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Choose Champion Build:
-
AP Heavy
-
Tank Heavy
Recommended Items
Spells:
Ghost
Smite
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction


+Extremely powerful +Controls late game +Can single-handedly fend off a team, if fed +Some of the most powerful ganks of any jungler FF |
-Weak early game -Jungle easily invaded -Heavily mana dependant -Weak counter jungle FF FF FF |
Overall, so long as you're patient, and understand that you won't go into a pre-six (perhaps even pre-ten) team fight destroying the enemy team, this guide should, hopefully, pull both yourself and your team to victory. Keep in mind though, given that ![]() |
These cons are the very reason you don't often see ![]() FF |
Runes




Quintessences
Greater Quintessence of Armor
This is my personal choice, because it gives a high amount of armour at level one, making the first few jungle camps very easy.
Greater Quintessence of Scaling Armor
Possible alternative, though I haven't personally tried it. Would offer more armour at eighteen, but takes a while to over take flat armour quints.


This is my personal choice, because it gives a high amount of armour at level one, making the first few jungle camps very easy.

Possible alternative, though I haven't personally tried it. Would offer more armour at eighteen, but takes a while to over take flat armour quints.
Marks
Greater Mark of Magic Penetration
This allows your spells to ignore Magick Resist. Simple enough. I wouldn't consider any alternatives, personally, since you'll almost constantly be using spells, making armour pen marks practically useless.


This allows your spells to ignore Magick Resist. Simple enough. I wouldn't consider any alternatives, personally, since you'll almost constantly be using spells, making armour pen marks practically useless.
Seals
Greater Seal of Scaling Armor
This is to balance out your flat armour quints. After level ten, they offer more armour than flat seals, making them very useful.
Greater Seal of Armor
Alternative to above. I run scaling seals, though this will certainly make your pre-ten tankier.
Greater Seal of Mana Regeneration
Potential alternative, that makes you less blue dependent. I wouldn't take it, though it's a possibility.


This is to balance out your flat armour quints. After level ten, they offer more armour than flat seals, making them very useful.

Alternative to above. I run scaling seals, though this will certainly make your pre-ten tankier.

Potential alternative, that makes you less blue dependent. I wouldn't take it, though it's a possibility.
Glyphs
Greater Glyph of Magic Resist
The final part of the set. I use Magic Resist Glyphs on all my champions; It's simply that useful.
Greater Glyph of Scaling Magic Resist
Possible alternative to the above.


The final part of the set. I use Magic Resist Glyphs on all my champions; It's simply that useful.

Possible alternative to the above.

Smite
If you aren't taking






Ghost





Flash
Plenty of





Exhaust and Ignite
You may be tempted to take these. Don't. They aren't worth it to drop one of the above spells, and with your


Cursed Touch
This is your Passive. Your auto attacks decrease the target's magick resist by 15/20/25, depending on your level, for three seconds. The debuff doesn't stack, but refreshes with every auto attack.


Bandage Toss
The main reason



Despair
Your main damage dealer. While




Tantrum
As stated above, while this skill has its uses against a squishy target, it's not very useful if you're not the target of an auto attack, as may often be the case when chasing targets. Each auto attack on



Curse of the Sad Mummy
This is your initiation skill. A



Summary
Over all,








Jungling on



Make sure to drink Health potions whenever you're missing 150hp or more, or else you might well wind up executed, or killed by an invade.
At this point, you should be level three. You have two options now. If your closest two lanes aren't in any particular danger, you'll rank up



At this point, assuming you've had a kill or assist, assists being preferable, since they give the lane the kill, you should have the money enough for a Philosopher's Stone. If not, take one more jungle camps, or a few minions from a lane, if the lane is missing, and recall.
At this point in the game, you'll be mostly focused on ganking. Thanks to the GP10's you should be buying, you'll have plenty of income to buy your items, when supplemented by the occasional jungle camp, assists/kills, or minion kills. The large advantage of this build is the overwhelming lane presence you can have when you're not worried about income.

