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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Brief Introduction to Amumu
Now, who is Amumu and what does he do? Well, to make long stories short, Amumu is a very good team fight initiator with good jungling skills. Below, I will explain to you why Amumu is a very good champion(and a cheap one too!).
This is Linear, and welcome to my guide 'Amumu - Come Play with Me!'.
spaace |
Pros
+ // Great sustain in jungle. + // Strong ganks. + // Good team fight initiator. + // Snoopeh recommends Amumu. |
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Cons
- // Very squishy early game. - // If you miss Q, you'll be yelled. - // Long cooldowns before 18. - // Requires good teammates! |
Summoner's Wrath : I like having this with Exhaust, because if you land this on the enemy ADC, he/she will have a significant amount of damage loss during the duration PLUS a decrease in armor and MR(plus your passive, that's like 25 MR lost at level 1-3 ganks), and by the time it ends, your team would've ended his/her life.
Brute Force : I went for this mastery for the following reason, Amumu deals very little damage in early game jungling. If you think that this is not a good mastery for Amumu, you can always take Mental Force or Butcher into consideration. (BTW, I didn't max Butcher in my build because it only deals 4 extra damage to minions, and sometimes if my opponent is lucky, they get away with less than 5 health!)
Sorcery: I like this mastery because it builds into Arcane Knowledge and adds cooldown reduction, as I said before, Amumu has pretty long cooldowns.
Arcane Knowledge : I picked this mastery for the magic penetration for Despair, as it deals % of health magic damage to surrounding enemies.
Summoner's Resolve : It's pretty obvious why I picked this, FOR THE EXTRA 10 GOLD PER SMITE! Another viable mastery you can take, other than this, is Vigor for extra health regeneration, but it's very little, so I prefer Summoner's Resolve .
Hardiness : Extra armor early game so I take less damage from jungle creeps!
Tough Skin : Same explanation as Hardiness , I don't wanna use up all my health potions before I get to red buff.
Durability : The name probably explained why. I want more sustain in the jungle and more durability when I go into team fights. Other viable masteries to take, other than this, is Vigor and Resistance , both pretty useful! Take it into consideration, which do you think is more important, health or health regeneration?
Indomitable : Very useful, takes 2+2/4/6/8/10( Tantrum's passive]]) less damage from every attack, so if someone were to attack you 100 times with 100 AD, you take 200 less damage PLUS the armor you have. Unreplaceable on tanks.
Veteran's Scars : Adds extra 30 health for early game purposes!
Bladed Armor : Another must-need/useful jungling mastery, returns 6 true damage back to monsters, that helps you speed up jungling a whole lot!
Initiator : What can I say, Amumu is one of the best initiators in the game, why wouldn't you take 3 points in this?
Enlightenment : I'm not exactly sure how I can explain this, I chose to take this because Amumu has a long cooldown, but this mastery can also be replaced by Honor Guard or Vigor , pick the one that helps you the most.
Juggernaut : Adds good % of health and tenacity.
- Greater Mark of Magic Penetration: I chose to have this rune for Amumu for these several reasons, all Amumu's skills are based on AP. Extra magic penetration helps with Despair and Tantrum, which both has a low cooldown.
- Greater Seal of Armor: Good armor from seal is always the best! It allows you to have a very strong early game and use less health while jungling.
- Greater Glyph of Scaling Magic Resist: This rune is specially made to counter strong late-game AP carries like Lux, Katarina and Malzahar.
- Greater Quintessence of Movement Speed: I really like this rune, it adds movement speed by 4.5%, I like this because since you're jungling Despair does the most damage, and you gotta move fast to catch up to enemies, that's where Greater Quintessence of Movement Speed comes in!
Other Viable Runes
- Greater Glyph of Magic Resist: Choose this rune if you have to go against really strong early game AP carries, like Veigar, Mordekaiser and Zyra.
- Greater Quintessence of Health: Nothing else to say other than that it gives good health early game like Veteran's Scars .4
Preferred Ability Sequence and Combo
Sequence: > >
(Obviously, you add your ultimate at 6,11,16)
Combo: > > Auto-Attack ADC > > > Auto-Attack some more and spam Tantrum
Situational Items and What to Replace
___ | Warmog's Armor, You should acquire this item when you are in need of more health, otherwise, don't go this as a item. | ___ |
___ | Do I have to say more? Get this if you're against a really overpowered APC like Veigar, Katarina and LeBlanc. I replace with Abyssal Mask because they both add magic resistance, but Force of Nature adds more magic resistance. | ___ |
Very straightforward map, nothing to explain about it
Ancient Golem (AKA Blue Buff)
Spawn Time: 1:55 (5:00 respawn)
Buff Duration: 2:30 (with
Runic Affinity
: 3:00)
Lizard Elder (AKA Red Buff)
Spawn Time: 1:55 (5:00 respawn)
Buff Duration: 2:30 (with
Runic Affinity
: 3:00)
Dragon
Spawn Time: 2:30 (6:00 respawn)
Global Gold: 190 (+25 to killer)
Baron Nashor
Spawn Time: 15:00 (7:00 respawn)
Global Gold: 300
Buff Duration: 4:00 (
Runic Affinity
cannot be used)
Good Jungler
- Ganks often and has 100% map awareness at all times.
- Counter-jungles as much as he/she can.
- Wards the map for teammates.
- Buys Oracle's Elixir
His ganks are usually successful and the kill is given to the ADC/APC. Knows his limits on the summoned champion and range on his skills.
Bad Jungler
- Dies even with leash.
- Uses all his health potions before wraiths.
- Never wards for team.
- Initiates team fights for the other team.
Ganks are almost or never successful, doesn't even know the range of his own skills.
Now. Tell me which kind of jungler do you want to be? If you chose good jungler, then follow my build! It'll surely help you get better jungle results with Amumu.
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