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Amumu Build Guide by ak521


9.18 > Amumu - Cry until they die (JG)

By ak521 | Updated on September 11, 2019
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Runes: TANK

1 2 3
Bone Plating

Approach Velocity
Biscuit Delivery

+1-10% CDR (lvls 1-18)
+8 Magic Resist
+8 Magic Resist


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


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Jungle Role
Ranked #1 in
Jungle Role
Win 52%
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Champion Build Guide

9.18 > Amumu - Cry until they die (JG)

By ak521

Hey everyone, and welcome to my Amumu guide!

I'm ak521! I started playing League of Legends in Season 6 and since then I have loved to play jungle. I chose to make a guide on Amumu because he is a fun champion I came across.
This guide will teach you how to jungle as Amumu and climb the rank ladder quickly. I hope you guys like the guide; if you have any feedback or comments, please leave it in the "Discussion" section!
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  • Fun to play
  • Strong tank
  • Strong ADC counter
  • Great crowd control
  • Great engage
  • Great team fighting skills
  • Powerful ultimate
  • Powerful AOE abilities
  • Weak early game
  • Weak in duels
  • Weak invader
  • Weak turret-demolisher
  • Mana dependent
  • Long cooldowns
  • Low mobility
  • Low damage
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Aftershock gives you extra tank and damage and when you engage in a team fight with Bandage Toss. Your Despair with Rylai's Crystal Scepter will help you keep enemies in range for the damage burst.
Demolish helps destroy enemy turrets, which will win you games. After you gank, the enemy laner will likely back which allows you to go for their turret. If you build health, you will pack a big punch to the turret and break at least 1 plate.
Bone Plating helps tank a lot of damage when you engage. Bone Plating is also great for Tantrum(E) because Tantrum's cooldown decreases for every an enemy autos you and Bone Plating will keep you alive. Yay.
Unflinching allows Amumu Flash into the center of a team fight and cast your Curse of the Sad Mummy safely. Also when you Smite during a gank you maintain kill pressure.
Biscuit Delivery helps sustain in the jungle. It also gives you mana, which is great.
Approach Velocity works well with Despair and Rylai's Crystal Scepter; it becomes easier than ever to keep enemies in range to slow .


Summon Aery gives you some damage. Since Amumu is melee, he will continuously proc Summon Aery making it extremely useful.
Building mana is counterproductive in many cases. Manaflow Band takes care of that for you.
Absolute Focus gives Amumu a useful early game push. If you get Warmog's Armor's passive, Absolute Focus will give you insane power.
Gathering Storm helps Amumu keep up what he is best at- late game. Alternative is Waterwalking for help taking down the Rift Herald and Dragon.
Perfect Timing's Stopwatch can be built into Zhonya's Hourglass and will help you when you use your Curse of the Sad Mummy in the middle of everyone, you can activate the Stopwatch.
Approach Velocity works well with Despair and Rylai's Crystal Scepter; it becomes easier than ever to keep enemies in range to slow .

Offensive AP

Bandage Toss, Despair, Tantrum + Electrocute. More damage!! If you didn't proc it with these three, just aa.
Sudden Impact allows you to deal more damage in ganks or team fights once you engage with Bandage Toss.
Eyeball Collection gives you AP per kill/assist. After all, that's what you want.. Right?
Ultimate Hunter allows your most useful ability- that turns the fight around- to be up more often.
Presence of Mind is similar to Ultimate Hunter for the reason your ultimate gets cooled down faster. It helps you sustain, too. Alternative is Triumph which is also a great option for health sustain.
You know that feeling when when an enemy is so low but then everyone stun s you and they escape? Legend: Tenacity helps minimize that.
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Cursed Touch (Passive): Amumu's basic attacks cause 10% of all magic damage dealt to the target (before resists) to be dealt again as true damage.
This makes Amumu synergy well with mages (such as Malzahar or Ryze) and also assassins that deal magic damage such as Akali or Diana.

Bandage Toss (Q): Amumu throws a bandage. If it hits an enemy, Amumu pulls himself to the enemy, stun s them for 1 second, and deals 80/130/180/230/280 (+70% of ability power) magic damage.

Despair (W): Toggle: Amumu cries, dealing 10/15/20/25/30 magic damage plus 1/1.25/1.5/1.75/2% (+1% per 100 ability power) of their maximum health to nearby enemies each second.
Despair ticks for half the damage every half-second. Despair refreshes Cursed Touch on all enemies hit.
Tantrum (E): Passive: Amumu takes 2/4/6/8/10 reduced damage from physical attacks. Also gains +3% bonus armor and +3% magic resist.
Active: Amumu deals 75/100/125/150/175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit by an auto-attack, Tantrum's cool down is reduced by 0.5 seconds.

Curse of the Sad Mummy (R): Amumu entangles surrounding enemies, rendering them unable to move or use basic attacks for 2 seconds, and dealing 150/250/350 (+80% of ability power) magic damage to them.
Curse of the Sad Mummy applies Cursed Touch to enemies after the damage is dealt.

Ability Sequence: Starting

Start with Despair(W). It clears faster than Tantrum and the will compensate the mana lost once you kill the Blue Sentinel.
Next, level up Tantrum(E). It gives you some good damage and Resolve while taking camps, especially ones similar to the Raptors . Bandage Toss is not needed yet it is your engage ability, and you will not gank at level 2.
Levels 3-4, level up Bandage Toss(Q). You should start to gank your allies by now, give them an early boost for a better turnout in the late game. If you get Bandage Toss level 4, give another level into Tantrum for better sustain while clearing camps.

