Amumu Build Guide by OniRyuuko
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.
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.
I've seen a number of Amumus making a bad gamble with their build. Sometimes it works, but often it doesn't, and I didn't even realise how bad it was until I was recently watching a high ELO tournament, and the jungle Amumu played an absolutely horrible game. Here I just thought it was a result of my low ELO, but apparently that's not right. So here's a guide to lead people into my sort of matches.
Pros / Cons
+Controls late game
+Can single-handedly fend off a team, if fed
+Some of the most powerful ganks of any jungler
-Weak early game
-Jungle easily invaded
-Heavily mana dependant
-Weak counter jungle
|Overall, so long as you're patient, and understand that you won't go into a pre-six (perhaps even pre-ten) team fight destroying the enemy team, this guide should, hopefully, pull both yourself and your team to victory. Keep in mind though, given that Amumu is a late game champion, you don't want a late game heavy team. He'll control the lanes, feed the carry (if played properly), and lead the team into a snowball all the way until he's ready to shine, but this will be impossible if no one on your team can compensate for your poor early game.||These cons are the very reason you don't often see Amumus. Few people understand how to keep up a jungle when you're rarely grabbing jungle creeps, outside of buffs, or when a mana hungry champion is left without their blue buff. However, even losing his first blue, and giving all subsequent blue buffs to the mid, you can manage a decent jungle regardless, because of the amount of mana regen this guide gives you. And blues win a mid for a mana champion, so it's important your mid gets them.
Greater Quintessence of Armor
Greater Mark of Magic Penetration
Greater Glyph of Magic Resist
Greater Seal of Scaling Armor
This is my personal choice, because it gives a high amount of armour at level one, making the first few jungle camps very easy.
Greater Quintessence of Scaling Armor
Possible alternative, though I haven't personally tried it. Would offer more armour at eighteen, but takes a while to over take flat armour quints.
This allows your spells to ignore Magick Resist. Simple enough. I wouldn't consider any alternatives, personally, since you'll almost constantly be using spells, making armour pen marks practically useless.
This is to balance out your flat armour quints. After level ten, they offer more armour than flat seals, making them very useful.
Greater Seal of Armor
Alternative to above. I run scaling seals, though this will certainly make your pre-ten tankier.
Greater Seal of Mana Regeneration
Potential alternative, that makes you less blue dependent. I wouldn't take it, though it's a possibility.
MasteriesTantrum/ Despair and Curse of the Sad Mummy, along with Bandage Toss, so in general, it's a good idea to take it as tanky as possible.
However, there are alternatives.
This set of Masteries is basically a typical AP Carry set. It gives you a good bit of magic damage output, with nine points in the defence branch, to increase your tankiness. I've done this before, and I wouldn't much suggest it without Greater Quintessence of Spell Vamp.
This set of Masteries is Tankier than the AP Carry set. In fact, it's nearly completely tank. However, it has nine points in the support branch that aids in your clearing of the jungle, by increasing mana/regen and decreasing summoner spell cooldowns.
If you aren't taking Smite, uninstall the game. But honestly, your jungle buffs will be a lot easier to steal, by having the enemy jungler use their Smite to take away all your hardwork. Also useful in ensuring a dragon or Baron Nashor finish.
Ghost is quite useful on Amumu. It allows you to get to a lane that's in trouble quickly, and delay your Boots of Speed purchase until after you have at least one GP10.
Plenty of Amumus take this, but in my opinion, with your Bandage Toss and Ghost, you shouldn't need Flash to escape, and certainly shouldn't need it to get to an opponent.
Exhaust and Ignite
You may be tempted to take these. Don't. They aren't worth it to drop one of the above spells, and with your Bandage Toss as a stunning gap closer, kills should be easy to finish off.
This is your Passive. Your auto attacks decrease the target's magick resist by 15/20/25, depending on your level, for three seconds. The debuff doesn't stack, but refreshes with every auto attack.
The main reason Amumu is a jungler. This skill allows him to easily enter lane, on top of stunning the target. However, it's a skillshot, and, as the name implies, takes some skill to land.
Your main damage dealer. While Tantrum is useful against a squishy target, given its flat damage, Despair shines through, destroying entire teams with a mixture of flat damage and percentage of total health.
As stated above, while this skill has its uses against a squishy target, it's not very useful if you're not the target of an auto attack, as may often be the case when chasing targets. Each auto attack on Amumu decreases this spell's cooldown.
Curse of the Sad Mummy
This is your initiation skill. A Bandage Toss, followed by Curse of the Sad Mummy leaves the entire enemy team weakened by the damage of this skill and temporarily unable to act, because of the CC.
Over all, Despair is Amumu's most important damaging spell. Often time, people raise Tantrum or Bandage Toss to rank five before Despair, and as a result, their jungle suffers. While Tantrum is certainly important to your DPS, your main focus should be on Despair. The higher the rank, the larger the percentage of current health. It's also not reliant on being the target of attacks in order to continually output damage.
