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Amumu Build Guide by TheRicePanda

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.


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League of Legends Build Guide Author TheRicePanda

Rice Rice Rice Mummy

TheRicePanda Last updated on August 7, 2012
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Ability Sequence

4
9
10
12
13
Ability Key Q
1
14
15
17
18
Ability Key W
2
3
5
7
8
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 0

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
1/
Juggernaut
 
 

Defense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


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Introduction

Amumu is one of the strongest jungles in the game due to the fact that he is able to clear camps relatively fast while maintaining a high amount of ganks. Not to mention that he is very tanky in team fights while outputting a high amount of aoe damage for your team. He also has great peeling capability for your AP/AD carries and synergizes very well with most team comps.


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Runes

For seals i use the standard flat armor that is required for jungle durability to make you a little tankier and resist damage within the jungle. For glpyhs i use MR per level to increase the tankiness of amumu overall and give him some durability in team fights. For marks i use flat armor for the same reason as armor seals. For qunits i opt for GP10 quints because it allows amumu to gank frequently while keeping up with jungle farm.

If your team comp needs a little more damage you can swap out the quints with flat ability power and the marks with magic penetration.


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Masteries

Masteries are pretty straightfoward going 21 into defense for tankiness and jungle durability. With the generic 9 points into utility for increase buff duration and flash mastery. I opt for the increase mana regen in utility over the move speed it is up to you which you rather choose try both out and figure out which one fits more to your play style.


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Items

Start with a regrowth pendant and health pot always and attempt to get your philosopher's stone finished asap before building anything else. After you have finished Philosopher's stone you can opt for boots before starting the other GP10 but its up to you. If i have around 1200 gold on my first back i will buy 2 gp10 instead of boots because it puts me ahead of the jungle curve. The 3 GP10 is the core early game build for this guide and you want to make sure to finish those items before building anything else.

When mid game swings around and you have your early game build complete you want to ***es your team composition and the enemy teams to decide on what to build next. There are many choices that you could start off with such as abyssal, aegis, or sunfire. In a scenario where you'd go abyssal first is when your top/mid are heavy AP carries and you want to help in the aoe department. Another scenario where abyssal would be rushed first is when the enemy team has heavy AP casters top/mid/or jungle and you need the extra durability. I usually only go aegis as my first big item when i notice that my bottom lane/support is having trouble building items and i will inform them i will pick up aegis for the team allowing them to catch up in items and focus more on wards. In a scenario for sunfire first would be when there is a strong ad top/bot or jungle. Whichever item you start off with you'll usually build the other 1 as the second item excluding legion. If you start sunfire first you will pick up abyssal as your second item and vice versa. If you start legion first you'll want to use the reasoning stated above to determine if sunfire or abyssal should be your next item.

Late game swings around and you have 2 mid game items complete and your deciding what to buy. Usually at this point of the game i will save up all my gold until i have around 2300 gold to instant buy frozen heart. The reasoning for this is because you'll have 6 items at this time so you'll sell the philosopher's stone giving you 400 gold and an open slot for your frozen heart. I opt for frozen heart next because of the overall stats that it gives cannot be surpassed by any other item. First off it gives you 99 armor which makes you tanky, than it gives you 20% CDR which allows you to have your ultimate up pretty much every time there is an objective to contest or a team fight. Than it gives the - attackspeed aura to enemies which synergizes very well with amumu seeing how you jump in and are usually in the middle of the enemy team. After frozen heart it is up to you on what you want to build there are many options such as Guardian Angel, Force of Nature, Randuin's Omen, Or banshee Veil. Personally if the enemy team is heavy AD ill go for the omen next to increase my resistance vs them and allow better peeling for my team. If they are heavy AP ill opt for Force of Nature unless i'm having a hard time initiating because of a spell than I'll pick up a banshee veil.


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Skill Sequence

I start off with Despair aka Cry first and choose to max tantrum first for overall jungle durability and consistent aoe damage in team fights. I pick up Bandage toss at level 4 to begin the ganking process and ulti whenever it is available maxing bandage toss second and despair last. I usually do not stray from this skill sequence unless i get counter jungled or there is a kill lane available. If im counter jungled i will opt for bandage toss at level 3 to attempt to get a kill or gank in to catch up in the jungle. Another reason for getting bandage toss at level 3 is if your mid top or bottom lane has a for sure stun or some kind of follow up with your bandage toss for an easy kill.


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Summoner Spells

Standard Flash and smite no discussion here needed.


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Summary

Overall summary amumu is a great jungler that can clear camps super fast while maintaining a high frequency of ganks and is one of the best team fight heroes in the game. What sets him aside from other tanky jungles is that he is able to output so much damage without very many items.


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Pros / Cons

Pros: Fast Jungler
-Strong teamfight
-Tanky
-Lots of Peel capability
-Aoe Damage
-Strong CC
-Yordle

Cons: -Counter Jungled easily
-Needs first blue
-Ganks are skill shot dependent
-Long CD on ulti early levels
-No form of escape if you get caught


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Creeping / Jungling

Start at the small wolf camp at 1:40 and than continue to blue golem buff at 1:55 giving you level 2. Than continue to wraiths than back to wolves allowing you to be level 3 and having smite up before you attempt red. Once red is complete I usually will do wraiths giving me level 4 and attempt to gank middle or top. After a few attempts at ganking or sitting in the bush i will return to the jungle doing golems > wraiths > wolves again before backing and repeat this process.