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Amumu Build Guide by Ivker21

An Extensive Hybrid AP/Tank Amumu Guide for Solo Queue

By Ivker21 | Updated on January 6, 2019
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Choose Champion Build:

  • LoL Champion: Amumu
    AP Bruiser Amumu
  • LoL Champion: Amumu
    Full AP Amumu
  • LoL Champion: Amumu
    Full Tank Amumu

Runes:

Resolve
Aftershock
Demolish
Chrysalis
Overgrowth

Sorcery
Nimbus Cloak
Transcendence

Spells:

LoL Summoner Spell: Smite

Smite

LoL Summoner Spell: Flash

Flash

LeagueSpy Logo
Jungle Role
Ranked #1 in
Jungle Role
Win 51%
Get More Stats

Threats & Synergies

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

Introduction

Hey, my name is Ivker21 and I'm a jungle main.
I started originally in the mid lane and later moved to the jungle, now I also play a bit of support.
Since then I've tried many junglers and settled mostly on the tank/juggernaut champions
(with exceptions for things like Kindred, Nocturne, and Kayn).
Since I played jungle it was always hard to find an AP champion for the jungle that I really enjoyed, so when I found this Amumu play style I thought I would share.
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Pros / Cons

Pros:

  • Great clears later in the game
  • Good ganking throughout the game
  • Amazing team fighting
  • Good damage and defense ratios
  • Can still carry a game as a tank jungler
  • Easy to learn
  • Safe champion

Cons:

  • Very ultimate reliant
  • Can run out of mana a lot
  • Very vulnerable early game
  • can be focused down and killed
  • If your team is behind usually can't solo carry
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Spells


Honestly, you are playing a jungler, you need to take Smite.
As far as Flash I highly recommend it, you can get over walls, escape, or even combine with Curse of the Sad Mummy to catch the enemy team by surprise.
that being said, if you really want Ghost it could work (but I really recommend Flash)
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Runes

RESOLVE:



Best rune for a tank or hybrid Amumu. it provides you with a bit of extra dmg but more importantly with a good survival tool in team fights. (also the stats from resolve are good for you). If you don't plan going full tank there is the possibility of taking Predator and then going into Domination. The main reason to take Predator is for your ganks, the extra Move Speed helps you have a reliable engage in addition to Bandage Toss. Now personally I don't like taking this since the extra resistances from Aftershock really help you stay alive in the team fights. In addition Predator really is only good for you ganks and innitial damage, so the longer the game goes the more useless it becomes.


Highly recommended for solo queue only, since Amumu doesn't have the best objective control this rune helps you take towers without relying on your teammates and helps you progress the game. If you don't plan on being the tower taker on your team and play more of a tank role Bone Plating would be more useful at keeping you alive.


Once again I only recommend this for solo queue, you'll need the extra health in the early game but later you'll be happy with the dmg to help carry yourself. If you know you plan to go full tank or even very tanky Conditioning would probably be better suited for you.


Generally, the choice rune for Amumu since you don't shield, heal or really use summoner spells aggressively.

SORCERY:



This rune simply helps keep you alive and reposition after using Curse of the Sad Mummy in a fight.
If you're facing an AP heavy team you could consider Nullifying Orb.
If you prefer a little extra dmg in the 1v1 over rift scuttler you could take Waterwalking instead.


Since Amumu is a very ulimate based champ the extra CD is very usefull (especially since you don't always build a lot of CD). In addition, having Bandage Toss accessible more often is always good.



Idont recommend this path since the AS it gives isn't necessary and the runes themselves arent particularly useful to Amumu.


Same as with Precision the stats that are provided by this tree arent ideal and the runes themselves aren't well suited for jungle Amumu.


As a secondary, the stats are the same as taking Sorcery, but the runes aren't as good in my opinion.
but if you still want to try it; (If you chose to go full AP Amumu, Domination would be your primary rune tree with Predator as your keystone)
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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

Curse of the Sad Mummy> Tantrum> Bandage Toss> Despair



Passive: Cursed Touch
Amumu's basic attacks cause 10% of all magic damage dealt to the target (before resists) to be dealt again as true damage.
  • The main thing to remember about Amumu's passive is to AA enemies and monster camps so they take the extra 10% damage


Q: Bandage Toss
Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them for 1 second, and deal 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage.
  • Keep in mind there is a travel and cast time so try to predict the target's movement
  • A good way to make sure you hit bandage toss is to walk up to the enemy while ganking, and only use it once you're close. the other advantage of this is that you save Bandage Toss for when they Flash away and then you get both their flash and a kill
  • You can use Bandage Toss to get over walls to reach objectives or camps. You can also get over a wall as an escape, or aim it at a bush to check it for enemies and ambush them
  • Bandage Toss has a high AP ratio, it does a lot of damage and is necessary for landing a good Curse of the Sad Mummy
  • You max this ability after Tantrum unless you build full AP Amumu, then you'd max it first


