Skill Order -->
Despair ->
Tantrum ->
Bandage Toss
Maxing Order Tank -->
Tantrum ->
Bandage Toss ->
Despair
Maxing Order AP -->
Bandage Toss ->
Tantrum ->
Despair
Item Priority -->
Hunter's Talisman ->
Refillable Potion ->
Control Ward
Jungle Start -->
Red Buff ->
Krugs ->
Raptors ->
Wolves ->
Blue Buff
With
Amumu, you’re no longer tied down to
Blue buff thanks to the power of
Hunter's Talisman. This opens you up to multiple starts, however the strongest will still be starting at
Red buff for a three camp, level 3 clear.
Krugs is a vital source of your XP, gold and tempo in the early game and thanks to your E and W passive being extremely powerful in AoE clears. Your main goal at this point of the game is to use a ward defensively to protect yourself, as most junglers go for a similar clear as your own. Before you leave the
Red side of your camps, make sure to put down a
river ward to protect your mid lane and prevent an angle from your other laner from leaving.
From there, you’re going to need to see if mid lane is open for a gank. At level three, you have enough of your opening to force, and depending on certain champions, this is an chance to start a snowball. A good example of a solid gank is a
Talon vs a squishy mage - as long as you hit your Q, the
Talon can easily finish off the job in a combo. Bad ganks would be placed towards a slow burner, such as
Kassadin who are unable to burst so quickly. Both forms of
Amumu will want to play it slightly slow and build up towards level four and five.
In the early game, your best chance is to set an ideal of what your team comp will excel in - for
tank
Amumu, you need to try to find champions who can use your passive to large effect such as
Kai'Sa, most ap mids and other wombo combo champions like
Miss Fortune. Since you’re going to be building for a large impact playstyle, you’re going to need to ensure you have someone who can follow up with the hurt. If that champion is outside of the three camp clear path, you can either rotate downwards to them at early level 3 to gank them, OR you can do
Blue buff ->
Wolves ->
Raptors and
Red buff to gank them instead. Make sure your pathing ends where you want to end upm and don’t mindlessly farm.
After your first gank, if possible, go for a reset and pick up a
Chilling Smite to aid in your next ganks. Keep up the pressure and remember if you have no ganks to do,
Amumu can actually solo
dragon around level 4 to 5. This isn’t something you should do unless you are positive you know where the enemy jungler is, as soloing
dragon attempts is the quickest way to throw our tempo out of the door with the key, and your teammate’s mental.
Ap
Amumu on the other hand, is slightly more flexible in his options. His gank chances should be focusing on ganking squishy champions so he can begin his snowball. Since the price reduction of
Stalker's Blade - Runic Echoes, you need to make sure you’re going to want to get starting as soon as possible.
Set up vision to avoid fighting a 2v2 as soon as possible, until you’re able to get your ultimate. Once you’ve maintained an advantage - or at least scaled safely to six, you’re going to want to play around
dragons and bot lane. Your ultimate is best used on multiple targets regardless of AP or Tank
Amumu and this is the best lane you can abuse with your advantage.
While
Amumu is capble of soloing
dragon should you need to do so at lvl 4-5, the risk in this move is highly questionable and should be only done if 100% needed. By ganking bot lane with your ultimate, you set yourself up to possibly get tower plates &
dragon’s with your ADC. In both builds, you stand to take advantage of an ADC who is strong, as this forces the enemy team to contest against your AP sourced damage.
Tank Item Priority -->
Frozen Heart ->
Randuin's Omen ->
Turbo Chemtank ->
Abyssal Mask
AP Item Priority -->
Morellonomicon ->
Zhonya's Hourglass
Hextech Rocketbelt
At this point of the game, laning phase is starting to die down, and the ARAM will begin in most games. Your purpose - in both builds of
Amumu - is to start looking for teamfights; but how you engage them is entirely different. We’ll be focusing on each section of
Amumu to give you some clear goals to aim for, that each form will desire.
