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Amumu Build Guide by DjapeFromSerbia

Jungle Amumu, Jungle Guide for Season 13 [ PATCH 14.3 ]

Jungle Amumu, Jungle Guide for Season 13 [ PATCH 14.3 ]

Updated on February 7, 2024
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League of Legends Build Guide Author DjapeFromSerbia Build Guide By DjapeFromSerbia 17 9 91,110 Views 0 Comments
17 9 91,110 Views 0 Comments League of Legends Build Guide Author DjapeFromSerbia Amumu Build Guide By DjapeFromSerbia Updated on February 7, 2024
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Runes:

Precision
Conqueror
Triumph
Legend: Tenacity
Last Stand

Inspiration
Magical Footwear
Cosmic Insight
Bonus:

+10% Attack Speed
+10-180 Bonus Health
+10-180 Bonus Health

Spells:

Summoner Spells
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Mosstomper Smite

Mosstomper Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Amumu, Jungle Guide for Season 13 [ PATCH 14.3 ]

By DjapeFromSerbia
Abilities

PASSIVE
Curse Touch

INNATE: Amumu's basic attacks and Curse of the Sad Mummy are empowered to mark enemies with Curse for 3 seconds, refreshing on subsequent applications and Despair's per-tick damage.

Cursed targets rece 10% bonus true damage from all incoming pre-mitigation magic damage.

Q
Bandage Toss

Active: Amumu tosses a bandage in the target direction, dealing 70 / 95 / 120 / 145 / 170 (+85% of ability power) magic damage to the first enemy hit, stunning them for 1 second, and pulling himself to them, during which they are revealed. This ability has 2 charges.
W
Despair

Toggle: Amumu begins crying, dealing 7 (+0.5 / 0.625 / 0.75 / 0.875 / 1% of target's max health) (+0.25% per 100 ability power) magic damage to nearby enemies every second and refreshing Cursed Touch.

E
Tantrum

Passive: Amumu takes 5 / 7 / 9 / 11 / 13 (+0.03 per bonus armor) (+0.03 per bonus magic resistance) reduced physical damage. Additionally, when Amumu is hit by an attack, this ability's cooldown is reduced by 0.75 seconds.

Active: Amumu throws a tantrum, dealing 65 / 100 / 135 / 170 / 205 (+50% of ability power) magic damage to nearby enemies.
R
Curse of the Sad Mummy

Amumu flares out his bandages, stunning for 1.5 seconds, dealing 200 / 300 / 400 (+80% of ability power) magic damage and applying Cursed Touch.
Pros/Cons

PROS


+ Tank/Bruiser.
+ Really good ganks before 6.
+ One of the best teamfighters.
+ Really good engager.
+ Really good vs AD/Auto Attack Enemies.
+ Can protect and play for carries.
CONS


- Weak Duelist early game.
- Passive can be almost useless if played with full AD team.
- Can be invaded early game.
- Weak vs most of the %max hp damage/true damage dealers.

Early vs Late game



Early game



+ One of the fastest tanks to full clear
+ Good gank potential as eary as level 3
+ Can be good at 2v2/3v3 on crab.
- Weak dualist
- Can be invaded early




So, as Amumu in early game you can try to focus to get level 6 as soon as possible and your Curse of the Sad Mummy, but at the same time, you have double Bandage Toss, and your skirmish at crab can be really good if you opt into 2v2 or 3v3, but can be weak if you are 1v1. Also you should be aware and protect yorself from early invades, considering most likely you won't have Bandage Toss till level 3, and once you do, you will probably have only one charge in your jungle.
Late game



+ One of the best engagers
+ Reallly good damage to neutral objectives, you can duo baron.
+ Raelly good teamfighter.
- Can get outscaled by %max hp damage or true damage dealers.



For late game, Amumu is powerfull engaging machine. After completing your first two core items, Demonic Embrace and Jak'Sho, The Protean, you are the one of the strongest two item champions. You become great in teamfights, especially if you have AP carries to use your Touched Curse and Abyssal Mask.
Summoner Spells


SUMMONER SPELLS
-
FLASH: Amumu needs Flash because it grants him the ability to engage or disengage. One of the intecations is that you can actually Flash while are you being pulled to enemies hit by Bandage Toss, you should do this only if you are gonna die if you go dash enemies. Also another combo is that you can use Curse of the Sad Mummy and Flash instantly later, so you suprise enemies cause they have much less time to react.
SMITE: You are the jungler, so obviously you should take Smite. As for upgrade, I prefer Mosstomper Seedling, it gives you additional shield, but after changes on PBE, you might try some other upgrades and try to find what's best for your playstyle.
Runes

Conqueror is keystone I prefer, I have seen some Amumus run Aftershock but I think that most of it's proc duration is wasted because enemies will be stunned by your Bandage Toss and Curse of the Sad Mummy. Also Conqueror's carry potential is much higher.

Triumph or Presence of Mind are the two vailable options here. I like to take Triumph because as jungler you are mostly like to fight around objectives in rivers or in jungle, so you will have increased mana regeneration, also you will always have blue buff after recent changes to buff sharing, so you don't need additional mana from Presence of Mind.



Legend: Tenacity is the best rune for Amumu here, if enemies have no cc that you can reduce with Tenacity you can always go for Legend: Alacrity.





Last Stand is rune I prefer over Coup de Grace, but you can go for that instead if you like it.



As Amumu you don't need early boots, because you are usually ganking with your Bandage Toss, so this rune is really good, practicly gives you free 300 gold after 12 minutes. Are you are really likely to reduce that timer anyways as jungler.



Future's Market is great rune choice for tank junglers that want's to rush Bami's Cinder, because you will be able to buy it after first clear, cause of debt you can go in.


Jungle Pathing


RED SIDE
For jungle clear on red side, I'm always going for Red Brambleback starting with my Despair. After taking red, I take point in Tantrum and I'm taking Krugs and Raptors afterwards to get level 3. In situations where I want to level 3 gank top I take Raptors after Red, and go to Krugs .

BLUE SIDE
Jungle clear on blue side is really similiar to red, I always take Red first, and then I, based on matchups, decide if I want to gank Mid lane, then I'm taking Krugs into Raptors , or the other option is to take Raptors first and after taking Krugs look for potential gank on Bot.

If gank is not available, in both situation I just continue full clear, back to base and get my Bami's Cinder, into another full clear, which after you will be close to level 6 and you will probably need to recall, and take first buff you have taken in the game for level 6, you might get 6 of kill xp or lane xp if you help your laners push or something.
Mythic Items


Ideally, this should alway be your Mythic choice in the games. But it's more expensive than Evenshroud and Radiant Virtue and in games in which you are behind you should probably consider rushing one of other items instead. Especially if you have exact gold ammount to buy one of the cheaper options.

This item is really good on Amumu, if you are ulting you probably already took some damage and you will be healed by it's passive. It makes you more tankier and is really good item overall if you are behind.

Personally, I don't build this item that often, it's really rare that you want to build it considering it's soloQ and you don't know if playing around your team is good idea. Only times I build this item is if I have hyper carry that is fed, and I'm behind myself, so I just try to help him do more damage.

Again, item that is primarly supportive type, I build it sometimes if I rush Demonic Embrace and Sunfire Aegis as my first two items, and enemies have either Karthus or some fed assassins. If you build this your playstyle is a bit different considering you need to be near your team to use it effectively.

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League of Legends Build Guide Author DjapeFromSerbia
DjapeFromSerbia Amumu Guide
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Amumu, Jungle Guide for Season 13 [ PATCH 14.3 ]

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