Really quickly, I want to apologize for the length of this guide. I know there are a lot of words. Just skip to the sections you find interesting if it is too daunting to read the whole thing. BTW, I'm currently 1400 ELO with an Amumu win percentage of 60ish% out of 20ish games. I've also played Amumu probably over 500 times in normal. Now we have that out of the way...
Amumu has been my favorite champion for a long time now. Now that he isn't banned often in ranked anymore, I wanted to try to explain how to jungle with this champion. Here is a list of pros and cons:
+ Fairly Fast Jungle.
Some champions that are faster include Shyvana, Udyr, and Maokai. With help, you can reach lvl 4 around 3:40.
+ Fulfills the Tank Role Well. Amumu is a very well rounded tank. He can tank towers, soak up damage, use CC to protect carries, and initiate team fights.
Okay, so now for the cons. These are just as important as his flaws.
- Must Start at Blue.
The fact is everyone knows Amumu starts at blue. A good team may decide they have the better level 1 team and steal your blue. This means you must have your entire team there to protect you. The enemy team can alternatively decide to steal red and wraiths because they know you will be at blue. The predictability of Amumu's jungle is a major flaw. It doesn't help that people love to hate Amumu, making it more likely you will be ganked.
- Poor Pre-Level 6 Ganks
In comparison to other junglers, Amumu's pre-level 6 ganks are bad and difficult to pull off. With no gap closer other than Bandage Toss, your gank depends entirely on a skill shot that provides a very short 1 second stun. If you miss the Bandage Toss, the gank has failed. You should try to gank lanes where your teammate has CC to initiate with so you can land an easy Bandage Toss.
- Unable to Deal Damage. Amumu's inability to deal meaningful damage is by far his biggest flaw. This flaw isn't one dimensional either. It is multidimensional. Here is a list of side-effects due to his lack of damage:
Able to Be Bullied.
What I mean by this is Amumu is bad at repelling enemy junglers from his own jungle. An Udyr can easily waltz in and Smite your blue while you're trying to give it to your AP carry. Once he steals it you can't make him pay for it because you won't be able to catch and kill an Udyr. Other junglers who deal substantial damage have an oppurtunity to kill him and make him pay.
Useless After He Pops His Ultimate.
Once Amumu lays down Curse of the Sad Mummy, all he can do is deal modest AOE damage and occasionally use Bandage Toss for a 1 second stun. This toolkit lacks in comparison to other junglers who deal more damage and are more disruptive throughout the course of a team fight, like Udyr or Nocturne, for example.
Poor Counter-Jungler. Amumu is a poor counter-jungler because he is slow, lacks escapes, and can't 1v1. A good counter-jungler is able to get in, get out, and maybe even repel a jungler trying to defend his turf. This is most certainly not the case for Amumu.
Poor 1v1 Champion.
If Amumu gets jumped early in his jungle by the other jungler, he will likely lose the fight. He has no choice but to retreat or die. Master Yi, Xin Zhao, Udyr, Nocturne, and others will beat Amumu. This also affects his ability to repel enemy junglers.
Relies on Teammates for Successful Ganks Amumu relies teammates to perform the damage to opponents during a gank. All he can do is try to hold them in place.
Relies on Teammates to Win Team Fights Amumu relies on the intelligence and damage dealing capability of his teammates to win team fights. If your team does not have enough damage, you will lose the fight.
What Does All This Mean? Amumu is a very poor early game jungler. He is so predictable it is not even funny. He will easily be taken advantage of by good teams, meaning they will counter-jungle you, kill you, etc. Plus, his early ganks are not very good. This makes his early game strategy very different than other junglers. Here is a list of your early game priorities:
1. Tell your team to play conservatively and focus on farming. If a teammate dies before you are level 4, it is not your fault and god help you.
2. Get your team to help damage wolves and leash/damage blue. This will speed up your jungle and leave you with enough health to gank after hitting level 4.
