Amumu Build Guide by Itasko

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 Itasko

Amumu: The Pharaoh of the Jungle

Itasko Last updated on August 12, 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

Strength of Spirit
Veteran's Scars

Defense: 16

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

Utility: 13

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Hello and welcome to my Amumu guide. In this guide, you will find how I effectively play this sad mummy. The best way I find to play him is by jungling. I am by no means claiming it is the best. But, it is the best way that works for me. Hopefully, this guide will be as effective for you as it has been for me.

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Pros / Cons


Amazing initiator
Strong tank mid to late game
Game changing ult
Powerful ganker when jungling
Has one of my favorite skins (Pharaoh Amumu)


Weak early game
Your q is easily dodged
Requires good teamwork to gank effectively
Lacks a good escape mechanism
Susceptible to counter-jungling

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This rune choice just makes sense. All of Amumu's attacks deal magic damage. This will help deal more damage. You shouldn't take any other mark.

This seal makes it easier to jungle. You can use a different seal if you choose. But if you do not use this seal, you will need a leash when you jungle. If you do not use this seal, a good alternative is Greater Seal of Scaling Mana Regeneration.

This glyph gives you some MR early game so after you get your Merc Treads and Aegis of the Legion, you don't really need to buy any more MR until late game. Great gylph for any tank. Can also be easily swapped for Greater Glyph of Scaling Cooldown Reduction to reduce Amumu's extra long cooldowns and use his ultimate more often.

This is the only quintessence you should use. Amumu needs that extra health early game for survivability. Best quint for a tank.

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I chose a mastery choice of 1/16/13, taking in all of the masteries to increase survivability and utility. I feel this is the best mastery choice for Amumu as a jungler and tank.

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Core build:

This is the core build I will build on Amumu every game. These items provide Amumu with CC reduction, a reliable mana regen (better than Philosopher's Stone IMO), Armor, MR, and Health. With these items, you become very hard to take down.

Now after you get beyond this point, you have a decision to make. Is the enemy team magic heavy?
Get a Banshee's Veil. Your health getting drained fast? Get a Warmog's Armor. Really, it is up to you.

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Skill Sequence

Amumu's attacks reduce the target's magic resistance by 15 / 25 / 35 for 4 seconds. The debuff doesn't stack but it refreshes with every attack.

This is a pretty nice passive. It knocks down enemy champions MR to make them easier to take down. Sinc you're the tank and will be around everyone, this is a pretty awesome passive. Your AP champions will love you.

Amumu tosses a sticky bandage towards a target location. If it contacts an enemy, Amumu pulls himself to it and will deal magic damage and stun the target for 1 second.
Range: 1,100

Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Magic Damage: 80 / 140 / 200 / 260 / 320 (+1.0 per ability power)

This ability is your initiator for every team fight. Learn to land it. This move sets up ganks, and turns team fights in your favor. I love this ability. I take a point in this at level 4 for an early gank. I will typically gank top, since it is the solo lane.

(Toggle): While active, nearby enemies will be dealt a percentage of their maximum health plus a base amount as magic damage each second.
Cost: 8 mana per second
Cooldown: 1 second
Radius of AoE: 300

Base Magic Damage: 8 / 12 / 16 / 20 / 24
Max Health to Damage Ratio: 1.5 / 1.8 / 2.1 / 2.4 / 2.7% (+0.005 per ability power)

This is a pretty awesome ability. It will drain nearby enemies of their maximum health every second. This ability will knock enemies health low fast. I max this ability out after Tantrum.

(Passive): Amumu takes reduced damage from physical attacks.

(Active): Amumu deals magic damage to surrounding units. Each time Amumu is hit by an autoattack, the cooldown on Tantrum's active is reduced by half a second.
Cost: 50 mana
Radius of AoE: 200

Physical Damage Reduction: 2 / 4 / 6 / 8 / 10

Cooldown: 10 / 9 / 8 / 7 / 6 seconds
Magic Damage: 75 / 100 / 125 / 150 / 175 (+0.5 per ability power)

I max this ability out first due to the passive damage reduction. This will help you come out of the jungle with more health. And when you gank at level 4, you will most likely survive due to it, as you will have 2 points in it, wheras if you leveled up Despair first, you wouldn't.

