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Amumu Build Guide by Drathond

Tank Amumu Jungle.... AP Tank Build

Tank Amumu Jungle.... AP Tank Build

Updated on October 22, 2012
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League of Legends Build Guide Author Drathond Build Guide By Drathond 8,479 Views 2 Comments
8,479 Views 2 Comments League of Legends Build Guide Author Drathond Amumu Build Guide By Drathond Updated on October 22, 2012
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Welcome

This is my first guide, so I hope you will enjoy it. Amumu is my best jungler, and one of my best champions. He has lots of AOE damage, and the more monsters per camp, the faster he clears, thanks to his Tantrum ability. He has great power in full on 5v5 team fights, unlike some junglers. His ultimate ability lets him easily initiate a fight with several kills for his team. He has great Ap rates, and a light amount of AP applies lots of damage to his enemies. His passive allows all mages on his team to increase there damage, so Amumu definetly has some strong tricks he can pull off.
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Pros/Cons of Amumu


Pros
  • Quick clear time
  • 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
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Items


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 Sunfire Aegis as quickly as possible. This is because Amumu is a AOE mage, that does AOE damage around himself, not at far distances. With the Sunfire Aegis, he gets even more damage output. You may need the Mana Potion, depending on how quickly you clear the camps, (how long you use your Despair.) If you do not need itdo not replace it with a Health Potion. With Amumu, you do not really need more than 4 Health Potions, and I usually find myself at level 11, with 1 or 2 health pots left over, at the point when they heal me 1/20 of my max health. The Heart of Gold is very useful, especially in those hour long games, and then it build into a Randuins (last,) which really helps out when your team wants those 2/3 kills when your whole team is there. Aegis of the Legion and Frozen Heart just give the enemies nightmares if your whole team is there, and are scarier then Nocturne :D. Then with your AOE combined with your passive, explain why the Scepter isn't a must? You may question why I do not have more AP items, but if you add more, I think Amumu becomes to squishy, and then he just isn't helpful to your team, which is more the reason to take those runes and masteries, so that you use less item slots and get more Ap.
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Masteries

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.
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Runes


With Amumu, the point in the game where you reach your climax is late game. Early game jungling is no different from other basic junglers, but once you reach mid/late game, your Tantrum/ Despair combo destroys enemies (especially other tanks) around you. This is why you want mostly late game ability power seals and glyphs, while starting the early game health from the marks helps your jungling capability. Your Quints all start full, because by late game, +2 ability power doesn't change much, but the early game +5 for each quint really helps with your W ( Despair.)

If you wanted just to be a tank, replace with magic resist and armor, but with Amumu I suggest taking mainly AP Runes.
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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:
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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.
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Summoner Spells

SMITE
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.

FLASH
I like Flash, because it allows you to get away quickly. With Amumu only being able to have one summoner spell because you need Smite, flash is a good option. I'd say it is a must, but it isn't because with Bandage Toss, one can easily go through a wall in the jungle and escape most enemies.

GHOST
Ghost is often an option, because it allows for high speed chasing, but usually you can kill someone your chasing by using a Bandage Toss. It is also a good summoner spell to run away from a fast ADC chasing you (such as Master Yi or Teemo.

EXHAUST
A good choice, useful for chasing/running, but i'd always say Flash is better for most things. If you have a hard time ganking, it is a better option then Flash though. It's also useful in team fights, because you can target the enemy ADC, and it is a good debuff when used on them.

IGNITE
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 Amumu can be easily counter jungled early game.

HEAL
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.

CLEANSE
Only ever take this if you hate CC. On Amumu though, anyone that CCs you and comes within melee range get hurt, because despair stays through CC. So, never take this spell on Amumu.

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

TELEPORT
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.

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

REVIVE
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.

CLARITY
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.

PROMOTE
Why would you need this in the jungle I ask you? This is way better on the crystal scar.
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Jungling

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
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Abilities and there usage on Amumu



(Active): Amumu tosses a sticky bandage towards a target location, if it contacts an enemy Amumu pulls himself to it and will deal magic damage and stun the target for 1 second.
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 Curse of the Sad Mummy in team fights. also easy to use to escape, by using it on camps in the jungle across walls. The mana cost is quite high in early game, so only take 1 point in bandage toss. Also, use this only when equipped with blue buff.

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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