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Amumu Build Guide by Wtfcowisown

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Wtfcowisown

Amumu - Carrying The Jungle (In-Depth)

Wtfcowisown Last updated on December 8, 2012
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Support Jungle / Carry Hard

Ability Sequence

4
14
15
17
18
Ability Key Q
1
8
10
12
13
Ability Key W
2
3
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Executioner
 
 

Offense: 4

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Honor Guard
 
 

Defense: 25

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 1


Guide Top

Introduction

Hey, it's Wtfcowisown coming at you with my FIRST guide on Mobafire! What I want to share with the LoL Community is... How to play Amumu Recently... I've been finding myself loving the jungle. And in my opinion, I just can't find a better jungler (to my playstyle) than Amumu

Amumu is mainly known for his Mass Aoe in teamfights, as well as good initiation. His ganks are also fairly nice, thanks to Bandage Toss. His ultimate, Curse of the Sad Mummy can completely turn a Teamfight, and when you build your Abyssal Scepter, for lack of a better term, you start to wreck faces.


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Runes

I'm not going to beef-up this section. Get whatever runes you're accustomed with, but just remember, mine are to my play style. I like to be tanky, get into the middle of a fight, and let my team do work. That's why I get armor seals/quints, to make my early-game better. I get MR-Per level to make AP Champions unable to burst me down, etc. If you prefer other runes, try them. This is just MY PERSONAL PLAY STYLE. EVERYBODY IS DIFFERENT!


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Masteries

Again, masteries are a personal choice. I'm not going to go over each individual mastery, but I will explain my thought process.

As stated in previous paragraphs, I like to be the "meaty" tank in the middle of a fight. Putting the majority of my points into defense is a must for that. Along with 4% Cool down reduction from the offense tree, allows my early-game to be better. It's all about getting the early-game advantage.


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Abilities / Skill Sequence

All of Amumu's Abilities are straightforward... Except his q. It's range is very long, so it has some cool uses. I compare it to Lee Sin's Q.

You can Q over Wraiths instead of walking around.
You can grip people over walls.
You can grip into Baron/Dragon pit.
You can grip Wolves/Blue/Red/Golems over the wall.
You can Lane-Gank VERY effectively.
Etc.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

You ALWAYS max your skills this way.

If you're invading, you CAN start with your q first, for the stun. BUT your 1st clear through the jungle will not be as fast.


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Jungle Route

There are multiple Jungle Routes you can take, and I will explain THEM ALL.

- If you DO NOT gank a lane - Wolves > Blue > Wraiths > Red > Golems > Wraiths > Wolves
- IF you gank top - You go Wolves > Blue > Red > Wraiths > Wolves > Top
- IF you gank bot - You go Wolves > Blue > Wraiths > Red > Bot
- IF you gank mid - You go Wolves > Blue > Red > Wraiths > Wolves > Mid (You can skip Wolves if you want to gank from the RIGHT side of Mid lane)

- WORST CASE SCENARIO - Your blue is getting invaded, and you're too scared to go take their blue. Don't worry! You can start Wraiths > Your Red. Yes, you heard it, Amumu can start red. A lot of MLG teams do this, because most people expect Amumu to start blue. Once you're done red buff, rush to Wolves > Wraiths > Etc. It will be a slower clear, but you at least won't far too far behind.


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Item Choices

Lets Talk Boots

Every champion needs boots, but which should Amumu get?

The ONLY TWO boots an Amumu should EVER consider are...

Mercury's Treads and Ninja Tabi.

If the enemy team has a fed AD Carry (EX: Graves, Ezreal, etc.) go with the Ninja Tabi. Or if they have a top like Fiora/ Jax/ Riven/Etc.

If their team has a decent Amount of CC (EX: Veigar/ Taric/ Alistar/Etc.) pick up the Mercury's Treads. You can also pick them up if their AP Carry is fed. (We've all seen what a fed Veigar can do.)

