide. This is not so much because of the nerf, but because of exciting new items that have great potential for Amumu.
- Void Staff's Magic Pen % has dropped from 40% to 35%. Again, this item will probably be removed for the same reason as above.
New Items! (relevant to

Hunter's Machete - Damage dealt to monsters increased by 10%, basic attacks deal 10 bonus true damage to monsters.
Spirit Stone (builds from Hunter's Machete) - 14 health regen, 7 mana regen, 20% increased damage to monsters, +10 true damage to monsters for basic attacks.
Spirit of the Spectral Wraith (builds from Spirit Stone) - +40 AP, +10 mana regen, +20% Spellvamp, +10% CDR, damage to monsters increased by 25%.
Iceborn Gauntlet (possible replacement for Rylai's) - +40 AP, +500 mana, +60 armor, +15% CDR. Passive - After using an ability, next basic attack deals AoE bonus damage and a 35% AoE slow for 3 seconds.
Liandry's Torment - +70 AP, +200 Health, +15 Magic Pen, spells burn for 5% of current HP over 3 seconds. Effect doubled if enemy's movement is impaired. Half effect for AoE.
Seraph's Embrace - +1000 mana, +60 AP, +10 mana regen. Grants 3% of your mana as AP. Active: Drain 25% of current mana to gain a shield equal to mana lost for 3 seconds. Amazing initiation potential!
Shard of True Ice (can't decide between this or Iceborn Gauntlet!) - +45 AP, +6 mana regen (aura), +4 Gp10, Active: Gives targeted ally (or self) a 4-second aura which slows enemy champions by 30%.
Twin Shadows (how did I forget this??) - +50 AP, +20 MR, +5% MS, Active: Sends out two ghosts that chase the two nearest enemy champions (through Stealth!). If they touch the enemies, they reveal them and slow them by 40% for 2.5 seconds. Great gank starter or chasing tool!
Boots Changes:
- As mentioned above, Boots of Speed now grant 25 movement speed instead of 50. The 25 that is lost is being added to every champion's base speed (ex. Amumu's new base speed will be 335 instead of 310). This will most likely mean that starting with Boots is no longer the best choice, even for Amumu.
- Upgrading boots gives 20 more movement speed, with the exceptions of Swiftness (35 more along with a 25% resistance to slows) and Mobility (20 more, up to 60 more if no damage received in last 5 seconds).
Sorcerer's Shoes have had their penetration bonus reduced to 15% from 20%.
- Boots may now be upgraded a third time. Any pair of boots may receive one of the following:
- 475g - Alacrity - Grants an additional 15 movement speed.
- 475g - Distortion - Decreases Cooldown of Flash, Ghost, and Teleport by 25%.
- 475g - Homeguard - Restore health and mana instantly at fountain, and gain a 200% movement speed boost that decays over 8 seconds after leaving (4s on Crystal Scar).
- 650g - Furor - Doing damage with a basic attack or single-target spell grants 12% movement speed that decays over 2 seconds.
- 750g - Captain - Allies running towards you gain 8% movement speed. Nearby minions gain 25% movement speed.
No relevant Offensive Mastery changes have been made at this point. The lack of usefulness in the earlier tiers (besides a small amount of CDR) encourages me personally to look to the other trees.
Defensive Mastery changes:
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Utility Mastery changes:
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Work in Progress!

I have removed the comment requirement for voting due to a decline in the amount of feedback I have been getting. Please, feel free to comment after voting, especially if it is a downvote so that I know what I need to do to improve my guide further. Thanks!
Hello, and welcome to my very first MOBAFire guide! This guide will focus on an Off-Tank/AP build for

Thanks for reading, and enjoy! Please note that this guide is still a work in progress. Ward placement, jungle patterns, and more still to come!
Please feel free to contact me in-game with questions or comments. My Summoner Name is the same as it is here (NinjaNick95).



Amumu is currently the champion with the highest win/loss ratio in ranked games*, because of his ability to dominate teamfights and make powerful ganks while jungling. I highly recommend him to anyone looking to try jungling, as he is easy to learn, yet hard to master.
*Changes on a daily basis, check here.

Powerful Pros
- Huge AoE damage and a gap-closer
- Naturally tanky
- Deals mainly magic damage instead of physical (MR doesn't scale with level on most champions)
- Cries on your enemies
- Passive damage reduction
- Great teamfight capabilities
- Great CC
- Powerful ganks with
Bandage Toss,
Curse of the Sad Mummy, and
Flash
Critical Cons
- Needs to be up close to be effective
- Lots of MR shuts down his damage
- Squishy early game and is extremely dependent on Bluebuff
- Slow if you don't take MS masteries.




