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Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
Hello my fellow League of Legends and MobaFire members. Today I will bring you another guide from me. A little short about me and my experience with

I've played









Now that I've told you a little about my experience with

I love the fact that you want to get hit by


Credits to jhoijhoi for the template, which you can find here.
spaaaaaaace |
Pros
+ Relatively easy to learn + 2 CC spells (Stun/AoE Snare) + Fast jungler + Awesome tank with ![]() + Dealing percentage Damage aoe + Loves hugging |
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Cons
- Skillshot stun. - Manahungry early. - Hard to master. - Longish cd on ![]() - No real escape (have to target enemy to use ![]() - Cries a lot |
The choice of my masteries have changed over the time I've played





-
Summoner's Wrath : The reason I take
Summoner's Wrath is because I tend to use
Exhaust when I jungle with
Amumu and I feel that the reduced Armor and Magic resist is well worth maxing
Exhaust for, as it makes you deal incredible amounts of damage with your lane partners during early ganks, it also means most of the time a certain kill.
-
Brute Force : This one is basically just there to help you clear the jungle faster and unlock
Alacrity .
-
Alacrity : Now this will help you a lot in the jungle as it gives you more attack speed and it will also help you during ganks and it will also help you keep your passive up on the target.
-
Summoner's Resolve : Now this will help you get a better income from using
Smite, as it gives you 10G instead of 5G, if I remember correctly it also lowers the cooldown on
Smite which means you can clear the jungle faster, but it also means it's more likely that you have
Smite up when you are either going to try and steal or take down
Baron Nashor or
Dragon.
-
Resistance /
Hardiness : These both are so that you will scale even better into late game, they also give you some early protection in ganks and
Hardiness also makes you take less damage from the jungle camps.
-
Tough Skin : This will make you take less damage from any minion by the incredible amount of 2 damage per hit!!! As you can see it's not that much, but early game it will help you save some HP in the jungle.
-
Durability : This will help you gain more HP as you level up, the amounts of extra HP you get aren't staggering but at level 18 you will have gained 108 extra HP from this mastery alone, which plus
Juggernaut is 3,24 HP.
-
Vigor : This plus your
Regrowth Pendant level one gives you quite some health regeneration per 5, it means you are staying on higher HP more as you gank and jungle more without having to go back to base as often as a few have too.
-
Veteran's Scars : This will give you a health boost early game, giving you an extra 30 HP, it is not much late game but early game it means a lot when jungling and your ability to gank lanes.
-
Initiator : This gives you more movementspeed when you are above 70% HP, and that is also when you want to engage in teamfights, so that you get the most out of the bonus movementspeed.
-
Juggernaut : This is probably one of the best mastery to take in the defense tree, it gives you 3% extra HP on your max HP, it also reduces all crowd control thrown at you with 10%, so this and
Mercury's Treads will make stuns, silences, snares and slows a waste if they throw it at you.
I have selected these runes for my rune page when jungling with


Greater Quintessence of Armor: The reason I take Armor quintessences is because it gives you so much early and mid game potential, it will make you able to tank early game ganks and probably one or two tower hits. You can swap these out for
Greater Quintessence of Movement Speed if you feel that you need the extra movement speed over the extra Armor
Greater Mark of Attack Speed: These marks are so awesome for any junglers, I've been using these for a while now and I absolutely love them, it's the best marks for any tank jungler and
Amumu is no exception.
Greater Seal of Armor: These will also give you more armor as the
Greater Quintessence of Armor does, not by the same amount though, these are the main marks for any jungler as they are essential to keep up as much HP as possible in the jungle, if you start with
Cloth Armor the damage you take in the jungle early is almost nothing.
Greater Glyph of Scaling Magic Resist: I take these runes for a reason, the reason is that you won't be facing so much magic damage in the jungle or early in the game. These give you magic resist per level and thus scales better into late game as you do, late game you want to get some magic resist items (will be covered later on) as the magic dealers deal more and more damage late game.
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Here I will explain what all

