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Amumu Build Guide by McKalee

Amumu Adapted to the New Jungle

Amumu Adapted to the New Jungle

Updated on December 9, 2011
7.3
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League of Legends Build Guide Author McKalee Build Guide By McKalee 9 3 15,763 Views 10 Comments
9 3 15,763 Views 10 Comments League of Legends Build Guide Author McKalee Amumu Build Guide By McKalee Updated on December 9, 2011
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1
McKalee (1) | December 10, 2011 10:31pm

Well argued. I still disagree about rushing phil stone like that. You're just missing wayyyyyy too much extra power from the defensive tree to get a phil stone slightly faster... 0/21/9 help you gank faster, and provide more utility for your team with wards. +1 btw.

edit: You may want to turn on comment to vote to get rid of some troll votes.


I'm probably going to put out a new guide soon. I've done some further testing, and have discovered a few new things. The defensive tree is nice, so I'm going to create a new guide or modify this one to present more choice. Personally, I like investing in wealth, so I have the choice of getting philo and boots at 4:20. For those that feel its not important, for sure go 21 in the defensive tree using the exact defensive tree you suggested. The CD and Initiator are seriously sweet, as is juggernaut. My main discovery is Indomitable makes for a much safer jungle, which is nice. As for flat armor seals versus health regen, I still haven't been able to test. I'm thinking you were correct about flat armor, as it would make more of an impact in team fights.

I don't quite get what you're saying about wards, I'm assuming it has something to do with Amumu's movement speed. Initiator should help Amumu's gank ability a little, which I assume is what you were referring to regarding gank ability.

I think it really comes down to player choice in regards to utility versus defensive tree. I've won the past eight games I've played in normal with Amumu, and it has made a world of difference having Philo Stone and Boots. I think there is something wrong if you b the first time and don't get boots. I usually don't b for at least 10 minutes after getting those two items because my team constantly needs me and there is always jungle to kill. They provide everything you need for the first 15 minutes of the game. I've done games where I'll level to 6 without going back to base, but I find it worse than going back immediately after obtaining level 4, and it really isn't any faster. Amumu is just too slow to gank and move from lane to lane without boots. I see two options: 1) 0/21/9 with regrowth pendant and health potion w/ gank/jungle after mini golems, or 2) 0/12/18 with regrowth pendant, b after mini golems to obtain boots and philo, then gank/jungle from there. I like 2 better for now, but like I said, I think its up to the player.

And let people downvote for no reason, I could care less. It's their decision, not mine.
1
Freddy Shopan (23) | December 10, 2011 1:06pm
Well argued. I still disagree about rushing phil stone like that. You're just missing wayyyyyy too much extra power from the defensive tree to get a phil stone slightly faster... 0/21/9 help you gank faster, and provide more utility for your team with wards. +1 btw.

edit: You may want to turn on comment to vote to get rid of some troll votes.
1
McKalee (1) | December 9, 2011 9:37am

A nice guide. You've got the right idea. Few things to take into consideration:


Hey, I appreciate the feedback. You've obviously put a bit of thought into it. I'll try to address all of your suggestions.

1. HP/5 versus Flat Armor quintessences: I have not tried to do my jungle with flat armor quintessences, as I currently only own 1. I see how these may be better, and how they may allow for a shift away from the utility tree. I'll definitely try to get three of them and experiment with that a bit.

2. Vigor: I actually originally had the mastery in Mastermind, but if you take a look at my video, when fighting mini golems the first time around I get down to a mere 13 health. Without that one point, I would have died ( 1 health / 5 sec * 140sec ) = 28 health. I realize that Mastermind would be really nice to have, as a reduced CD of flash is really pretty important. I basically decided that 1 point was important enough for me. In every other case I agree you are absoultely correct on this one.

3. Perseverance versus CD: I like your masteries, and I think your defensive tree fits Amumu perfectly. To be completely clear, with all of the other components of my build, Perseverance is needed in order for me to survive the first jungle run. It ups the health regen by more than a whole hp/5 quintessence: ( 7.45 + .85 + 15 + 3 + 8.1 ) = 34.4 * 1.09 = 37.5. 37.5 - 34.4 = 3.1. Remember, my build is absolutely specific to A) finishing the first run in 4:10 and B) buying boots and a philosopher's stone at 4:20. To get boots and Philosopher's Stone, I need to go all the way up to Wealth in the Utility tree, thus limiting the amount I can place in the defensive tree. My build would resemble yours much more closely if I wasn't trying to get Philo+boots. I will give your modified masteries a try with armor quints at some point... I think you are on to something there.

