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Amumu Build Guide by AsTheSunGoesDown

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League of Legends Build Guide Author AsTheSunGoesDown

Emumu in the diamond jungle

AsTheSunGoesDown Last updated on June 18, 2013
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Jungle Role
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Jungle Role
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 0

Honor Guard

Defense: 21


Utility: 9

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Hello everyone and welcome to my guide. I'm cQuence Fiction, a diamond jungler from EUW server. I've been playing in jungle since beta, when someone (I believe it was stonewall) discovered that Warwick can jungle pretty well.

My first champion was Shaco and after a few games on duo lanes I realized that he is weak in the laning phase even with blue buff start from his boxes which was already overpowered. I wanted to take the advantage of the lvl1 jackbox power, so I took smite, did blue as always and then instantly moved to red and killed it. Without any explainations, you should realize what happened to enemy mid lane right after.

If you are observant you should notice that there is a difference between Shaco (early game assassin) and Amumu (support tank cc jungler). When I started playing ranked games at the end of beta I realized that at my elo I can't 1v5 anymore and I need to support my team as much as I can so we win 5v5 fights. Thats exactly how I got to high elo, by playing support junglers like Alistar, Amumu, Nautilus, Maokai, Nunu, Skarner and also some other junglers that I liked to play were Nocturne, Lee Sin, Olaf.

I was stuck on silver elo, flaming other people, saying that I'm the best player in the world that's stuck in elohell because of 'noobs'. After switching from US server (where the beta server was) to EUW I've read a lot of guides on and watched a lot of streams. I remember one sentence (a quote from 'Rincent's Kayle Top guide') that made me understand I was in elohell because of me, of that I was terrible and not because of my 'bad' teams. I believe it sounded something like that : " If you want to carry, you can't just win your lane, you need to completly dominate it, kill your opponent a few times and double or even triple his cs. ". I realized that winning my lane by 3 kills and getting enemy tower isn't enough to solo carry, which in jungle means if I score 1st blood on mid and steal enemy blue once when their mid doesn't even have mana isn't really game changing. Then the slaughter began.

This is my story.

This is my profile page :

There are my Amumu stats :

All of these games were played on Diamond 2/3 leagues.

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Change Log

2013-4-30 BETA guide released and featured on
2013-6-15 Guide released on
2013-06-18 Guide released on

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Why Emumu ?

Amumu is a sad, lonely mummy. Not a robot, a knight or something king-like. He is a MUMMY that has NO FRIENDS and is also SAD all the time. Just exactly like an EMO. Its a perfect skin, that doesn't actually change the title of Amumu which is ' The Sad Mummy '. I don't use any other skins, this one makes Amumu look like hes even more sad than the classic skin.

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Advantages and Disadvantages

Why do we even pick Amumu? He's a small crying baby, not a monster like Cho'Gath that eats the world but a mummy that cries.

[*] pretty fast jungle clear
[*]good ganks
[*]low skill dependant if you just want to be useful (if you don't jungle at all and someone forced you to play it, just pick Amumu and farm so you will be more useful than enemy jungler in late game teamfights)
[*]strong late game
[*]great protection
[*]one of the best initiators in the game
[*]makes your hp-stacking enemies have to run from you in teamfights
[*]If you compare it to Malphite's, if you see him ulting, you can just flash away. You can never flash from Amumu's unless you actually flash BEFORE he ults.

[*] 0 mobility
[*]by that you can't escape from high mobility champions if they attack you, you need to fight them
[*]high skill dependant if you want to carry a game
[*]highly dependant on landing a good bandage toss
[*]at lvl6, without ultimate, you are nothing compared to for example Volibear
[*]weak early game if ganks failed

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Two Mummy Parts

A lot of people consider Amumu as an additional ultimate for a team. I wouldn't agree with that, because I find some people playing him better and some people not being able to play him at all. It doesn't mean people got a better keyboard or a better 'R' key, so it should be about some other thing. If you don't want to play a decent Amumu and you are going for a hardcore Emumu, you need to abuse both parts as much as possible.

The Two Parts are The Ultimate and The Mummy.

#1 Part - The Ultimate

This part is about the players overall knowledge about how to use The Curse Of The Sad Mummy.

Usual newbie Amumu would either spam the ultimate in 1v1 situations (and actually die because Emumu is kinda derp in duels against lifesteal lategame) or wait too long with using it, because he would think that its overpowered ult so it can't be wasted *BULLSH...MUMU*. Don't be afraid of missing your ultimate as it has 1min cooldown later on (comparable to Ashe's Arrow). Also if you hit 4 people instead of 5 - NOTHING HAPPENED. Some wise guy told me : "you f***ing noob you suck omg you are so bad if you want to see 5 man ult from Amumu go watch top plays on youtube" - thats right. Catching 2 people with your ultimate and winning the game by that, because they were out of position doesn't mean your ultimate was bad, it was great, because it doesn't really matter how many people you hit, but what you get from that overall. A good Emumu knows when to use his ultimate.

#2 Part - The Mummy

This part is about the players playstyle, knowledge about jungling, initiating, teamfighting, forcing objectives etc.