(Active): Amumu entangles surrounding enemy units, dealing magic damage and rendering them unable to attack or move for 2 seconds.
Radius of AoE: 600

Cost: 100 / 150 / 200 mana
Cooldown: 170 / 150 / 130 seconds
Magic Damage: 150 / 250 / 350 (+1.0 per ability power)

This is an amazing ult. This will root all nearby enemies to the ground, rendering them unable to attack or move for 2 seconds. If you can time this ult right, you will win most team fights. And your team will love you. Simply initiate with bandage toss, and then once you're in the center of the enemy team, ult. The whole team is now incapacitated and your team can now proceed to wreak havoc on the enemy team.

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Jungling Route

Now for the Jungling. I always start Amumu out at blue buff. The reason for this is, Amumu really needs blue buff to kills creeps in the jungle due to his main damage ability Despair. You will not be able to jungle as efficiently without the Blue buff, which is why I always start there.

Once you get your cloth armor and five health pots (yes, you need all five), start heading over to blue buff. Ask your team mates if they will leash it for you.

Leashing: Someone else taking the aggro of a neutral minion by attacking it so the jungler may get a few shots at it while not taking any damage. Always ask for a leash. It will help you jungling time immensely. And help you get out with higher health. Plus, it will protect you from any counter-jungling attempts.

Pop despair and start auto attacking the Blue Golem. Once you take your first hit from him, pop your first health pot and continue to auto attack until it gets down to around 425 health. Smite the Blue Golem and then take out the little minions. You will level up. Take a point in Tantrum.

Next, head over to the Wolves, turn on Despair and start spamming Tantrum and auto attacking them. Make sure you pop another health pot to keep up your health. Once they die, head over to wraithes.

Pop another health pop, and then get in the center of the wraithes, turn on Despair and start spamming Tantrum. Once they die, head over to the Red Golem.

Once at red golem, pop another health pot, turn on Despair and spam Tantrum. Make sure you are auto attacking when Tantrum is on cool down. Once it is at 425 health, smite and kill the smaller minions.

The last place is the lesser golems. Head over there and pop a health pot. Take them down and then put a point in Bandage Toss. I forget each point you get your level ups, so just follow the Skill Sequence. Recall and buy some boots, 1-2 wards if you can afford them. If you have enough gold, also get a Ruby Crystal. If not, go back to the jungle and get ready to gank top lane.

After the gank, go back to the jungle and continue killing creeps until you reach level 6. Keeping buying items and wards. Then when you are level 6, you are ready for your next gank.

Please see below map for the jungling route.

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As a jungler, your team mates are relying on you to ward key areas to maintain map awareness and prevent enemy ganks. See below for key warding points:

Dragon + Baron control should be one of the highest priorties, they give such a gold/xp advantage its stupid to let the opposing team have it for free.

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In the jungle route, I mentioned a couple of key points to gank. Here is how to pull it off with the sad mummy:

1. You will want to come in from behind your enemies, preferably from the river. Get close enough to land your Q.
2. Cast Bandage Toss. And then use Despair / Tantrum to take down your opponent. If you miss your Q, don't worry, just continue as usual and try to help your team mate take them down.
3. When ganking at level 4, it is harder to get a kill, so don't worry if you don't kill them.
4. Your next gank at level 6 should be a kill. Come in with Bandage Toss and when both enemies are within radius, ult and you and your team mate should be able to easily dispatch them.

See below for an awesome video on how to gank properly with Amumu.

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Amumu is an amazing jungler. The reason why I don't lane with him is because he is too weak to lane at early levels. I hope this guide showed you how to jungle and gank successfully with the sad mummy. Please try this out before you decide to vote. Thanks for looking at my guide.

Here are some pics showing my recent matches with Amumu in case people don't think this build is effective.