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Kinda nice guide, well explained, but i still think, that Philosopher's Stone is better item to rush first.
But it depends all on you, and your runes and teammates..
A good friend of mine actually starts with Philosopher's Stone, and it seems to work quite well for him. I prefer the huge regen and MR from
I'm at work right now, but i'll try some of this out when i get home and even play a friend's lvl 30 account if need be (since this method may be a less friendly to me). Afterwards, I'll let you know how i feel about it and rate from there. Good job at least wanting to put a guide together, i see ppl talking badly about builds but never tried it themselves.
Ok, you say 3 out of the 4 ranked games you've played.. that is not nearly enough. that and he's only banned commonly in like 400 elo where hes a pub stomper.
He isnt viable to be picked in my opinion because its a slow jungle and if you get ganked at blue and you die or it gets stolen, your jungle is screwed. plus on ganks if you miss bandage, the gank is a fail. I'd much rather have a lee sin/shyvana/udyr jungle over amumu. they all fill the role of tank and deal a lot of damage.
First of all i would like to know how you know that amumu gets banned in 400 elo?
second amumus jungle ain't slow, or maybe 3:45 is slow?
and third there is multiple of ways to recover as amumu even if you blue gets stolen, especially when u start with a regrowth pendant
I apologize for not saying it properly the first time: I meant how does your jungle route work, not what is it. Normally people take Despair first, because the percentage damage is more effective on the Blue Golem than Tantrum does. Is there a benefit to this? Do you have to do it like that because you take a regrowth pendant, instead of a cloth armor?
I originally started out using
I have been wrecked by a few Damage dealing mummys, so i get where you are coming from, but I have to ask you this, you say
but I will say this, I am glad to see you defending your build :)
Glad not everybody hates my build XD
The Masteries are still definitely a work in progress. I had the weirdest masteries ever (12/8/10) for season 1 and they worked beautifully, but the same distribution is now total garbage so I have to come up with something else that still facilitates my aggro-tank playstyle with the new masteries.
I have been wrecked by a few Damage dealing mummys, so i get where you are coming from, but I have to ask you this, you say
but I will say this, I am glad to see you defending your build :)
I kind of like your build, its not perfect, and it is a little to damage based for a tank (IMO) I would add a
Can't really give it a plus one yet
Glad not everybody hates my build XD
The Masteries are still definitely a work in progress. I had the weirdest masteries ever (12/8/10) for season 1 and they worked beautifully, but the same distribution is now total garbage so I have to come up with something else that still facilitates my aggro-tank playstyle with the new masteries.
I find that Amumu is banned all the time in non-ranked draft games. A lot of people play non-ranked games, so saying that he's banned often is a totally valid point.
Personally, I build Amumu as a tank, not AP. Yes, his ratios are good, but you are far more effective to your team when you focus on living longer, rather than increasing your magic damage. Also relating to your items: wards are a tricky thing to list in the build. Instead of listing wards sparatically, just put one in when you normally start to buy them, and assume that your readers can figure out when they have enough gold to buy more.
I don't know what jungle route you take, but normally, it's Blue, Wolves, Wraiths, Red, Golems, taking WEEQ. Why do you level Tantrum first? What's your route? You also mention that you should be taking blue whenever you can, but I would advise against it. If for instance your top is
As far as masteries go, watch this video. Stonewall might not be the best jungler, but the description links you to his mastery page. He's been doing 0/21/9. The spell vamp that you've selected really turns to minimal health, while the defensive tree will give you far more effective health.
First off thank you for the detailed and constructive criticism. This is my first build so it's definitely pretty rough, and I appreciate people being understanding of the fact that I'm looking to improve it. :)
I think in ranked play, especially high ELO, you can count on your carries being good enough that you can build true tank Amumu and make it worthwhile. I used to build Amumu as a Tank and whenever my carries sucked and couldn't capitalize on my initiates and CC we lost, which was way too much at level 25-29 (when I started Jungling) and still happens a lot in Normal games, especially Blind Pick (it also happens in draft pick and since I have no ELO, ranked games as well for me). For a while I started building full AP and just carrying which is fun if your team is a bunch of tanks with no damage output but doesn't work for serious play. I've found that my build (half-tank, half-AP; you've got 3.5k health, 200 MR, and a bunch of physical damage reduction with just 5 items) works much better for me than full tank because it means that I can 1v1 in addition to being a damage threat in a team fight, allowing me to pin and take out an enemy team's carries quickly rather than just being a meatshield and hoping I can CC better than the enemy team's Alistar or Cho'Gath.
Redoing the way I have my wards presented in this guide is definitely going to be a priority for upcoming edits, but it'll take a while for me to get that done effectively.
I have my jungle route listed. See the chapter titled "Jungle Path". I don't take red myself; usually I wait until I'm ready to gank bottom/top (whichever one's close to red for me), have the AD carry in lane take red (if there's not one solo top, I can usually count on one being mid), start working it down and have them come over to last hit it. Then I gank the lane and re-clear the small creep camps.
Once you have
I was testing these masteries last night and running the numbers and yeah; the spellvamp's pretty trivial. (only 1% for AoE which is most of Amumu's magic damage, so you get maybe 1 or 2 health per tick of Despair depending on what you're fighting and 2-4 per target hit by tantrum. That's only maybe 10 health per second at best so I think I could definitely reassign those points in spellvamp to something more useful. The Experience buffs and CDR are really what I feel makes it worthwhile to spec into utility though. Beating mid to level 6 is always a great way to get an early start on ganks. The Experience buffs in utility used to come before the Buff Duration mastery so it was always a no-brainer to get them with the old masteries. I'm still having trouble fully weighing the pros and cons of a lot of the new masteries. I think I'll likely keep it 0/9/21, but I may move a few things around, such as the 3 points in spellvamp.
Ok, you say 3 out of the 4 ranked games you've played.. that is not nearly enough. that and he's only banned commonly in like 400 elo where hes a pub stomper.
He isnt viable to be picked in my opinion because its a slow jungle and if you get ganked at blue and you die or it gets stolen, your jungle is screwed. plus on ganks if you miss bandage, the gank is a fail. I'd much rather have a lee sin/shyvana/udyr jungle over amumu. they all fill the role of tank and deal a lot of damage.
As for Jungle speed, Amumu's actually really fast as a jungler, at least compared to other AP Junglers I've played. I only do the AP Jungler thing because one of my main guys I play with is beastly with AD Jungle. I've done Nocturne, Olaf, and a couple other AD Junglers and I just can't compete with him.
I used to have a LOT of trouble with getting ganked or interrupted at blue. I haven't had that problem since I started scouting the river before taking blue and always try to have top and mid lane ready to cover my escape and countergank if the enemy team comes to gank me.
Missing Bandage toss does generally translate to a lost gank, so don't miss. If you don't feel like you can hit with it (too many minions, they're moving around too much) just come around behind them and start hitting them with W, E, and basic attacks. When they start running towards their tower, it's usually pretty easy to hit with that Q and secure the kill. Once you get your ult you can even just Q a minion and drop that and usually still get 2 kills or assists out of a well timed gank on bottom.