Ap
Amumu: Your goal is to erase the enemies fed carries, especially if they are squishier targets. Make sure to grab an
Oracle Lens as your job is to abuse the fog of war, and the extended range of your
Bandage Toss, to lock onto a singular target and erase them from the game. Teamfights are going to be especially scary if you’ve forgone the use of
Zhonya's Hourglass, as once you’re in - if the enemy was outside of the range of your ultimate - you’re going to die. Pre 20 minutes, this isn’t as impactful, but you need to pick your fights carefully to avoid trading 1 for 1 with a
Baron Nashor in the trade. As the game proceeds past the 20 minute mark, avoid showing bot lane as even from behind, your
Baron Nashor threat is simply unmatched. The size of your ultimate and burst is so powerful you have ample ability to lock down an entire team, and steal
Baron Nashor for the turn around. While your ultimate is powerful with AoE lock down, your main goal is to remove enemy carries with your
Bandage Toss and
Tantrum burst, then looking for a multi target lockdown.
Tank
Amumu: You are the initiation for your team, and you have the most amped form of engage out of many junglers with the size of your ultimate. Look for a section of jungle that you can sweep up with
Oracle Lens to give you more angles of engagement. Your goal is to hit as many targets as possible, so save your
Bandage Toss engage or
Flash engage until the enemy stands close with each other.
Remember, you have no means to force enemies together by yourself, so you should be looking to wait for them to group up. With your
Bandage Toss, once you’ve pulled yourself in, you have two seconds of your
Aftershock to set up for your ultimate, until the largest amount of your defenses are out - so make sure to pick the right engages.
Remember that your ult applies
curse, so getting it on the frontline can be even more viable if your AP teammates are fed, than hitting a single target in the frontline. Maintain your
Despair to keep
curse applied constantly on tankier targets or squishies if they are left alone.
At this point of the game you need to make sure to be playing around your teammates, and if possible, direct them to teamfight around focused objectives. Avoid diving, as especially in lower elos, dives are badly coordinated and can result in one - or even worse - your death; which can quickly turn into a lost
Baron Nashor. Team morale is vital, so your best option is to push out advantages through the lane to provide better chances to fight in chokepoints. Clear out the enemy jungle - or sweep up your jungle if on the defensive - to fight in critical points such as the area near
Blue Buff or the area near
Raptors - as two examples of great chokepoints that forces enemy champions to clamp together - due to the lack of space. Prepping objectives a minute in advance can allow you to force a pick on both forms of
Amumu. Due to the need to face check, squishy supports often times feel obligated to ward around this time, so this is a great time for you to abuse this.
Your priority is always teamfighting, in either form of
Amumu, so play around objectives and wait for that critical ult that can win you the game. If you secured two kills, even if the jungler is not one of them, look to pressure
Baron Nashor. Even the threat of doing
Baron Nashor is enough to force enemies into face checking or lose the
Baron Nashor entirely for free, and if you’re guiding your allies to turn, by telling them before you’ve started the objective - this allows a greater team focus than a team of five, blundering around trying to figure out what to do.

Baron Nashor or
Elder Dragon’s are coming online soon, and luckily, you’re still scaling. With Ap
Amumu, you need to fight with a great 5v5 ult to try to pick off mulitple targets with your rank 3 ult.
At this point, understand that your ability to one shot is going to start falling off, as enemy carries can build items such as
Banshee's Veil,
Zhonya's Hourglass,
Guardian Angels or
Quicksilver Sash to counter your entire focus. Keep your eyes on enemy champion buys, and focus on instead bulking up to provide frontline for your late game carries instead. Similar to mid game, your focus should still be vision denial - however at this point your job is to stay near your carries. A lot of people begin to auto pilot as a game extends, so make sure to stay on your team’s mental to ensure they’re not falling victim to random journey’s of wonder into a lane for gold.
A single pick can be the turning point for key objectives or even inhibitors. By this point, you may be forced to tower dive to make a push - when tower diving, always check up on summoner spells, item cooldowns and any items the enemy team has. Going for the three carries with
Quicksilver Sash or
Zhonya's Hourglass may be a lot less impactful than getting the front line with no tenacity or ways to get out of your CC train.
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