Toggle: Nearby enemies take 10 / 15 / 20 / 25 / 30 magic damage plus 1 / 1.25 / 1.5 / 1.75 / 2 % (+1% per 100 ability power) of their maximum health each second. Ticks for half the damage every half-second.
Despair refreshes Cursed Touch on all enemies hit.
  • Important to remember that in addition to the damage, Despair refreshes your passive
  • Make a point to not leave Despair on for too long since it drains your mana pool, so be careful
  • This ability has amazing synergy with Rylai's Crystal Scepter, that in turn has great synergy with Liandry's Torment. so use it in team fights bot not to chase down stragglers
  • Max this last


E: Tantrum
Passive: Amumu takes 2 / 4 / 6 / 8 / 10 reduced damage from physical attacks. Also gains +3% bonus armor and +3% magic resist.
Active: Amumu deals 75 / 100 / 125 / 150 / 175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit by an autoattack, the cooldown on Tantrum's active is reduced by 0.5 seconds.
  • Max this first, after Curse of the Sad Mummy
  • As a semi-tank most of your damage is DoT/DPS. This is your best source for it
  • Leveling this up will lower the cooldown and help you spam it
  • Since the buffs in patch 8.16 it also helps protect you when you build some ressistances


R: Curse of the Sad Mummy
Amumu entangles surrounding enemy units, rendering them unable to move or use basic attacks for 2 seconds, dealing 150 / 250 / 350 (+80% of ability power) magic damage to them upfront.
Curse of the Sad Mummy applies Cursed Touch to enemies after the damage is dealt.
  • Amumu is very ultimate reliant, so make the most of every ultimate
  • Your ultimate roots and stops enemies from AA, so its good against ADC and melee champs but not too good against mages and support
  • In a very tough 1v1 it could be worth it to use your ult as an escape tool, rather than to deal some damage and then die, judge the scenerio before using Curse of the Sad Mummy
  • Try and get as many enemies with Curse of the Sad Mummy, try to combine it with other ultimates on your team
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Items

Core Items:

  • Stalker's Blade - Cinderhulk: Your core item, it provides you with health to survive team fights, the AoE damage for fighting and a good boost to your jungle clear speed
  • Mercury's Treads: These are the boots to get when the enemy team has a lot of CC and you are trying to not get shut down during fights
  • Ninja Tabi: This is the item to get against ADC/AA heavy teams and/or AD assassins
  • Liandry's Torment: My favorite item on Amumu, it gives even more DoT in a fight. The stats are good, they keep you alive and boosts your damage. Not to mention that it was recently buffed so you can do A LOT more damage
  • Rod of Ages: Experimental. The AP, health, and mana are good stats. And the eternity passive of RoA keeps your mana up. My main concern is that it delays your damage until a later stage of the game, making you kinda useless. Update; I tried rushing this in a game and it really hurts your early game health and clear speed
  • Rylai's Crystal Scepter: The stats are very similar to those of Liandry's Torment. the main difference is that you lose out on the damage passive from Liandry's in return for the slow
  • Abyssal Mask: A good option if you want to go full tank, the health, mana, and MR are good for keeping you alive. And the passive provides you with some bonus damage (particularly useful for a team with a lot of AP)

Defensive Items:

  • Dead Man's Plate: A decent defense item that will give you a bit of damage and a lot of protection (not my favorite)
  • Frozen Heart: You already have health from your first two items, this gives you a lot of armor and gives you the mana you need to sustain your spells in fights (I like buying this item third if I'm not ahead)
  • Gargoyle Stoneplate: A great 4th item. It provides both kinds of resistance and the active helps you stay alive after dropping Curse of the Sad Mummy in a team fight
  • Abyssal Mask: If you didn't get this item second and you need the MR this is a good choice
  • Randuin's Omen: If the enemy team is heavy on Crit/AS champs take this
  • Thornmail: Similar to Randuin's but cuts healing instead of countering Crit
  • Zeke's Convergence: If you plan on being a tank and being carried by your team, buy this to support your ADC
  • Spirit Visage: Gives some MR and health, but honestly, it doesn't really work with Amumu's kit

Offensive Items:

  • Rylai's Crystal Scepter: As a third item it's amazing, the stats keep you ahead, and the passive doubles the Liandry's damage. The passive also helps keep enemies locked up in team fights so your team can get them. If you are ahead, consider getting this item before going tanky
  • Morellonomicon: Gives you damage and health, the magic pen. is also good. You should probably get it if you plan on going very aggressive and the enemy has a lot of healing, like a Dr. Mundo
  • Zhonya's Hourglass: If you need to go aggro but want to survive in the middle of a team fight, this could work for you

Wards:

  • Control Ward: Buy these all the time. every time you back just buy 2 with your leftover money. I can't express how important these are
  • Warding Totem: Start with this, switch it for Oracle Lens when you need to deward the enemy jungle (so later in the game)
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Summary



This hybrid Amumu build is ideal for a simple Amumu that will still help you carry your team to victory and not just sit back and tank for your ADC.
Since we are heading into a tank meta soon, I will keep updating and adding more to this guide; countering info, jungle pathing, ganking, and more...
Hope you enjoyed this guide and I hope it helps you in your solo queue games with this fun AP jungler.
Thanks for reading, good luck.
League of Legends Build Guide Author Ivker21
Ivker21 Amumu Guide
An Extensive Hybrid AP/Tank Amumu Guide for Solo Queue