Bandage Toss
Bandage Toss is arguably

Basic Uses:
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Advanced Uses:
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Despair
Despair is



Tantrum
Tantrum contributes to


To use it effectively, use whenever it's up and as soon as it's up in fights or while jungling. It doubles as a great last-hitting tool in lane.


Curse of the Sad Mummy

Basic Uses:
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Advanced Uses:
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To me, many of the Runes I give Amumu are pretty common-sense oriented, but I will explain both reasons and alternatives.










0/16/14 provides a great balance of Defense and Utility for a champion like Amumu, focusing mainly on flat damage reduction and QoL bonuses while jungling. The two layouts above are my top two recommendations. Tweak them as you see fit, but many of them are chosen for a good reason.




Time to explain the items :) I chose these items based on a mix of offensive and defensive attributes, which suits an off-tank AP build perfectly.

Let's get the big one out of the way early, shall we? Though it may seem silly, there are several reasons why picking



TL;DR: One rank in


























Thornmail/
Force of Nature - for those teams heavy on physical and magic damage, respectively. Especially useful and most likely to be built when your team is low on tankiness in general; as the champion who is "supposed" to be a tank, it's pretty much your responsibility.
Warmog's Armor - Only build this if you've already gotten your Armor and Magic Resist up to appropriate levels for the enemy team. Adds a huge amount a health, making you, again, more tanky. The regen can be nice between teamfights too, if you survive.
Athene's Unholy Grail - A great item for Amumu if you can afford the fairly high cost. However, this item is best bought when a lot of the enemy team is magic damage and you chose to use a different pair of boots over
Ionian Boots of Lucidity, such as
Boots of Swiftness,
Mercury's Treads, or maybe even
Sorcerer's Shoes.
Zhonya's Hourglass - More armor for those AD Carries, even more AP, and a 2 second invincibility active. Very nice for when those AD carries have gotten fed!
Guardian Angel - Good for late-game teamfights, especially if you are getting burst down before you're in a good position to use
Curse of the Sad Mummy. Also gives a fair amount of defensive stats.





Recently, I changed this from a fairly standard Jungle Sequence to the current Sequence. If you have comments or concerns please comment or message me and let me know!
The starting sequence remains unchanged. W -> E -> E -> Q is the best sequence for jungling and early ganks unless you plan on ganking at level 3, in which case you would take Q over the second level in your E and take it at 4 instead.
How to level after this is really hard to set in stone. Initially, I recommended balancingb





The true purpose of




Also, if you end up chasing an enemy, the reduced cooldown that comes with additional ranks of


Another possible alternative would be to max out

However, I can't stress enough the need to be flexible. If the situation calls for something different, do it. I personally almost never end up following the skill sequence completely. Remember, leveling





I generally favor














Beginning the game, I prefer to take the Bluebuff first just to be absolutely sure it isn't stolen by the enemy team. If it's taken, you're in big trouble. Get the top-laner and mid-laner to come guard it for you if you can. The damage done by a stolen blue can be irreversible.
From Bluebuff, take out the Wolves, Wraiths, Golems, Redbuff (Smite), Wraiths again, and Wolves again. You should definitely be at level 4 by now. If you're low on health, go back and grab upgraded boots, maybe a health pot or two, and go gank!

- Tip: If you go and successfully gank bottom, take the opportunity and take an early Dragon! (With the help of teammates, of course.) This can really help your team early game, and you'll likely have it done before the enemy has even considered taking it. You absolutely cannot do this early game without help, so if no one is willing or able to come, don't waste your time.

After a gank or two, check the time! If you think your enemy jungler's buffs might come up soon, you may want to try and steal them! Consider who you're playing against before attempting this:b



- Tip: If you plan on invading, take a couple wards with you and ward the river on the way there! This can help protect you from someone catching you stealing the buffs and help protect you from future steals. As a bonus, it'll cover for the other lanes if they aren't warding properly.

Counter-jungling is not one of b

September 23rd, 2012 - Visual overhaul and Changelog added!
October 9th, 2012 - Skill Sequence changed dramatically after some testing in-game. Other various changes as well, such as the addition of the Pro Pick video.
October 13th, 2012 - Grammar tweaks, GA added, and the 10k views mark :)
October 23rd, 2012 - Added the Ability Breakdown section and touched up a few places. Spoilers galore! They make the guide look much cleaner. Contemplating adding additional builds.
A big thank you to you, as well. Thanks for reading!
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