3. Secure your 1st blue at all costs.
3. Maintain high levels of health during your jungle to avoid dying from ganks.
4. Get to level 4 without dying.
5. Gank lanes that are able to be ganked.
6. Don't die during ganks. This is the worst thing you could do because you will give an enemy your double buff, making that lane unstoppable.
7. Pill to base to purchase Philosopher's Stone, Boots of Speed, Sight Wards, and Health Potions.
8. Secure your 2nd blue and give it to your mid if you want to.
9. Get to level 6 without ever dying.
10. Pill to base and purchase Heart of Gold, Sight Wards, and Health Potions.
11. Gank with Curse of the Sad Mummy and Flash.
12. Ward dragon.
You should now be spending your time farming and ganking every time Curse of the Sad Mummy comes off cool down. Once the laning phase ends, force team fights by pushing towers and controlling dragon. Establish map control and win the game.
When is Amumu a Good Pick? (Good Teammates)
Please watch this video. It describes exactly what I am trying to explain in this section. Here is a taste of the ridiculous power of the Amumu, Sona, Morgana combo. Skip to 1:15.
As you can see from the video, Amumu has potential in the hands of the right team. So, why should you ever pick Amumu over any of the top tier junglers? With the right team composition, Amumu can eclipse the top tier junglers. Let's look at team members that take full advantage of his biggest asset, Curse of the Sad Mummy.
AOE AP Carry Mid
AP Carries with AOE abilities are Amumu's best friends. If your AP carry does not have a strong AOE ultimate or strong AOE skills, I would almost rule out picking Amumu immediately. However, if your AP carry does have strong AOE skills, you will almost always have a chance of winning the game. Here is a list of the best champions that work with Amumu.
Kennen - This champion plays top extremely well because of his good escapes and can also mid if need be. He is an occasional ban in ranked. He may be the one AP champion with an AOE ultimate that can always keep up with Amumu's initiations due to Flash and Lightning Rush. Once he pops Slicing Maelstrom, the enemy team will be hit with heavy damage and stuns. Curse of the Sad Mummy synergizes perfectly with Slicing Maelstrom because it keeps the enemy within its radius. This combination is easy to organize and is extremely potent. This champion also takes full advantage of dual Will of the Ancients. Plus, if this champion is playing mid you don't have to give blue away, which improves your jungle.
Ziggs - This champion plays mid and is a common ban in ranked. Mega Inferno Bomb becomes extremely unfair with Amumu's ultimate. Not to mention he can use it fairly far from the fight and still hit it before Amumu's snare runs out, which means he doesn't have to keep up with initiation. This champion will probably be nerfed in the near future, but this combination will always remain ridiculus no matter what.
Cassiopeia - This champion always usually plays mid and is almost never banned in ranked. Petrifying Gaze works well with Curse of the Sad Mummy because it allows her to maximize the number of champions hit while prolonging their immobility. The problem is she may have trouble keeping up with the initiation to place her ult correctly. Miasma and Noxious Blast work well with Amumu's ultimate as well.
Brand - This champion always played mid and is almost never banned in ranked. Pyroclasm works extremely well with Curse of the Sad Mummy because it keeps the enemies close together, allowing the projectile to use all its bounces and move quickly among the enemy champions. Pillar of Flame also works well with Amumu's ultimate. The problem I have with Brand is his is just somewhat unreliable and may not target the champions you want it to target. When it works properly, it does massive damage.
Lux - This champion usually plays mid or support bot and is almost never banned in ranked. Essentially, she is guaranteed to hit multiple champions with Finales Funkeln when the enemy is snared within Curse of the Sad Mummy. This skill is nice because she can use it far from a far distance. Lucent Singularity works well with Amumu's ultimate as well.
Annie - This champion is always played mid and is almost never banned in ranked. When she pulls off Summon: Tibbers on cluster of champions with Pyromania fully stacked, the results are catastrophic. Curse of the Sad Mummy makes it for her to maximize the number of champions she can hit. The only problem is the radius of the Summon: Tibbers's damage is pretty small and it isn't always a guarantee Pyromania will be fully stacked. Also, she may have trouble keeping up with Amumu when she initiates, which means she might miss her opportunity to land her ultimate.