Jungling on Amumu is pretty simple. Take Despair first. You start off at blue, hopefully getting some aid from the laners, though you can take blue alone, if they're being stingy. Wolves start is a possibility, with a leash, but unless the lanes are aiding heavily with blue, this will only screw you up. After blue is taken, assuming wolves are still there, you should have your second level. Place your point in Tantrum, and clear, according the map above, wolves, then banshees, then golems.
Make sure to drink Health potions whenever you're missing 150hp or more, or else you might well wind up executed, or killed by an invade.
At this point, you should be level three. You have two options now. If your closest two lanes aren't in any particular danger, you'll rank up Despair again and take red buff. However, if they need a gank, you'll want to take Bandage Toss early in order to be of any use in the lane. If you're taking red, you should have smite ready by now, and have an easy take down, followed by wraiths, putting you at four for Bandage Toss and a gank mid, unless another lane is in a particularly high level of danger.
At this point, assuming you've had a kill or assist, assists being preferable, since they give the lane the kill, you should have the money enough for a Philosopher's Stone. If not, take one more jungle camps, or a few minions from a lane, if the lane is missing, and recall.
At this point in the game, you'll be mostly focused on ganking. Thanks to the GP10's you should be buying, you'll have plenty of income to buy your items, when supplemented by the occasional jungle camp, assists/kills, or minion kills. The large advantage of this build is the overwhelming lane presence you can have when you're not worried about income.
Crest of the Ancient Golem
Blue buff is important to the beginning of Amumu's jungle, but after that, it's nothing more than a luxury. The second blue buff can go to either the mid, or yourself, depending on the mid's champion. If they were, say, Katarina, who has no mana, you may take it yourself, though there's the option to give it to the support, if their lane is closest to blue, or the solo top, if they're closest. Your build will provide you with more than enough Mana regen to not need blue buff.
Blessing of the Lizard Elder
Red buff isn't necessary, at all, to Amumu's jungle. You only grab it on the first clear, for the gold and experience it offers. After that point, it's usually better to give red buff to the closest lane, though don't expect them leave a busy lane to swipe it, and don't be afraid to take it to prevent an enemy from taking it.
+ Even if you know a lane is warded, you can enter the nearest bush (watch out for a countergank!) in order to scare off the enemy. If they've warded outside the bush, you can begin recalling, and they will assume you're there for a good bit of time.
+ If the river isn't warded around the lane, and you fail a gank, you can always leave, take a jungle camp (mostly to waste time, but the gold+exp is nice) and immediately return. Often times, the laner doesn't expect a second gank so close to the first, and they can become cocky.
Skirmishes would be anything you wouldn't call a teamfight or a gank. Usually, you'll be in these with at least one other person on your team, and, unless they're a support, you'll try to give them the kill. However, at the same time, you don't want it to get away or to let yourself or your team mates die, just because you wanted to feed someone, so you may have to be ready to go ahead and take the kill anyways. Keep in mind not to chase to far, either. Once an enemy has been chased for long enough, chances are, their team are close by, and that could easily end up in kills for you opponents, which are never a good thing.
As far as teamfights with Amumu goes, it's rather simple. Usually, you'll be the initiator in any team comp by using Bandage Toss followed up by Curse of the Sad Mummy, but forcing it may not be your best bet. Waiting too long will likely lead to your team being poked to death, but going in too soon may mean your team either isn't all there, or isn't ready for it, wasting your ult, and possibly ending up killing yourself and others on your team.
There are a number of champions that work well with Amumu. Keep in mind, however, forcing someone into a champion they can't play may be worse for your team than having them choose something that's an ideal match.
Curse of the Sad Mummy followed up by Bullet Time means that you'll have nearly a full ultimate from Miss Fortune hitting their entire team, dealing a large amount of damage before they can even begin to fight back.
Nunu may have to Flash in order to line up his ult with yours, but either way it's done, his starting then yours to keep them their, or yours to hold them, then he starts, Absolute Zero, if fully charged, can kill entire teams on its own.
Katarina's ult will recharge if she kills anything with it, so if she Shunpos in, starts her ult, and then you ult, she'll likely get a kill. Each kill decreases her cooldown significantly, which can result in multiple Death Lotus as a result of their inability to do anything to stop her, assuming they don't try to run away in terror. Katarina in mid also means you can swipe a few extra blue buffs.
Curse of the Sad Mummy in order to force on a second layer of AoE Crowd Control. If the enemy can't move for the entire team fight, it's as good as won.
Summary: Almost anyone with an AoE ult is a good match for Amumu. Ziggs, Fiddlesticks, Malphite, Kennen, and others are amongst the ones I haven't mentioned.
In conclusion: This guide isn't a terribly in depth guide, nor is it meant to cover every eventuality. It's purpose is to be as short as possible, with little variance, so that a person can make a quick read and jump right into their first time jungling Amumu, and develop a style that works best for their own experience.
Jhoijhoi for her guide on writing a proper guide.
xMaster Maniac (North America Server) for proofreading the guide.
My team mates for helping me to develop this guide by bearing with my experimentation.