Item Choices

The reason you start with a Philosopher's Stone is the fact that Amumu, like all junglers, fails at ganks every once in a while. Junglers like Nocturne/ Udyr/ Alistar Almost always get a kill when they gank (If they have half a brain). If you miss your grip, you waste precious time out of your own jungle, and have the risk to be counterjungled. To make up for that... You get gold-generating items.
Not to mention the Sustain that comes from Philosopher's Stone early-game.
Mid-Late game you can upgrade your Philosopher's Stone into a Shurelya's Reverie

The item sequence

This is where I CAN NOT tell you what to build. But I can give you some tips!

Frozen Heart - This amazing item allows you to go into an early Glacial Shroud which is great for the Armor/Cooldown Reduction (CDR). Amumu requires early CDR, because early-game his Ultimate is on a short cooldown. The early armor also helps you clear jungle camps/Teamfights/General Play. PS. YOU ALWAYS NEED A FROZEN HEART SOMEWHERE ON THE TEAM!

Aegis of the Legion - You should build this almost, if not every game you play. It gives you CHEAP Armor/Magic Resist/Health and it helps your team out (More than you think). Later in the game 35-40+ Minutes in, Upgrade Aegis of the Legion into Runic Bulwark.

Abyssal Scepter - Riot made this Item for Short-Range AP Tanks/Mid-Laners. Amumu is always close to enemy players, so Abyssal Scepter makes Despair/ Curse of the Sad Mummy hit harder. The Ability power that comes from Abyssal scepter gives Amumu a little bit of extra damage as well, and the Magic Resist that comes from it is good as well. If somebody on your team is picking one up already (You have an Evelynn/ Katerina That builds it), you CAN swap this out with a Rylai's Crystal Scepter

Rylai's Crystal Scepter - This item is amazing. The base health that comes from it helps make you tankier vs True Damage dealers. (EX: Olaf, Irelia, Vayne, etc.) The Ability Power makes Amumu's Abilities hit harder, and then we have the passive. Rylai's Crystal Scepter's Passive works with Despair. Nobody can run away from an Amumu that perma-slows them. It adds another layer to Amumu's Utility in a teamfight/ganks.

Shurelya's Reverie - It gives Extra Cooldown reduction. 20% From Frozen Heart + 10% from Shurelya's Reverie + 4% from Masteries = 34% CDR. Almost at the cap! Not to mention that Shurelya's Reverie gives you extra sustain in the jungle mid-late game and that it gives your team extra mobility in fights. I almost always pick this item up.

Guardian Angel - Late-game this is a must-have 6th item for almost every champion in League of Legends. It gives you a LOT of armor/Magic Resist, and it's another life. When timers to come back alive are 30-40 Seconds, you don't want to get caught and die.

Randuin's Omen - I really like the changes Riot did with this item. When you're against an Attack Damage Heavy team, you should pick this up. (Or if they have Vayne/ Kog'Maw. Frozen Heart + Randuin's Omen = Very little attack speed for them in a Teamfight. The Health/Armor Randuin's Omen gives right now is amazing as well. Sometimes I'll pick it up early-on if I'm behind. It helps catch you up in games.

Thornmail - If the enemy has a Fed Graves/ Nocturne/Any other AD, get this item. It's not so cheap, but It'll make/break you're game. Amumu's job is to tank, and if you don't build to the situation, you're going to lose. Simple as that!

Sunfire Cape - You get this when you're REALLY Far behind. When you're 0/3 and getting counterjungled. It gives you a lot of "Tankiness" really fast, and speeds up your clear time a bit. Once you're that far behind, you should just try to tank your way into the game.

Warmog's Armor - Since the nerfs, Warmog's Armor is still useful. I ONLY pick up this item as my 4th-5th completed item, and the enemy team has 3-4 True Damage dealers. If you genuinely can't keep up with their true damage, get this item.

Will of the Ancients - Before you think about building this item, look at your Team Composition. If you have a Vladimir/ Rumble/Etc. On your team you could say IN CHAT "I'll build Will of the Ancients/Wota guys, finish your builds." That way they can get their late-game items earlier, and in a team fight you'll still have the Will of the Ancients Healing buff. Will of the Ancients also makes you able to stick in the jungle for a VERY long time without backing with blue buff.