Xerath - This champion always played mid and is almost never banned in ranked. Xareth's AOE skill Arcanopulse and AOE ultimate Arcane Barrage become easy to land while the enemy is snared in a cluster. He shouldn't have a problem landing these skills either even if he is far from the fight.
Fiddlesticks - This champion is usually played as a jungler, but can be played mid. He is almost never banned in ranked. Crowstorm is a fantastic ultimate that synergizes perfectly with Curse of the Sad Mummy. The problem is, it can be tough to time his ultimate to take advantage of Amumu's. If they are timed correctly, however, it is a lethal combination.
Anivia - This champion always plays mid and is almost never banned in ranked. Curse of the Sad Mummy allows Anivia to hit multiple champions with a few seconds of guarenteed Glacial Storm. The problem is she probably won't be able to place it immediately and it isn't bursty like some of the other ultimates.
Katarina - This champion is always played mid and is never banned in ranked because her ultimate can be interrupted easily. If she were to have a best friend, however, it would be Amumu because she could easily Shunpo to the cluster of snared champions and unleash Death Lotus.
Nunu - This champion is sometimes played as mid, top, jungler, or support. He is no longer a popular champion by any stretch of the imagination. However, Absolute Zero works extremely well with Curse of the Sad Mummy because it keeps them within the ultimate's radius. Sadly, Nunu's ultimate can be disrupted to minimize damage. When used from the brush, this ultimate can be extremely deadly and surprising.
Ranged AD Carry Bot
Ranged AD carries are usually skilled at taking down single enemy champions one at a time. However, a few of them have AOE ultimates that can take advantage of Curse of the Sad Mummy.
Miss Fortune - A lesser played AD carry that is almost never banned in ranked. Bullet Time becomes very easy to place when all the enemy champions are snared. The problem is she may have trouble positioning her ulitmate and it can be interrupted.
Rumble - This champion usually plays top and is almost never banned in ranked. You probably won't play many games with this champion because if your jungling Amumu, there will be only 1 AD character on the team. However, if you do play with this champion, The Equalizer can be placed on top of the ensnared enemy champions to deal heavy continuous damage.
Sona - This champion is always played as a support and is occasionally banned in ranked. Crescendo can be used after Curse of the Sad Mummy to stun a cluster of champions once the snare is about to wear off. Definitely the best support to play with an Amumu on the team.
So, when is Amumu a good pick? I think you could easily justify picking Amumu if one of the god tier AOE AP carries are on your team. Any of the great tier AOE AP carries can also help justify choosing Amumu. The bot AD carries, support, and tanky top choices are definite pluses to have on the team as well. For fun, here is my dream team: Amumu Sona Morgana Ezreal Gangplank.
Runes, Masteries, and Summoner Spells
The rune and mastery combination I have chosen maximizes your farm, tankiness, and jungle safety. I'd like to point out this is for an experienced Amumu jungler. Less inexperienced junglers may want to rock flat armor marks, seals, and quints with Greater Glyph of Magic Resist and a 0-21-9 mastery build.
Cursed Touch This is Amumu's passive. Basically, it reduces an enemy champion's magic resistance for 4 seconds when you auto-attack them. At level 18, it reduces MR by 35. This is fairly useful, but in reality is kind of hard to remember to do. Just try to remember it does serve a purpose to auto-attack someone. This is a useful habit to exercise in case you also have red buff.
Tantrum is Amumu's bread and butter. It makes Amumu's jungle possible, and in team fights it can be devastating in groups of enemy champions, which is right where you should be. Whenever you are in the midst of a team fight, spam this skill! Level this up first because it also passively reduces the damage Amumu takes, which is very useful in the jungle.
Despair is Amumu's complement to Tantrum. It literally saps an opponents health from them. I don't know how many times I've killed someone by just running next to them with Despair on. Whenever a fight is occuring, please make sure Despair is on, it does more damage than you think. It also speeds up Amumu's jungle immensely, and is quite useful against Baron and Dragon, as well as enemy tanks. Max this second to increase jungle speed and deal more damage.
