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Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Welcome




Pros
- Quick clear time
- Good ganks if you land
Bandage Toss
- Helps out whole team
- Lowers enemy teams magic resist a lost
- Deals good damage (for a tank)
- Ultimate changes team fight in 2 seconds

Cons
- Ganks with [bandage toss] are hard to land
- Can be counter jungled easily early game
- If falls behind early game hard to recuperate
This build seems to get me tons of kills, as well as all my team mates getting some as well. The most important thing is to rush you













I chose these masteries, because they maximize your damage output, as well as some defensive tank stats, plus the health from
Veteran's Scars
is really helpful. Offensive masteries are uncommon on tanks, yet on
Amumu they work near perfection, and give him the perfect damage as well as survivability. He can defend his whole team, and at the same time help them do tons of damage with these masteries.


With




If you wanted just to be a tank, replace with magic resist and armor, but with

I find that this is the best way to put points into your skill, because it allows good ganks at level 3, but if you are jungling through to level 4, you should take this build instead:
I like the first build more, because i allows you to gank at level 3, which is the point in which you should have blue and red buff. This is good because of red buffs slow, as well as not running out of mana. I also like the 2nd option though, because it allows be to go back to base, and then in base I can buy boots which increase the level of my chase after my ganks.
I like the first build more, because i allows you to gank at level 3, which is the point in which you should have blue and red buff. This is good because of red buffs slow, as well as not running out of mana. I also like the 2nd option though, because it allows be to go back to base, and then in base I can buy boots which increase the level of my chase after my ganks.

Smite is a must on nearly all junglers, except for a few. It is what allows you to finish off a camp when you are at low health, and it has a fairly short cool down as well. I ALWAYS take it for this very reason. Plus it's needed for the blue buff you need to get first thing.

I like




Ghost is often an option, because it allows for high speed chasing, but usually you can kill someone your chasing by using a




A good choice, useful for chasing/running, but i'd always say



I never use it in the jungle, and it should only be used by laners who are kill hungry, and need to get ahead fast. It's not very good in the jungle, and you should have one escape method, as


I'd say this is the last viable summoner spell, but only if you die pretty quickly every game. I'd let an ADC take it because they get the main heal, and there the ones that need it most.

Only ever take this if you hate CC. On



Only support should take this, it just isn't any good on anyone else.

This should be mainly used on a person who can abandon lane to go help others, and never on junglers who need there spell to help them in the wild.

Only ever good on ADCs, and rarely on them. Just don't take this.

If you need this, you just are not playing up to the standards of a good LOL player. It's better in a 3v3 where you have less people, or a 1v1, but not a 5v5.

When you have blue buff, this is just not needed. As well as that, a mana potion does nearly the same exact thing as this, and only costs 35, which you can get in the jungle in about 10 seconds.

Why would you need this in the jungle I ask you? This is way better on the crystal scar.
The path for
Amumu jungling is really straight forward.
Blue buff first, then wolves, wraiths, red buff, and dual golems, followed by gank. Repeat wolves and wraiths if there is no good ganking spots available.
crest of the ancient golem >
Giant wolf >
wraith >
blessing of the lizard elder >
golem > GANK

Blue buff first, then wolves, wraiths, red buff, and dual golems, followed by gank. Repeat wolves and wraiths if there is no good ganking spots available.






(Active):


Range: 1,100
Projectile Speed: 1800
Great for chasing, ganking, and can be even used in close range for the damage and stun. Acts as a flash into battle, and great for initiating battles and then using

Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 16 / 14 / 12 / 10 / 8 seconds
Magic Damage: 80 / 140 / 200 / 260 / 320 (+0.7 per ability power.0

(Toggle): Overcome by anguish, nearby enemies will be dealt a percentage of their maximum health plus a base amount as magic damage each second.
Cost: 8 mana per second
Cooldown: 1 second
Diameter of AoE: 300
Amazing for clearing camps and/or fighting tanks. It is great with the ability power bonus. Take on
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