Build Guide by OleKwOw

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.

League of Legends Build Guide Author OleKwOw

Amumu - Once pharaoh, now a scary jungler!

OleKwOw Last updated on April 5, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 1

Veteran's Scars

Defense: 16

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 13

Chapter 1

This guide will lead you on a walkthrough of Jungling Amumu and his nuances. Amumu excels late game but has difficulty in the early phases - however, Jungling Amumu has no problem powering through neutral creeps early game. This build will provide the optimal build order for an Amumu to dominate the early game jungle, still be an efficient ganker, and tank like a boss late game.

Abbreviated Terms
AA = Auto-attack (Basic Attacks)
AD = Attack Damage
AP = Ability Power
AS = Attack Speed
AoE = Area of Effect
CC = Crowd Control (Stun, fear, slow, snare, etc)
CDR = Cooldown Reduction
DoT = Damage over Time
ELO = Elo rating (Rating system designed by Arpad Elo that is now used in gaming communities worldwide)
FB = First Blood
HP = Health
LS = Life Steal
MD = Magic Damage
MP = Mana
MR = Magic Resistance
MS = Movement Speed
OOM = Out of Mana
SV = Spell Vamp
DPS = Damage Per Second; also: Strong Auto-attacker
MDPS = Magical Damage Per Second; also:Strong spells; casters
MP5 = Mana Regeneration per 5 seconds
HP5 = Health Regeneration per 5 seconds
ArPen = Armor Penetration
MPen = Magic Penetration

-Very fast jungler with a passive in his E ability that reduces the damage he takes while jungling
-Extremely good ganker coming out of the jungle with a stun in his Bandage Toss
-Very effective tank late game; potentially reaching well over 300 armor/magic resist
-Extremely high AoE magic damage through Despair, Curse of the Sad Mummy, and the occasional Sunfire Cape
-Superior to other junglers like Warwick not in his early game speed, but because of his utility late-game and his game-breaking ultimate
-Jungling lets your team have three extremely fast levelers - jungling is typically a must in any higher-ELO game
- Despair absolutely rips apart neutral buff camps, especially Dragon and Baron Nashor, since it is percentile based damage.

-Not as fast as some other junglers like Warwick or Olaf
-Weak autoattacking, which can lead to some ganks getting away
-Sometimes difficult to skill-shot his Bandage Toss
-Mana starved and almost useless without the Golem buff early game
-Terrible in 1v1s early game - very poor burst damage and is much more useful as a tank/initiator
-Incapable of ganking enemies early game without the help of allies, unless the enemy is at extremely low health
-Jungles with very low health - very vulnerable to ganks and counter-jungling
-Usually a predictable jungler, as 90% of all jungle Amumu start at blue buff
-Do note, however, that this guide will teach you a different route that does not involve starting at blue.

Cursed Touch is Amumu's passive, and it's what makes him so deadly to many champions. At level 18, you lower magic resistance by a full 35 points - in many cases, this is enough to lower a champion's MR to zero if they haven't gotten any Magic Resist items. This makes your magic DoT and your ultimate that much more devastating.

Bandage Toss is a skill shot that has a pretty long range (farther than Ezreal's Mystic Shot). When cast, you shoot out a bandage in a straight line at a decent speed, which stuns the first non-allied non-building unit that it hits. You also deal magic damage on impact and you pull yourself to them. This is an extremely useful skill for several reasons:
-Extremely good at initiating ganks and for chasing runners.
-Very useful for jumping walls in the jungle to either escape ganks or to save a few seconds while jungling.
-Pulls you into melee range to start dealing heavy AoE damage with your W and your ultimate.

This is important to note: While your Bandage Toss is great for the stun and for the initiation, it is sometimes better to save it for when you know you can use it to stop a fleeing enemy. The perfect time for this is ganking enemies who are pushed up to your tower - it takes them longer to notice and to flee. While your team may not have this championship level of coordination, it is an important theme to note.

You want to get one rank in this at either level 4 or 5, based on how badly a gank is needed. In lower ELO matches or in solo queue, where a jungler is not necessarily on every team, you'll want to go get their golem buff after you get Lizard. There, it is acceptable to get Despair at level 4 and Bandage Toss at level 5. However, in higher ELO games or in arranged 5v5s, or ranked games, you should try getting it at level 4 since you will not be able to jungle in their side - they almost certainly have a jungler as well.

Despair is the ability that makes Jungling Amumu possible. It is a toggle ability that creates an Aura similar to a mini-Sunfire Cape. Despair deals constant AoE magic damage that scales with level, and deals an additional amount of magic damage per second based on the maximum health of the enemies around you. Because of this, it is incredibly useful at taking down Golem at level 1, since Golem has a very high amount of health and negative magic resist. The same philosophy applies to the Lizard buff and getting Dragon as well.

In addition, Despair can be useful when taking out other tanks like Cho'Gath or a tank Garen. With your passive lowering their magic resistance, you have the potential to turn tanks to mush. In conjunction with a Sunfire Cape of your own, your area of effect damage becomes significant - it can easily farm waves of minions in a matter of seconds and greatly speeds up jungling, as well.

While Despair may not be as practical late-game as it is early-mid game, it does have its uses - one of the most prominent being catching up with a fleeing enemy. Despair can easily give the damage you need to kill a fleeing enemy at low health, while autoattacking can slow you down enough so that you cannot catch up to them. My analogy for those Starcraft 2 players out there: Think of the Great Train Robbery mission, where your Diamondbacks were able to strafe and keep up with the train while attacking, while your Marines were unable to catch up to the train as they shot without stimming (analogous to, say, Ghost).

Put one point in Despair first because of its effectiveness against Golem. After that, focus on maxing Tantrum (your E) and then Despair to increase your overall AoE DPS.

Tantrum is your E spell and your primary farming skill. Upon casting, it hits all enemies around you for a decent amount of magic damage. Passively, it reduces all physical damage you take by amounts increasing up to 5. This is incredibly effective in mid game and makes you very survivable in the jungle. Finally, Tantrum's cooldown is reduced by half a second for every hit you take as it's recharging. This allows you to spam the relatively cheap spell (50 mana) much more often when facing more enemies - this is especially useful on the Wolf, Wraith, and Golem/Lizard camps.

Get one rank in Tantrum at level 2 and focus on maxing it, since it will increase survivability in the jungle and your burst damage significantly. Tantrum is also the reason you do not take dodge masteries or runes - you want to be hit so that you can deal more damage with Tantrum.

Curse of the Sad Mummy is your gamebreaking ultimate. Upon activation, you turn a pretty large area around you into the zone of death - all enemies caught in this area will be rooted and unable to attack for the next two seconds while taking substantial magic damage. This is fantastic for three things:
-Initiation: What better way to start a planned team fight than to pop in with your Bandage Toss and pop your ultimate? As they're snared, your team gains superior positioning and can initiate their AoE ultimates. One of the best things your ultimate does is cause panic and chaos - when a player realizes that he cannot do what he wants to do, like fight or run, the team plan is often abandoned. This creates a psychological and physical advantage over the other team.