Bandage Toss is Amumu's initiating skill, stun, ganking tool, and in some cases escaping tool. This is by far the hardest skill to master as Amumu, as it is a skill shot and has a large number of uses. Max this last because it doesn't need to be leveled as much as his other skills.
Jungle juking is pretty useful and really quite fun to do. Basically the idea is to Bandage Toss to neutral minions through walls to get out of sticky situations. Knowing which locations in which this is possible and keeping a tab on which minion camps are alive may save your life one day. You can also bandage to minions in lane to escape from a character as well.
End of the Uses of Bandage Toss Section
Curse of the Sad Mummy This is my favorite skill in the game and the sole reason to jungle Amumu. This skill wins team fights and is good for ganking. Max as soon as possible.
Before I talk about items at all, let me stress the importance of wards. ALWAYS carry wards! I carry at least 2 at all times. If you pill back to base and have the choice to complete Heart of Gold or buy three wards, you better be buying three wards. Wards can protect smart and stupid teammates alike, and also help you capitalize on the stupidity of enemy champions. Never try to justify completing an item by not buying wards. Read more about this is the ward location section.
Philosopher's Stone There is no reason why Amumu shouldn't get this item first. It is vital to sustaining his jungle. Not to mention the 5 gp10. Perfect starting item for Amumu. He needs the mana regeneration so he can give up the second blue without becoming useless!
Boots of Speed You must get boots early to speed up your jungle and improve your ganks.
Heart of Gold Health and 5 gp10! You will now have a total bonus of 15 gp10. Amumu is tanky as a hero early game, which means buying gp5 items won't ruin his early game viability. Getting gp5 items as Amumu early should be nonnegotiable.
Next you should upgrade your boots. Boots are up to your personal preference and playstyle, but I recommend either Mercury's Treads or Ninja Tabi. Mercury's Treads These boots are a always a good choice, especially if the enemy team has a lot of CC. The magic resist is nice too. If you aren't sure what to get, buy these. Ninja Tabi I love these boots. First of all, they are the cheapest way to upgrade boots. Second of all, they help reduce damage in the jungle and help out immensely in combat with enemy AD junglers. Really, you don't need the tenacity from Mercury's Treads as much as other champions because you will rarely be targeted with CC. However, I usually buy Mercury's Treads anyways. Ionian Boots of Lucidity These boots provide some nice cool down reduction, but don't add to your tankiness. These usually aren't necessary because chances are you will build cool down reduction later on. Boots of Swiftness These boots will make you feel fast and help you chase and transition the map. Since they don't provide anything but a small speed boost, I think other choices are more appropriate. Boots of Mobility These boots can improve your ganks and speed up your ability to traverse the map. These aren't a bad choice, but don't help out in combat, which is a shame. I might consider these if I find myself running all over the place trying to help out all the lanes.
Shurelya's Reverie Best. Item. Ever. I can't stress this enough, you NEED this item. First of all, the health, health regen, mana regen, and cooldown all benefit Amumu immensely, especially early game. But these stats aren't the reason you need this item. The reason is its active. This active can be used to help your team escape a sticky situation. But more importantly, it can be used to initiate a team fight and ganks. Remember Amumu's strength is in team fights, and team fights require proper initiation. Look at the initiation section to see how I like to initiate team fights.
End of Core Items
At this point I don't know what to tell you, but I'll try anyways. Build whatever item you think will be most beneficial to you and your team. For instance, let's say you AOE AP mid is fed and you are tanking pretty easily. In this case, go straight for Will of the Ancients. Let's say you are having a really tough time tanking anything. In this case, go for Warmog's Armor. I'm not saying buy Warmog's Armor every game because that would be stupid. What I'm saying is don't limit yourself to a single build and expect to win. Buy what you need, not what some guide tells you to build. Be realistic and flexible. Let's say you can't farm at all because a Master Yi is counter jungling you like crazy and ganking you in your own jungle 24/7. Forget the Rylai's Crystal Scepter some guide says you should have by now and instead ward your jungle and invest in some cheap armor and health, such as Glacial Shroud or Warden's Mail. I hope this paragraph demonstrates how tanky "builds" are generally unrealistic because you have to adapt to every game. Builds work better for other roles such as AP mid or bot AD where they are generally just trying to maximize their damage.
