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Amumu the Mummified Jungler






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The Guide

Since you've clicked on this guide, I guess you're here to evaluate my tactics and playstyle as Amumu. Before we get started, I'd like to let you know that while your opinion is valued in the matter, I won't always approve of your comments.
From here on, you will learn of:
- Viable runes. This section represents my own optimal rune page. They're not a must, you can use other rune pages if you wish.
- Masteries. I will give you only offensive masteries, as those benefit Amumu the most. It's up to you to choose either 21/9/0 or 21/0/9.
- Pros / Cons. Before we go to in-game matters, I'd like to share these with you, as they give more insight to playing with Amumu.
- Abilities. You probably already know Amumu's abilities, but since we have new players, I will explain abilities in common knowledge.
- Orded or maxing. I'll further explain, why you should take points to certain abilities at certain levels. Bear in mind that ability maxing must sometimes adapt to the situation.
- Items. Finally the grand reason for guides, itemization. In order to succeed with this champion, you have to learn which items to build in different games.
- Synergy. Amumu, like anyone else, can only do so much by himself and needs his teammates. This section explains the champions that Amumu works greatly with.
- Game phases. This section explains what you should do while you're battling in different phases of your game.
Subcategory: Warding
Subcategory: Jungle route
Subcategory: Ganking - Notable enemies. There are some champions whom you should be aware of. This section covers kit-counters and high-threat counter-junglers.
- Copyrights. Some of the material on this guide is copyrighted and I cannot claim any credit for this material. This section names out all the respective owners of such material on this guide.

This is the rune page I use the most. This is the result of testing numerous different rune pages, and while regular pages I've seen on the internet seemed to work decently, this one serves Amumu's weaknesses and strenghts the most. These runes are fairly expensive though and you might want to use some other ones. Incase you're not using Tier-3 runes you don't want to use spell vamp quintessences, better go with flat AP.
Flat AP x9
Helps you clear jungle camps faster, and it also helps you deal damage when you're ganking a lane. |
Spell vamp x2 and Flat AP x1
Spellvamp negatiates the need to go back too early and perhaps even allows you to gank a few more times.
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Flat armor x9
Armor is generally a good idea as all the camps deal at least some physical damage and you want to protect yourself against it so you can sustain yourself. They also work towards mid/late game where you will need armor to protect yourself from AA's. |
Flat magic resist x9
These are somewhat less mandatory, but since you're a tank and you need overall defenses against the enemy team, they're a good choice. They also work towards your late game, especially if you don't need to get extra magic resist.
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I usually have 21/9/0 for jungling, because defense tree effects are better than mana regen and some extra gain from

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OFFENSE TREE
Tier 1 - ![]() ![]() ![]() Tier 2 - ![]() ![]() Tier 3 - ![]() ![]() Tier 4 - ![]() ![]() ![]() Tier 5 - ![]() ![]() Tier 6 - ![]() |
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DEFENSE TREE
Tier 1 - ![]() ![]() ![]() ![]() Tier 2 - ![]() Tier 3 - ![]() |
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UTILITY TREE
Tier 1 - ![]() ![]() Tier 2 - ![]() ![]() ![]() ![]() Tier 3 - ![]() ![]() |

Looking at Amumu's strenghts and weaknesses, you can't help noticing the monster he is in mid-late game. Amumu's weaknesses all surround his early game success. If Amumu should for, one reason or another, get counter-jungled hard, have his blue buff denied or if the lanes he's supposed to gank become overly powerful, he will fall behind and it will surely affect his late game. However, if Amumu helps lanes and can even counterjungle himself; he will eventually be able to carry mid-late game even harder than just his kit already allows him to. He has efficient ganks, but have to know how to use his kit to his advantage, warding his own jungle can also be helpful against counter-junglers.
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+ Decent clear time + Efficient ganks + Lot's of CC + High AoE damage + Can be tanky without losing damage output + Free ![]() |
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- Dependant on Blue Buff - Cannot escape in early game - Squishy early game - High cooldown on ![]() - ![]() |

All of this information can be found from the champion description, in the League of Legends client itself. This section is for new players and most of the advanced players already know all of this. In order to have a more in-depth look at these abilities, look at the "Don't Feed Amumu" champion spotlight by Ciderhelm. The youtube player for this video is provided at the end of this section.

Amumu's attacks reduce the target's Magic Resistance for a short duration.
Mana cost: None

Amumu tosses a sticky bandage at a target, stunning and damaging the target while he pulls himself to them.
Mana cost: 80/90/100/110/120

Overcome by anguish, nearby enemies lose a percentage of their maximum health each second
Mana cost: 8 per seconds at all levels.

Permanently reduces the physical damage Amumu would take. Amymy can unleash his rage, dealing damage to surrounding enemies. Each time Amumu is hit, the cooldown on tantrum is reduced by 0.5 seconds.
Mana cost: 35 at all levels.

Amumu entangles surrounding enemy units in bandages, damaging them and rendering them unable to attack or move.
Mana cost: 100/150/200

While taking up points on your abilities, you want to focus on some general reasonings. First, look on the cooldown on the ability. If the cooldowns are too high you won't be using it as much, which means you will deal less damage with it than you would with a lower scaling ability that has remarkably lower cooldown. Second, you need to know whether the ability drains too much of your mana or not. Third, you need to look at the scaling, if your ability scales by a low percentage, it will be most useful in late game, when you will have more AP. If the ability scales of a high percentage, it's more useful to max it first to get the most out of it.
Sidenote: These reasons do not apply to all champions and are meant for this guide only.

Take points at levels: 1/4/5/7/9
This is your main damage and clearing ability. You should always take it first instead of


Take points at levels: 3/8/10/12/13
This is your main initiating ability, and also the highest scaling ability (after your ultimate) in your kit. You should definitely max this second because you will almost certainly need to use it in skirmishes; whether it's to catch an opponent or to briefly disable an engaging enemy, you will always need this. Don't forget the long cooldown, use it wisely and you shall be praised.

Take points at levels: 6/11/16
Being your ultimate, this ability also has a long cooldown. It's an AoE nuke ability that disables everyone in it's range. This will also deal tons of damage to enemies from early to mid game, and when you reach late game it will be more of a CC ability. You should take a point to this ability whenever you're given the opportunity to do it.

Take points at levels: 2/14/15/17/18
This ability is maxed last, but you shouldn't keep it useless. There are people who prefer to max this second instead of


Start
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The standard start for any jungler with no immense sustain in early game. ![]() ![]() |
Situational
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This is an alternative start for more advanced players, usually doesn't work in SoloQ as it requires more than just blue leash from your team. The ![]() |
Early
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For more sustain in the jungle without spending all your gold on potions, you need to get ![]() |
Choose one
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This item gives you an extra damage boost, which will increase your clearing time and help you deal more damage when ganking. You should pick this item over the other spirit item incase the enemies are very squishy in early game, and especially when they have weak early game, I prefer this over the other spirit items. |
This item on the other hand will give you more health. This will help you sustain more damage and obviously make you more tanky in the process. Your goal when ganking the lane is of course taking the aggro, and therefore you want to be able to survive it. Good item if enemies deal high damage in early game. |
Core items
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Building these items is your main goal in the middle game. Sunfire should be started with an early ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Alternatives
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AND / OR |
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You can choose to build ![]() ![]() ![]() ![]() |
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