Zhonya's Hourglass - For your 6th item, if you don't want a Guardian Angel, you CAN pick this item up against an AD heavy team. Zhonya's Hourglass gives you a decent Amount of Armor/Damage and a Passive, that when used correctly, can make/break a teamfight. This is a very situational item.

Athene's Unholy Grail - I don't like this item. You're probably saying, "But it gives CDR/Mana Regen/AP/Magic Resist, that's amazing!" I think the item is too expense to get. If you do build it, It'll be later on in the game where it won't be useful anymore. You'll have more important things to build than this.

Banshee's Veil - I pretty much only get this vs a bursty and fed AP mid like Veigar/ Lux/ LeBlanc/Etc. Banshee's Veil's Passive helps survive their burst, the Magic resist keeps you up after the burst, and the health/mana you get from it helps too. It's a well-rounded item that you rarely build. Be careful when you buy this!

Doran's Ring - Whenever I watch games of people playing Amumu I see them building this item. You don't need it EVER. Philosopher's Stone gives you all the regen you need, you don't need Ability power until later in the game, and you can get health from other sources early-mid game. Not to mention that Doran's Ring's don't build into anything. They just hinder you from completing your build. Never build this.

Haunting Guise - The new item everybody's been raving about. It gives cheap Health/Ability power, but magic pen isn't too useful on Amumu. The infamous combo of Haunting Guise + Sorcerer's Shoes + Abyssal Scepter is good, but not for this Mummy. Your job is to be tanky, and use your utility to help your team score kills. It's not your job to waste gold on damaging item.

Wriggle's_Lantern - With the "Big Jungle Creeps" addition to the jungle, this may look like a good option to you. But It's not. Amumu's Clear time is good enough as it is, and doesn't need the extra help from Wriggles Lantern. Never build this.

Rabadon's Deathcap - The final item in this wall of text. I've only ever built this on Amumu Once, when I was trolling with some friends. This isn't viable in competitive play, just a troll item! :D. IF you feel like you're dominating your opponent and just want to mess with their heads, get Rabadon's Deathcap. Good luck!


Guide Top

Summoner Spells

I'll keep this one short.

Flash - Flash > grip > ult > Goodbye enemy team.

Smite - Mainly for securing Baron/Dragon. I've Amumu jungle'd without smite before. But as a Jungler, it's your job to secure neutral buffs. (Save smite for the last hit)

There's really no other options that are viable. You could take Exhaust/Smite, Ghost/Smite, etc. But Flash/Smite will always prove to be more viable. Besides, what's better than flashing though a wall?


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Pros/Cons/Counters

Pros

+ Aoe Stun/Slow/Mass Damage.
+ Insane CC
+ Insane clear time.
+ Beautiful Ganks
+ Tanky
+ Ult has a short CD late-game
+ AP Jungle

Cons

- Can be counterjungled early-game
- Early-Game blue-dependent.
- Ultimate has a long CD early-game.
- Takes a decent Amount of skill to land his Bandage Toss and Land Curse of the Sad Mummy Correctly.
- Ganks almost require you to hit your Bandage Toss


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Teamfights

Amumu is great at initiating Teamfights... But only if you do it correctly.

BAD EXAMPLES

- You Grip their Dr. Mundo while their fed Ezreal slams on your whole team, outside of your Ulimate range.
- You grip into 5 people, and your team doesn't back you up.
- You grip over a wall, leaving your team on the other side.
- Using your ultimate on 1-2 people.

GOOD EXAMPLES

+ You grip their fed Corki, and Stun-Lock him long enough for your team to focus him down.
+ You grip into a team of 5 people, while your team is waiting in a bush behind you.
+ You ultimate all 5 people of a team.
+ You Stun-Lock Somebody/A whole team under a turret.
+ You Get on the enemy Vayne/ Kog'Maw and use Randuin's Omen lowering her attack speed and movement speed so your team can kill her!


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Conclusion

Amumu is a fantastic jungler, and can counter-jungle as well. Never underestimate the little mummy. He's one of only a handful of champions that can turn a teamfight around. Thank you all for taking the time to read my guide.

Don't forget to Comment/Rate!