Initiating Team Fights and Ganking Strategies
First of all, you must be patient and wait for the right moment to initiate. Recognizing the proper moment to initiate is extremely difficult to do and impossible to explain. Once you decide to initiate, you must pop Shurelya's Reverie. This serves a twofold purpose. First, it lets your teammates know what your intentions are. It is extremely important for your teammates to follow you when you initiate, and this ensures an organized initiation. Second, it helps your teammates keep up with you and join the fight quickly. So, once you pop Shurelya's Reverie, you will charge the enemy team. When you are close enough, you will want to use Flash to place yourself in the middle of the enemy team. Make sure you place yourself near the enemy carries. Once you Flash in, pop Curse of the Sad Mummy. As they are ensnared, locate the most dangerous enemy carry. Once, you feel the snare from Curse of the Sad Mummy is about to wear off, Bandage Toss to that dangerous carry to disable him further. If you have Randuin's Omen, you will want to pop its active around this time as well to slow everyone.
At this point, the only skills at your disposal are Tantrum, Despair, and Bandage Toss once it comes off cooldown. Despair should have been toggled on once you decided to initiate and should remain on throughout the team fight. You should also be slamming the E button to trigger Tantrum once it comes off cooldown throughout the fight. Your job at this point is to press the enemy carries and protect your own. This is where Bandage Toss becomes useful. You can feel free to press the enemy carries (literally run on top of them) without fear of leaving one of your carries unprotected because you can instantly bandage back towards them if they are in trouble. Rubber-band back and forth between the enemy carries and your own. As a rule of thumb, never chase an enemy champion who flees from the fight. You must stay with the majority in order to protect your team.
Why Gank Mid?
1. It is rarely warded.
2. Your AP carry has the damage to take advantage of your CC.
3. The enemy AP carry is probably squishy, make it an easy kill.
4. Your AP carry is crucial to your team's success, making it a high priority lane.
5. Pushing out the enemy mid frees your mid to gank, free farm, push the tower, pill to base without fear of his tower getting pushed, and presents an opportunity for your team to dragon.
6. The enemies in other lanes can't count on you being gone from their lanes for too long because you're centrally located.
7. Since you're centrally located, you can move back to any area of your jungle quickly.
Why Ganking Top is Difficult?
1. A single ward in the river can ruin most of your ganks. If the enemy purchases Wriggle's Lantern, which is common for top characters, the river will permanently be warded.
2. Your teammate in the top lane probably doesn't deal enough damage to make use of your CC.
3. The enemy in top lane is usually a tanky dps champion. This means you will have a hard time killing him because you deal no damage.
4. Many top champions have a good escape skill outside of Flash or Ghost.
Why Ganking Bot is Difficult?
1. The river will almost always be warded. If it isn't warded, go gank there immediately because with Curse of the Sad Mummy, you have a good chance of getting two kills.
Prelevel 6 Ganks:
As soon as you hit level 4, put a point into Bandage Toss and try to gank mid. If mid isn't open, try top. It is important to gank at this time because both top and mid won't be warded. Alert you teammate of your intention to gank with a ping. If your teammate has a form of CC, tell him to use it as you come in so you can land an easy Bandage Toss. If your teammate doesn't have CC, just try to land your Bandage Toss as best you can.
Postlevel 6 Ganks:
As soon as you hit level 6, go gank mid almost no matter what. With Flash, Curse of the Sad Mummy, and Bandage Toss at your disposal, you should be able to get a kill mid guaranteed. Start by indicating your intention to gank with a ping and stand in the side bushes. As you rush from the bushes, use Flash to get in the enemy in range of Curse of the Sad Mummy. Next, position yourself so you can hit an easy Bandage Toss as the snare ends. A competent mid will perform the damage necessary to kill the enemy mid. If you have Shurelya's Reverie at your disposal, use it to quickly cut down the range between you and the enemy carry as you rush from the bushes.
