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Amumu Build Guide by TheGoomyGamer

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League of Legends Build Guide Author TheGoomyGamer

Amumu Jungle [6.17]

TheGoomyGamer Last updated on August 28, 2016
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Ability Sequence

3
14
15
17
18
Ability Key Q
1
8
10
12
13
Ability Key W
2
4
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

Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 0

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
Merciless
 
 
5/
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
5/
Unyielding
 
 
 
 
 
1/
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
5/
Veteran's Scars
 
 
 
 
 
1/
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
5/
Legendary Guardian
 
 
 
 

Resolve: 18



Threats to Amumu with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Amumu Amumu v Amumu fights will be quite rare early game seeing as amumu is a terrible invader, but later on is rather dependant on your build. If you have an AD team the amumu will probably build full armour and only have MR from the [[abyssal sceptre]] so building more MR than him should a fight seem probable. If someone pick amumu for any non-jungler role then beware in the early game as he will have the advantage over you as he has the freedom to pick [[doran's ring]] whereas your weaker [[hunter's talisman]] will cause you to loose most early fights.
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Introduction

Hi guys, TheGoomyGamer here. Amumu was the first champion I ever bought and i found juggling with him quite fun. Eventually i settled on this build to see me through my juggling days, and despite becoming a support main I still; frequent Amumu as his jungling is underrated compared to Lee Sin, Xin Zhao and the other jungles out there that outshine him. But, with his amazing ganks, AoE CC ultimate and powerful combination of %max health AND flat damage on his Despair, allowing him to take out health-based tanks as well as squishy adcs and assassins. He has a weak early game but an


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Masteries

Masteries
5/5
1/1
5/5
1/1
5/5
1/1
5/5
1/5
5/1
1/5
The Wanderer mastery is much better than the Savagery as most of your clearing potential comes from your Despair and Tantrum, which are both area of effect. Next up Runic Affinity is the best due to the extended duration on your crest of insight . Meditation and Dangerous Game are both useful due to your high mana costs. Moving on to the resolve tree, Unyielding is good as the extra tankiness and Explorer gives extra mobility when using the river to gank. Veteran's Scars again for the bulkiness and Insight for the CDR on the summoner spells, then Legendary Guardian and Strength of the Ages for the bonus health from jungle camps.


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Items

On Amumu the main core item is the Abyssal Scepter, as the AoE MR reduction works perfectly with your Despair and your Tantrum. The juggling item you want to get is Stalker's Blade, although the Tracker's Knife can be used with the Sweeping Lens and Oracle Alteration to provide both types of vision without the need to buy vision wards. The Enchantment: Cinderhulk is the enchantment you want to upgrade your jungle item into as you get the extra bulkiness and passive of the Sunfire Cape with all the added bonuses of the Stalker's Blade or Tracker's Knife. Next, for a simple AP item, Rylai's Crystal Scepter and Liandry's Torment are both useful items due to there effect of Despair, although i do not recommend putting the two together. While the Liandry's/Rylai's combo may be effective on some champions, its not as good on Amumu as the need for tank items overrides the need for AP. With boots the defensive boots should be build vs largely AD or AP teams ( Ninja Tabi and Mercury's Treads respectively) although Boots of Swiftness and Boots of Mobility can be good as well. The basic amor item is the Dead Man's Plate as the extra speed is useful for moving around, and the basic tankiness, often overshadowed by the passive, are pretty good. Vs AP the Banshee's Veil is pretty good as it gives you a shield similar to Malzahar's passive and will block any stray Ezreal/ Ashe/ Jinx (etc.) ults.
The Spirit Visage and Warmog's Armor make an effective combo if you can afford the item slots, allowing you to escape combat whenever you get low via Bandage Tossing to the crimson raptors or the krugs or a minion that happened to be about, and regenerate via warmog's heart to re-engage and finish of the foes that have been weakened by the previous fight.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
I take Despair first as the damage really helps with your first clear. After your first camp, take Tantrum for the damage reduction and the fact you can easily spam it if you have the mana to do so. Next, I personally take Bandage Toss but you can take Tantrum for early damage reduction and damage. Priorities levelling Tantrum, then Despair and finally Bandage Toss, upgrading your ult Curse of the Sad Mummy whenever possible.


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Clear Order

Now with amumu, the crest of insight is incredibly important. The extra mana is incredibly good as the cost to keep your Despair up and running early game is rather high. Therefore you should start at the gromp . I recommend asking for a hard leash, although really it depends wether or not you prefer having [[the gift of the toadstool] or the bonus mana from smiting the blue buff. From there do wolves onto raptors and red buff until finally the krugs, before recalling with all your gold if you haven't already.


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Spells


One does not simply 'jungle without Smite'


Essentially the default summoner spell you use if you're unsure about any of the others. Probably the best spell to use unless you prefer pulling to jungle camps to make your escapes.


It may sound odd but occasionally i take teleport to mix things up as it helps for mobility in the late game and global unexpected ganks. A spell rarely used and rarely worth it, although packs potential for incredible plays.

Teleport and Flash are the only spells worth mentioning as others such as Ghost, Exhaust and Barrier are usually terribly and only help in situational conditions.


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Pros / Cons

PROS
    Huge teamfight presence
    Strong late-game
    Powerful AoE
    Strong CC from his ult or if he builds rylai's
    Pretty fast clear times
CONS
    Vulnerable to invades early on
    Gap-closer is on a pretty long cooldown
Despair has high costs early-game


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Summary

Thank you for reading through my second serious guide. If you enjoyed this guide, found it helpful etc. then please upvote it and leave a comment about what you want next. I am thinking about doing a lifesteal Braum guide next, so if you want to see that then leave a comment.
Thanks for reading!