Ability Sequence: Max-ing

Despair(W) and Tantrum(E) are your main damage outputs, not your Bandage Toss(Q).

Max Tantrum first. Tantrum gives Amumu damage and tank (in your E-Passive).
Max Despair second. Despair gives Amumu damage to take down tanks and objectives like the dragon .
Max Bandage Tosslast. Bandage Toss's damage is unreliable. Buffs in Patch 9.8 decreased the cooldown early-game, making it even less required to max. Yay.
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- - This section will be made soon. - -
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- This chapter is WIP. Should be done very soon! -

Jungle Item
Hunter's Talisman is one of the two start items for jungling. It clears faster than Hunter's Machete and can proc on all nearby units since Amumu deals AOE damage. Take this along with a Refillable Potion or 3 Health Potions, depending on what you work better with.

Upgraded Jungle Item
A good choice since you gain Chilling Smite which can help close gaps if you miss your Bandage Toss. Adds on to your AOE damage, not significantly, but also builds you some useful tank.
Skrimisher's Sabre - Runic Echoes
Upgraded Jungle Item
This is for dueling a champion you have potential to duel, like Master Yi. Allows you to burst on him and helps out damage your opponent. This often does NOT work well if you are doing bad, especially in late game.

Core Item
Rylai's Crystal Scepter is an underrated item on Amumu. It allows him to keep enemies close during Despair so he can proc more auto's and land more Tantrums. It gives both health and AP, both perfect for Amumu

Core Item
Good choice if you have some mages on your team OR the person carrying their team is AP. Gives some tank and if you do happen to have a good AP team, Abyssal Mask adds on to the additional damage done by Cursed Touch. An alternative item along this path is Rod of Ages.

Core Item
Procs well with Rylai's Crystal Scepter and gives more AP and more health. I would recommend building it only after you build Rylai's Crystal Scepter since you can make the most out of its' damage passive. A great damage option, if you need tank, I would recommend building something else.

Core Item
Whenever you go engage, you will probably be taking a ton of damage. Gargoyle Stoneplate will attempt to minimize this. A great tank option, if you need damage, I would recommend building something else.

More tank and damage. Similar to Gargoyle Stoneplate, you would activate it as you engage.

Great defensive option against heavy AD comps. Especially to combat healing, this would be a viable option.

Despite Shurelya's Reverie normally being a support option, it is able to work on Amumu well. The MS boosts can help your team chase the enemy team down, especially after you use Curse of the Sad Mummy.

Similar to Shurelya's Reverie (above), but with more defense. Great for chasing down or catching out enemies by single, too.

Once again, good for AP. If you're going a CDR build and need some sustain, Hextech GLP-800 is able to help with that by giving you mana and it can help you fight and chase enemies with its' active. Furthermore, the active is just a good way to poke at the enemy front line and see what happens.

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This is my Amumu jungling route. Many amumu players disagree with this specific routes and prefer different routes (like starting the Red Brambleback ) but I find a Blue Sentinel start efficient and underrated.

Regular Jungle Route

Blue Sentinel I always start Blue Sentinel , even if I'm on the blue side of the map. It helps enormously sustain mana throughout the jungle. Furthermore, Amumu is not one of those junglers who gank early. Starting red could potentially help you clear faster, but it is always beneficial to have when you gank. Do not Smite. If enemies attempt to invade, place a Warding Totem and back off a bit, attempt to steal back with Smite. Avoid a fight.
Gromp By now, you have your Despair(W). Despair should be able to help you tremendously take down the Gromp . I would not miss this free gold. If you run low on health (if you got a bad leash) feel free to make one use of Refillable Potion if you bought it. Do not Smite.
Wolves Now we can go ahead to take the Greater Murk Wolf . Pretty easy camp in my opinion. Avoid Smite but you may need to take a charge of Refillable Potion so go ahead to do that.
Raptors The Crimson Raptor is Amumu's dominating camp. You often lose very little health since you do lots of AOE damage and your Tantrum comes up very fast very often. Avoid Smiteing. If you have a Warding Totem I recommend you place in your Red Brambleback camp.
Gank? Gank your teammates! After finishing Crimson Raptor you are very close to your mid laner. At level 3, you are likely around the same level as the laners and so gank! Even if you burn their Flash, it is worth it!
Red Brambleback You're probably very low on health by now. Get this and use Smite because you're likely going to need it. Then head bot after you have enough health for another gank.
Gank? Gank your allies! After finishing Red Brambleback you are gain the Crest of Cinders which gives you more damage. More damage = more kill pressure. Try ganking your bot/top (whatever side you are on). Even if you burn their Flash, it is worth it!
Scuttler | Krugs If the Rift Scuttler is up, take it! If you have enough health afterwards, finish your clear with the Ancient Krug s. Do not auto the smaller Krugs, let your Tantrum handle it for you.
Back? By the end of this clear you will have at least 1000 gold. Buy what is indicated above, restart your clear! You can start by ganking, as well!

Dragon Amumu can take the Dragon at level 5 with one ally's help or level 6 with full health. I would strongly suggest taking your first dragon around 8 minutes into the game and keep it warded at all times with a Control Ward.
Rift Herald -
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If you have any questions or suggestions, please do ask or comment, please rate this to help me improve. Thanks!
This guide will be edited every patch, probably within 2 days of since when the patch came out! If not, expect a few major updates hence the reason I am not updating.
If you're wondering what other guides I will do, I am going to go around to ADC Gnar and well, two-shot Garen.
League of Legends Build Guide Author ak521
ak521 Amumu Guide
9.18 > Amumu - Cry until they die (JG)