Advanced Strategy For Ganking Top and Bottom Lanes:
Since the rivers may be warded, you can sneak into the top or bottom bushes by entering the lane by your own tower. Make sure the lane is pushed so the enemy doesn't see you. If your lane pushes further, you can sneak into the second set of bushes. Once the enemy team pushes back, you will be able to easily initiate a surprise gank from the bushes. This ganking method is extremely effective and always seems to surprise the enemy.
Warding Strategies and Locations
In the course of a game with a competent team, the bottom support character should take care of warding bottom. They will ward dragon and ganking entrances to protect their AD carry. This means you only have to worry about warding for top and mid. Many times mid and top will buy a ward to protect themselves from ganks, but don't count on it. Ward inside the enemy jungle if you can so your mid and top lanes will have early indication of a possible gank. Plus, doing this allows you track the enemy jungler's location. Red symbolizes the most important ward locations early in the game to protect your top and mid from ganks. Blue symbolizes wards for Baron and Dragon. Once again, Dragon is not usually your responsibility, but if it isn't warded you should definitely ward it. Ward Baron once it spawns at 15 minutes.
Bottom Team Ward Locations:
Top Team Ward Locations:
Jungle Route With Unreliable Team
This jungle route is a odd, but I find it to be fast and efficient. Good for solo queue because you don't immediately start at blue! Don't be fooled, the other jungling route is much better and faster if your team is willing to help. I rarely use this path anymore.
0:00 Buy a Regrowth Pendant and Health Potion, put a point in Tantrum, then head to wraiths. 1:40 Stand in the middle of where the wraiths spawn, and initiate with Tantrum as soon as they spawn. Auto attack the big wraith three times, then use Tantrum again. Attack each little wraith once, then use Tantrum one last time to clear the camp. Head to wolves. 2:03 Initiate wolves with Tantrum. Attack the big wolf four times, then use Tantrum again. Attack the big wolf 2 more times, then each of the small ones once. Use Tantrum again. Attack each small wolf once more to clear the camp, put a point in Despair, and head to blue. 2:25 Initiate blue with Tantrum and flick on Despair. Attack the blue golem repeatedly. Don't use Tantrum again or else you will run out of mana. Smite the blue once it's health drops below 470. Keep Despair on until you are out of mana. Head back to wraiths. 3:00 Kill wraiths with Tantrum and Despair. Once the camp is clear, check mid. Put a point in Tantrum and head to small golems. 3:23 Initiate with Tantrum and flick on Despair. Attack the large golem and spam Tantrum until the camp is clear. Head to red golem. 3:44 Initiate with Tantrum, flick on Despair, and attack the red golem. Smite the red golem once the lizards are dead and finish off the golem. Put a point in Bandage Toss and head to wraiths. 4:00 Wraiths should spawn almost exactly as you are arriving at wraiths. Kill them with Tantrum and Despair and head to wolves. 4:20 Kill wolves with Tantrum and Despair, then pill back to base and buy a Philosopher's Stone and Boots of Speed, then go gank top or mid.
I like this route for several reasons.
First, it is fast and safe and you probably won't be ganked at blue.
Second, at the 4:20 mark, you have just enough money to buy Philosopher's Stone and Boots of Speed, effectively setting you up for the next 10 to 15 minutes of play. It's amazing what Amumu can do with just those two items.
Third, you can keep an eye on your own wraiths to prevent counter jungling.
Jungle Route With Reliable Team
This is the best route to take if your team is willing to help you.