Crest of the Ancient Golem
Blue buff is important to the beginning of



Blessing of the Lizard Elder
Red buff isn't necessary, at all, to


Further Tips
+ Even if you know a lane is warded, you can enter the nearest bush (watch out for a countergank!) in order to scare off the enemy. If they've warded outside the bush, you can begin recalling, and they will assume you're there for a good bit of time.
+ If the river isn't warded around the lane, and you fail a gank, you can always leave, take a jungle camp (mostly to waste time, but the gold+exp is nice) and immediately return. Often times, the laner doesn't expect a second gank so close to the first, and they can become cocky.
Skirmishes
Skirmishes would be anything you wouldn't call a teamfight or a gank. Usually, you'll be in these with at least one other person on your team, and, unless they're a support, you'll try to give them the kill. However, at the same time, you don't want it to get away or to let yourself or your team mates die, just because you wanted to feed someone, so you may have to be ready to go ahead and take the kill anyways. Keep in mind not to chase to far, either. Once an enemy has been chased for long enough, chances are, their team are close by, and that could easily end up in kills for you opponents, which are never a good thing.

Teamfights
As far as teamfights with
Amumu goes, it's rather simple. Usually, you'll be the initiator in any team comp by using
Bandage Toss followed up by
Curse of the Sad Mummy, but forcing it may not be your best bet. Waiting too long will likely lead to your team being poked to death, but going in too soon may mean your team either isn't all there, or isn't ready for it, wasting your ult, and possibly ending up killing yourself and others on your team.

Compatible Champions
There are a number of champions that work well with
Amumu. Keep in mind, however, forcing someone into a champion they can't play may be worse for your team than having them choose something that's an ideal match.
The biggest reason she's a compatible champion is the main reason a number of champions will be compatible. Quite simply: Her ultimate,
Bullet Time.
Curse of the Sad Mummy followed up by
Bullet Time means that you'll have nearly a full ultimate from
Miss Fortune hitting their entire team, dealing a large amount of damage before they can even begin to fight back.
Nunu & Willump may have to
Flash in order to line up his ult with yours, but either way it's done, his starting then yours to keep them their, or yours to hold them, then he starts,
Absolute Zero, if fully charged, can kill entire teams on its own.
Katarina's ult will recharge if she kills anything with it, so if she
Shunpos in, starts her ult, and then you ult, she'll likely get a kill. Each kill decreases her cooldown significantly, which can result in multiple
Death Lotus as a result of their inability to do anything to stop her, assuming they don't try to run away in terror.
Katarina in mid also means you can swipe a few extra blue buffs.
All of their ults work with
Curse of the Sad Mummy in order to force on a second layer of AoE Crowd Control. If the enemy can't move for the entire team fight, it's as good as won.
Summary: Almost anyone with an AoE ult is a good match for Amumu. Ziggs, Fiddlesticks, Malphite, Kennen, and others are amongst the ones I haven't mentioned.
Skirmishes would be anything you wouldn't call a teamfight or a gank. Usually, you'll be in these with at least one other person on your team, and, unless they're a support, you'll try to give them the kill. However, at the same time, you don't want it to get away or to let yourself or your team mates die, just because you wanted to feed someone, so you may have to be ready to go ahead and take the kill anyways. Keep in mind not to chase to far, either. Once an enemy has been chased for long enough, chances are, their team are close by, and that could easily end up in kills for you opponents, which are never a good thing.

Teamfights
As far as teamfights with




Compatible Champions
There are a number of champions that work well with

The biggest reason she's a compatible champion is the main reason a number of champions will be compatible. Quite simply: Her ultimate,











All of their ults work with

Summary: Almost anyone with an AoE ult is a good match for Amumu. Ziggs, Fiddlesticks, Malphite, Kennen, and others are amongst the ones I haven't mentioned.
In conclusion: This guide isn't a terribly in depth guide, nor is it meant to cover every eventuality. It's purpose is to be as short as possible, with little variance, so that a person can make a quick read and jump right into their first time jungling
Amumu, and develop a style that works best for their own experience.

Jhoijhoi for her guide on writing a proper guide.
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
xMaster Maniac (North America Server) for proofreading the guide.
My team mates for helping me to develop this guide by bearing with my experimentation.
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
xMaster Maniac (North America Server) for proofreading the guide.
My team mates for helping me to develop this guide by bearing with my experimentation.
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