4. I like the boots idea, since I agree speed is really important. I think the fact that everyone knows Amumu starts at blue makes stealing red very surprising. I generally don't like counter-jungling as Amumu as that isn't his strongest suit, but if red is open I don't see why it shouldn't be taken.

5. Situational Items: This may make me a bad player, but I basically do the same build almost every single time. The start always goes philo, boots of swiftness, sunfire, force of nature, shurelya's. The order may vary a little, but this makes for a well balanced, fast, tanky amumu. I can't remember the last time I played a team with 5 AD carries of something, in which case of course get a thornmail ASAP. Usually the enemy team is balanced, and this start covers all the bases. The last two items I could consider changing, but the CD from Frozen Heart is sweet and Abyssal gives more MR/ damage boost, so I rarely change them. Plus, both those items help your team as well.

Finally, I apologize for the wall of text, and this wall of text I just posted :D

P.S. One thing I would change with your masteries is the utility tree. Amumu needs the mana regen in my experience, even if it is just a little. I'd probably do 1 in summoner's insight, 3 in expanded mind, 3 in meditation, 1 in quickness, and 1 in runic affinity.
1
McKalee (1) | December 9, 2011 8:33am

._. Nice, i like the detail man, but how do you tag items and classes etc in such small writing and pictures?


Hey, thanks for the comment. It's easy to put in the tags. For example, to tag Philosopher's Stone just type [ [ Philosopher's Stone ] ]. If you spell it right, it'll look like this: Philosopher's Stone.
1
sn0wwarrior (84) | December 9, 2011 7:44am
good looking guide, I might have to go back to trying jungle ammumu again
1
Siroopdrinker (2) | December 9, 2011 6:52am
Very nice guide. :)
1
Freddy Shopan (23) | December 9, 2011 2:25am
A nice guide. You've got the right idea. Few things to take into consideration:
  • Haven't tried hp/5 quints before, but the damage mitigation of armor quints are generally considered the most effective for jungling with a regrowth. Might wanna give those a shot. You really take very little damage, so it's easy for the regrowth to regen it back up. Also, defense translates better into late game.
  • Vigor is a rather lack-luster mastery in general. It really just doesn't give very much regen per point. Also, it's veeery questionable to take this over 15% reduction on summoner cooldowns, which is kinda AMAZING. Just saying...
  • Perseverence is a good mastery, but nowhere near 6% cdr.
  • I actually run 0/21/9. The benefits ARE probably in better areas, BUT the utility masteries really just give less stuff point for point. Also, the defensive tree transitions better into later game. Regen doesn't really do much late game unless you're mundo or something.
  • Also, just a thought, since the new jungle, I've been starting boots and pots. Just speeds up jungle runs and lets you counter-jungle if the opportunity arises (oh yeah. And against people who have to start at blue, you can actually take steal their red at the beginning and still have enough mana for blue.
  • There could be a situational items build. That'd be pretty nice.

Regardless, this is a pretty solid guide. I like. Get a + if you respond with changes or solid reasoning as to why not.

oh yeah. Also, take a look at jhoijhoi's guide the guy above me referenced. ^ ;] it's awwwesome and could help your guide look less like a scary wall of text. ;D

masteries I use:
1
87alphaone (100) | December 9, 2011 2:11am

._. Nice, i like the detail man, but how do you tag items and classes etc in such small writing and pictures?


Jhoijhoi guide for making guides here.
1
PHELYP | December 9, 2011 1:44am
hi, i was wondering how you put those pictures of the items with floating text and stats in your build? Ive been trying all the options but i cant figure it out.
please let me know on my shaco dominionguide page.
thx in advance. PHELYP
1
imsxyniknoit | December 9, 2011 12:56am
._. Nice, i like the detail man, but how do you tag items and classes etc in such small writing and pictures?
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