1:40 Put a point into Despair and have your teammates help you kill wolves. They don't need to leash wolves since it will actually be easier for them to hurt the wolves and get out of experience range if you have aggro. Also, Despair will provide predictable damage, thus reducing the possibility of your teammates stealing experience. 1:55 You should be at blue before it spawns if killing the wolves went according to plan. Have your team leash and damage the blue golem heavily before they leave. Make sure to Smite the blue golem once it has less than 445 health to prevent steals. You will be level 2 now, so put a point into Tantrum and head to wraiths, then small golems, then red (use Smite), then wraiths again, at which point you will reach level 4, which should occur around 3:40. Use you Health Potion after you kill wraiths to maximize the heals from small camps. This is a good time to gank either top or mid.
Basic Jungler's Responsibilities
Junglers seem to get blamed for losses more than any other champion on the team. If any of your lanes do bad, they will blame you for not ganking enough. What they don't understand is you can't be everywhere all the time and you have responsibilities outside of ganking. Let's look at a quick list of priorities:
Clear Your Jungle.
If you spend all your time camping a lane, you will not level and you will have no farm. If your whole jungle has respawned, tell your lanes to be patient as you clear it. Clearing the jungle is worth about 360g give or take, which is easily matches the amount of gold that would be rewarded from a kill. Let's say your bot is low on health and pushed back. Tell them you will meet them down there once they return to lane so all of you will be ready for the gank.
Trust Bottom Lane.
Many great junglers trust their bottom lane to take care of themselves. By doing this, they are able to harass the other more vulnerable lanes. Good bottom lanes will rarely get ganked because of proper ward placement. The bottom lane's priority is to get the ranged AD carry farmed. They shouldn't need you in order to do this.
If you can stop your mid and top from getting ganked, you will have ensured an even match at the very least. Dragon control is a huge part of the game, so make sure it is warded early. Don't be afraid to place more wards than what appears to be necessary. The more of the map your team can see, the more confident your teammates will be, which usually leads to better decisions and better overall play.
As previously mentioned, dragon control is a huge part of the game and can lead to a snowballing effect for you or the enemy team. Sometimes getting dragon is out of your control. If your bottom lane is terrible, there is almost nothing you could do to stop the enemy team from getting it. But when there appears to be an opportunity to get it, don't be afraid. Forcing team fights plays right into the hands of Amumu, so this may also be a good opportunity to get a few kills. Just please don't mess with the other team if your team is outnumbered. It never works out.
Gank Mid. Then Top. Gank Often.
We've talked about this before. Ganking mid is a top priority because they are so important to your team. Don't be afraid to gank top either, or bot if the situation calls for it. And gank often! A successful gank is huge.
If you have a Singed top against a Nasus, the Singed will have a hard time stopping Nasus from farming his Siphoning Strike. A farmed Nasus is a strong late game character if he is allowed to farm. You must take this into account and try to help Singed force him out of lane as much as possible. If you can give Singed the upper hand early, he may be able to stop Nasus on his own, allowing you to focus on other things. Jungling requires constant decision making, so don't be selfish and try to make the right decisions.
If there are four enemies bot, don't keep jungling, get down there and assist your teammates! Amumu is good at protecting towers because people are afraid of getting snared in tower range. If the standoff at your tower continues, your team will gain the upper hand because one of your lanes will be free farming while the enemy team stands around doing nothing.
This isn't a very high priority unless it is clear the enemy team intends to push the tower your teammate just left. If the enemy is just last hitting minions in lane, don't waste your time running to hold the lane for no reason.
If you successfully gank bottom lane and your team wants to push the tower, help them out. Taking towers helps your team enforce map control, plus it gives everyone a bit more farm, which will lead to an early advantage.
Don't Let Any Lane Get Fed.
If you notice the top enemy champion has a two kill advantage over your top, you have to help your teammate shut him down. You just can't risk letting any powerful champions get fed. Usually a lane will get fed if you don't gank often enough.
Additional Videos of Amumu Working With AOE AP Carries, Among Other Things
I'd like to thank Protato Monster for all the videos in this guide!
I hope this guide gives you an idea of how and why to play Amumu. Everything in this build has been the result of hundreds of games of personal experience with this champion. I know I don't cover everything under the sun with this guide, but I believe I cover the core of what makes a good Amumu. Please comment and criticize!
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