-
Cursed Touch: This is your passive spell, it will reduce the Magic resist of your target, everytime you autoattack someone your debuff refills but it does not stack, remember that.
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Bandage Toss (Q): This is your skillshot spell, you cast it out and hope for the best, not really. You cast it and aim it at an opponent and if you hit you will be pulled towards the target, it will also stun the target for you to get there. This is most typically used to initiate as
Amumu, this in combination with your ult
Curse of the Sad Mummy is devastating. A tip is to aim for their AD or AP carry.
-
Despair (W): This is your first AoE spell, it does percentage based magic damage against all hit scaling with AP, this is the spell you will be maxing out first, as it will do the most damage of all your spells in ganks and teamfights, the reason I max
Despair first is that it is the best spell used to clear the jungle camps. But use it sparingly as it drains mana per second it's up, meaning you can quickly drain your mana if you keep it up when you are not fighting.
-
Tantrum (E): This spell reduces the physical damage taken on you and instead you get one second lower cooldown every time you get hit by a basic attack, meaning in teamfights you will probably always have this spell available. This also applies to minions meaning you will probably kill for example all wraiths at the same time if you use
Tantrum every time it's up in the camp.
-
Curse of The Sad Mummy (R): This is your signature move, being able to snare an entire team in one spell, locking them all up. This is your gamechanger, if used correctly you can pull of sick ults to help your team win that fight.
When playing





-
: These boots will help you against teamcomps with either a lot of magic damage or cc, if they on the other hand have a lot of physical damage go with
Ninja Tabi instead of these.
-
: This has recently become one of my favorite items on tanks and bruiser, as it gives a nice boost of HP, Magic res and Armor, it also gives you 8 more AD, it's not a gamebreaking amount, but the aura from this item is so nice, you should aim to have at least one or two in your team.
-
: This I have described as THE best item in the entire League of Legends, mainly due to the fact not a single piece of this item costs over 1000g, it gives the second most armor in the game only behind
Thornmail, it gives 500 mana, 20% CDR, AoE attack speed debuff. This item is a gift sent from above to all the tanks using mana, it is also an excellent item for
Amumu as it gives you lower cooldowns, more mana and armor that you also need to be able to tank efficiently.
-
: There are a few players out there thinking that this item suck, but I say the opposite, it's a great item for
Amumu as you deal more magic damage to everyone in teamfights and you also get more HP and armor, the passive is just a bonus, it is also relatively cheap.
-
: This is mostly used by supports as a escape item for the entire team, but as
Amumu you can use it to get closer to the other team and land a
Bandage Toss from a much closer distance. This item also gives you Mana reg, HP reg and cooldownreduction, meaning it's a great item for
Amumu
-
: This item is great when you have a lot of HP, it is usually built together with
Warmog's Armor, as it will maximize the HP regen, but we are not going to get
Warmog's Armor because it is not a great tank item, it is more suited for bruisers who go a little bit more tanky.
Item Sequence










-
: Take this item if you want to deal more damage, but remember, if you take this item you wont be as tanky as you other wise would be.
-
: This item is a great item overall, but I feel that it doesn't fit
Amumu as much as
Malphite mainly because you are supposed to try and disable them all while you deal damage with
Despair and
Sunfire Aegis.
-
: If you are going to build tanky AP you should take this item, as it will give you HP, mana and AP over time, its passive is also good for when you level up. Other wise I wouldn't take this item.
-
: This will boost your HP a considerable amount and also boost your damage output, take this item if you are going to be dealing more damage rather than tanking it.
-
: This item gives you almost the same stats as
Rod of Ages and will boost your Hp, mana and this time Magic res instead of ability power. I would consider taking this item if they have a high burst mage like
LeBlanc,
Galio or
Kassadin.
-
: This is
Zilean's ult in a can, meaning you will revive on place after a 5 second delay, it doesn't give you the same amount of HP as
Zilean's does, it will give you around 700hp and then you have to get out of there as fast as possible or they burst you down again.
When jungling as




When you reach the point where teamfights starts erupting everywhere you should walk with your team. Because if you are not with them, they have a much smaller chance of winning that teamfight. When a teamfight starts you should aim to land your




When initiating you should try and land


Well, now the guide is complete, I will be adding LoLReplays to this guide of when I play

Thanks to my team for their support, thanks to you for reading I really appreciate it and your support keeps me going.
I hope you liked my guide, give it a upvote and favorite!
Credits to jhoijhoi for the template, which you can find here.
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