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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction




I have been playing


The Tanky Mummy
Runes






Drown in my tears!
Runes





The tanky mummy
I go with 0/21/9 with masteries. It looks like the normal defensive tree for a jungler though there is some personal choices like








Reason for taking masteries:
-
Summoner's Resolve : This masterypoint is normal for a jungler since you will get more gold from using smite, and it's 1 point well spent.
-
Durability : You want to be tanky and you need health, also you want this mastery so that you can get a point in
Veteran's Scars .
-
Tough Skin : Once again you want to be tanky and take as little damage as possible, this helps you out much in the jungle during the low lvl's with the passive from your
Tantrum
Hardiness : Most of the damage in the jungle is physical damage and so is the basic attacks from champions. So getting additional armor is a must. The tankier the better
-
Resistance : There is also Magic damage in the junlger(
Baron Nashor deals magic damage)and in the form of Magic damage based abilities from champions.
-
Bladed Armor : When you get tanky and is not a damage bomb, then you might wanna deal the damage you can, so dealing 6 damage every time a monster in the jungle is hitting you is a bonus.
-
Veteran's Scars : To start out with additional 30 HP is great at it might be the 30 hp that you have left after a gank!
-
Tenacious : As a tank and initiator you're gonna get in the fight and take the abilities face on. With the extra 15% and 35% from
Spirit of the Ancient Golem you get 50%, therefore only taking half of the
Crowd Control.
-
Juggernaut : As a tank i love having much health, and with
Juggernaut i get more, nothing much to argue with there!
-
Reinforced Armor : Like i explained earlier in the chapter it makes you tank more since a lategame Ranged AD Carry can critical hit for 850 damage it will reduce the damage to 765 so you will be able to tank for a longer time.
-
Honor Guard : Tank ALL the damages!
-
Summoner's Insight : This will decrease the time for your flash which might be crucial for survival, so it's a pretty good idea to spend a masterypoint in it.
-
Wanderer : Instead of using 3 masterypoints in
Meditation i like to put it in
Wanderer since i have the opinion that if you need 3 mana regeneration, which is only 0.6 per second. If you really need it more than the increased movement speed then you spent your mana wrong.
-
Improved Recall : You gonna get back faster! Might at well save some time.
-
Mastermind : With
Mastermind you will get your
Flash and
Smite faster which is pretty awesome and your gold income will increase since
Smite gives you gold when used.
-
Runic Affinity :
Amumu is benefiting very much from the blue buff since he is a caster and his abilities is his damage and they cost mana. So it's great for him to extend the time he is having the blue buff.
Drown in my tears!


Reason for taking masteries:
Sorcery:
Amumu is a caster and his cooldown on his ultimate
Curse of the Sad Mummy is quite long, which is understandable since it's one of the best initiates for a teamfight. So if you can shorten the cooldown, then go for it!
-
Butcher : The only reason i've taken a point in
Butcher is due to the requirement of taking 16 points in the offensive tree if you want
Archmage , which we do since we're going offensive. It is a possibility to take the point in
Spellsword instead, but
Butcher is worth more during the low lvl's in the jungle and it takes at least 40 AP for
Spellsword to be better, which is much for a jungler that doesn't buy AP items untill midgame.
-
Blast : If you ask me Blast is not that great at all, the reason to take it is the chained mastery
Arcane Knowledge which offers you Magic Penetration.
-
Havoc : Havoc is a good mastery the champions that will deal a lot of damage, which AP
Amumu is.
-
Arcane Knowledge : Once again,
Amumu is a caster and does Magic damage, so the 8% Magic Penetration is a great asset to
Amumu.
-
Mental Force : We're focusing on a AP build, so having the flat AP from the start is good and makes you clear the jungle faster.
-
Archmage : This is the mastery mentioned earlier. It increases the AP you got by 5% when rank 4. This means more damage and more damage is what we're aiming for!
-
Executioner : I mainly get
Executioner for assassins, but since
Amumu does a lot of damage with his initiate they drop pretty fast and you bring them under 50% HP.
-
Summoner's Resolve : This masterypoint is normal for a jungler since you will get more gold from using smite, and it's 1 point well spent.
-
Durability : Even though you're getting offensive you still need to make sure that you don't die, with more health you wont.
-
Hardiness : This gives you more armor which makes it easier for your jungling, since you won't take as much damage.
-
Veteran's Scars : Like the Durability you get more health which is great for you since you wont be as squishy as you would without.



When you start with




The damage is increased though, do to his passive




Also to try and come with a better reason than just saying “Well duh it’s better: v” I did a bit of math:
With 47.18 armor at lvl 1







If you start with



This might be slightly off since I’m not pro at math.
In my normal build i get







Under construction
By this time you should be around lvl 4. If you want to gank early then you should gank top right after taking red and then go back and take the Duo Golems.
When taking blue there is quite a big difference for a jungler if t is taken smiteless(Top and mid damages the blue a lot). If you get your blue smiteless your cleartime if about 5 seconds faster, but that’s not what’s most important. What’s important is your health. If you smite your blue and then don’t smite red you end up with around 1/5 of your health after pinging lvl 4, but when it’s smiteless you end up at almost half health.
Under construction
When you're getting up in lvl's you shouldn't use your Despair on small camps since you clean way faster.
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