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Choose Champion Build:
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Tanky Ap W/ Rylai's
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Classic Jungle tank
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction

Hello Summoners. Welcome to my jungle build on








Perhaps one of the oddest champions in the League of Legends is the yordle known as Amumu. His life before joining the League remains unknown... especially to Amumu. All he remembers is that he woke up alone inside a pyramid within the Shurima Desert. He was entwined in mummy wrappings and he could not feel his heart beat. Furthermore, he felt a deep sadness that he could not entirely explain; he knew he missed his parents, though he could not remember who they were. Dropping to his knees, Amumu wept into his bandages. No matter what he did, it seemed he could never stop his tears or sadness. Eventually he stood up, determined to wander the world to discover his past. Amumu traveled all across southern Valoran - a feat that is not easily dismissed.
While Amumu still hasn't learned much about his past, he has learned a great deal about who he has become. He is most assuredly undead, though he harbors none of the evil characteristics typical of undead beings. He also seems to keep trouble at arm's length; Amumu was able to traverse all of Southern Valoran without so much as a single bad thing happening to him. He was just sad, and the people and beings he encountered eventually shared his sadness. Ultimately, he made his way north across the Great Barrier to the Institute of War, the home of the League. Amumu's story was compelling to the summoners he met there, and they invited him to take part in a League Judgment. His success within the League as a champion has given Amumu something he desired: a home. With his present (un)life secured, he now hopes the friends he has made will help him discover his past.
''Things are bad when Amumu is crying, but they're much worse when he's angry.''
-- Ezreal

spaaaaaaace |
Pros
+ Great Aoe Damage + Great CC + Quck Jungle clear + Great Ganks + Powerful AOE Ult + Tanky |
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Cons
- Weak Early Game - Counter jungle will cripple him. - Blue dependent early game - CC will prevent him from using his Ult - High Cooldown on ult - Doesn't Remember his past |

Defense










Utility







Runes




Greater Quintessence of Ability Power: Pretty much all of
Amumu's ability's are based on ability power, since your building a mixture of tanky ap, all of your items won't solely be based on ap. So Quint's of AP will help you with your magic damage.
Greater Mark of Magic Penetration:Magic Pen, for all your skills to really pack a punch.
Greater Glyph of Scaling Magic Resist: As a tank your going to need as much magic resist as you can get, these glyphs should help
Greater Seal of Armor: Like how you need Magic resist you also need Armor.

Greater Quintessence of Movement Speed: Optimal Runes for replacing
Greater Quintessence of Ability Power, it'll increase
Amumu's base movement speed which will help him gank and clear jungle quicker then usual.
Greater Glyph of Magic Resist: Flat Magic resist if you prefer to have flat MR runes instead of scaling. It'll give you that Early strong magic resist, but it'll fall off a bit come late game as scaling MR gives more Resist than Flat MR.

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Cursed Touch:Your basic attacks reduces the targets Magic resist for a full 3 seconds. Great passive for your AP mid to dish out heavy AP damage on the enemy team.
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ABILITY ONE (Q):This is your ganking tool, your 1 out of 2 cc skills. It's much like
Blitzcrank's
Rocket Grab except instead of pulling your enemy to you, you go to your enemy. Great tool for ganking, and locking down a running enemy champ.
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Despair (W):Magic damage each second. One of your tools for clearing your jungle
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Tantrum (E):The passive of this skill, reduces physical damage, and it's active deal aoe damage to surrounding targets. Each basic attacks reduces the cooldown on
Tantrum. Another tool for clearing your jungle
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Curse of the Sad Mummy (R): This is one of my favorite ultimates in the game.
Amumu entangles surrounding enemies rendering them unable to move or auto attack. Best for initiating team fights, or turning the tides on your enemy.

The combo I prefer to use to initiate a team fight, is Q > R > W > E, of course everyone has different preferences, feel free to change it up a bit. while the enemy team is stunned your team should be dealing as much damage as possible. Your Ult is can decide your team's faith in a team fight, so positioning is very very important. As all of your allies are going to look for you to initiate a team fight. Remember Positioning is very very important, it is key to a team fight.

Item Sequence










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: Since your going to be in the middle of team fights your probably going to be absorbing a lot of CC, these boots will help decrease the duration of those CC. If not their consider yourself lucky, go in the face of the enemy team, and ULT
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: Very great item, with great amount health, and it's useful passive. Your skills will slow the target(s),which means your Aoe skills will really make a different in chasing down an enemy team.
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: This item syncs with your passive
Cursed Touch,it's aura reduces enemy Magic resist by 20, and has a nice range of 600. Gives your team a slight advantage over the enemy team Magic damage wise. Really useful aura, and really a must have for
Amumu player.
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: Great item for increasing your health, and it's UNIQUE passive deals 40 magic damage per sec to surrounding enemies. This adds more aoe damage.
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: More armor, CDR, and great amount of mana. If you have trouble managing your mana you can pick this item up early if you need to. It's Passive reduces attack speed of nearby enemies by 20% (1000 Range). Another slight advantage given to your team.
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: Now I decided to replace
Runic Bulwark with
Warmog's Armor because in reality your support is suppose to build Runic, and this item adds more health to make
Amumu more tanky. Now don't disregard
Runic Bulwark, it belongs in considerable items.

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Direct upgrade from ![]() |
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This item will benefit you and your AP caster, by adding +30 Ap and 20$ Spell Vamp, while spell vamp may or may not be viable on ![]() |
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120 Ap, and 50 Armor, really useful. Don't forget it's Stasis that will protect you while using ![]() |
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Item that provides Ap, health and Ap. It's passive burns targets with your skills, so hit them with an Aoe skill and they'll burn for 5% of there health as magic damage. Another considerable item |
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Great item for damage, also provides CDR, Mana Regen, and +20% Spell Vamp for more sustain.
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This is the standard path I usually take. blue, wolves,wraiths,red, and golems. it's a basic path, feel free to start where you like, but considering

+Is the enemy pushing my Allie's lane?
+Is my Allie's lane pushing to the point where they don't need a gank.
If you answered yes to question 1 then you must gank that lane. If you answered yes to question 2 then shop, or keep clearing your jungle. Be smart and efficient about your ganks, if you fail a gank and the ally you helped in lane gives you lip about it, ignore it and keep ganking. If you ever find yourself being countered jungle and know the enemy jungler is stealing your buff you have to get your allies to help



Basic Outlook on creeps and their spawn time, easier to manage Baron and dragon spawn.




Golems Initial Spawn: 1:40 spawn after 1:50



Now your basic role as














Overall




2/24/13
*Published Guide
2/25/13
*Added

*Added

*Better picture quality on title section
*Added Alternate Rune section
*Explained "Team fights" a bit more
*Switch


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