Skilled Emumu can never get counterjungled (unless your mid is 0/10 or something and whole enemy team ended up in your jungle, yeah I can forgive you that) !! If you are new to Amumu, you most likely heard something about his 'weak' early game and dueling potential. {I hate when new players are trying to teach a veteran how to play the game.} It was a lie. Amumu's early game and dueling potential can be both as strong as Xin Zhao's if you abuse Bandage Toss(Q) correctly. Compare ganks for mid lane : Xin Zhao's E has less range than Amumu's Q and it slows (Kassadin would just riftwalk out and laugh) instead of stunning BUT Bandage Toss is a skillshot and can't be landed from behind creeps what makes it a lot harder. In my opinion, Amumu's gank would be much better but what it follows - much harder.
New Amumu with the 'weak' early game information would give up his whole jungle and all of his teammates, just because he would think that he is too weak to fight for it. I can't even imagine how wrong it is. With just a few health items you get really tanky and if an enemy tries to gank you in your own jungle, simply stun and slow him so he becomes a free kill to your team (if they are nice enough to come :s). He won't be able to kill you, just because of how tanky you are (notice I'm not telling you to press 'S' and see if he can kill you, because he can, but it will take a longer while).

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I've been using 0/21/9 on support cc tank junglers since I switched to EUW. This is just great for Amumu and other junglers of his type.

Let me shortly explain :
'Why not 9/21/0?' - Ohwell. Because the 8% magic pen is just useless compared to the buff duration and movement speed that utility tree gives. You are not the AP Carry. You don't need to deal damage, but to land a perfect / or to use your skillset to protect your fed carries. While 8% mpen would give you 10 more damage with your ult, the movement speed would make you hit on enemy carry instead of tank/support or hit 5 people with your instead of hitting only 4.

'You play Amumu as a tanky support jungler. Why not 0/9/21?' - Because as Amumu you are the 1st one to go in (initiate) and also the 1st one that will get hit by WHOLE ENEMY TEAM. You need to survive as long as you can while keeping enemy team in range of your carries so they can kill them. You can't really afford the utility tree because it won't pay back, at least for Amumu.

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I use attack speed marks, for faster jungle clear, armor seals, for more survivability in jungle and early fights, magic resist glyphs so I can survive magic damage burst from enemy AP Carry or magic damage from for example Rumble in top lane, movement speed quintessences, for counter jungling and so I can land a perfect ultimate. I feel like these runes are the best for Amumu (at least in jungle).

Other viable option is going for AP Mummy :
Magic penetration marks
Armor seals
Magic resist glyphs
Ability power quintessences

This way you get more duel potential, but you can't do your job and clear the jungle with the same speed or initiate as great as with attack speed marks and movement speed quintessences. People use to do it but I feel like the 100 damage between dealing 400 or 500 to your enemy isn't comparable with catching more people with your ultimate.

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Summoner Spells

the best summoner spell in League of Legends. It helps you with ganks by Flash+Q combo or just simply to finish off a person who just flashed. Helps you with counter-jungling safely, and with being counter-jungled. Makes your initiation an easy thing. Simply always take this spell w/e champion you are playing.

because we are jungling. Helps you to jungle faster, makes you able to get lvl3 and doublebuff b4 your sololanes lvl up to 2. Smite stealing baron will win you many games, it is worth to suicide and steal the baron if your team is there ready to follow. Stealing dragon also works. Make enemy team be afraid of doing dragon early because you are around and you can easily take it from them from a distance. A must have for jungler, every jungler.

We say 'NO!' to other summoner spells, these 2 are just the best option.

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Passive: Cursed Touch

Cursed Touch - Amumu's attacks reduce the target's Magic Resistance for a short duration.


Just OP jungle passive. Mobs in jungle have 0 magic resist or even LESS. Makes you deal rivers of damage with your which deals health percent dmg to 5000hp blue buff. Your enemies should be afraid of it, especially in mid lane. When you gank mid for your AP Carry that deals MAGIC DAMAGE, your passive will make him deal 15% more damage if enemy didn't buy any magic resist.

Q: Bandage Toss

Bandage Toss - Amumu tosses a sticky bandage at a target, stunning and damaging the target while he pulls himself to them.
Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them, and deal 80/130/180/230/280 (+0.7) magic damage.
80/90/100/110/120 Mana


This is your ganking and initiating skill. It has a looong cooldown so use it wisely. A missed hug means a sad mummy. Don't miss it or you will be unable to initiate a fight for the next 20 seconds ( your enemy can still go on you in the meantime which will most likely end up in a disaster for your team ).

W: Despair

Despair - Overcome by anguish, nearby enemies lose a percentage of their maximum health each second.
Toggle: Nearby enemies take 8/12/16/20/24 magic damage plus 1.5/1.8/2.1/2.4/2.7 (+0.01)% of their maximum health each second.
8 Mana per Second


3/4 of your damage in the late game. With 1 point at lvl1 it will make you kill big monsters horribly fast. In teamfights try to stay close to high-hp targets so they have to run away/focus you down first instead of killing your lovely friends. In short : cry them a river.

E: Tantrum

Tantrum - Permanently reduces the physical damage Amumu would take. Amumu can unleash his rage, dealing damage to surrounding enemies. Each time Amumu is hit, the cooldown on tantrum is reduced by 0.5 seconds.
Passive: Amumu takes 2/4/6/8/10 reduced damage from physical attacks.
Active: Amumu deals 75/100/125/150/175 (+0.5) magic damage to surrounding units. Each time Amumu is hit, the cooldown on Tantrum is reduced by 0.5 seconds.
35 Mana


Makes your jungle clear a breeze. Cooldown is reduced when Amumu is hit by any autoattack (champion/minion/jungle monster) which means in jungle you can spam it every 1-2s with blue buff. Your main damage source in early game. When ganking, you want enemy minions to hit you so you can use your E every 0.5s ( yes, 250 damage per second at lvl5 is a bit over powered ).

R: Curse of the Sad Mummy

Curse of the Sad Mummy - Amumu entangles surrounding enemy units in bandages, damaging them and rendering them unable to attack or move.
Amumu entangles surrounding enemy units, dealing 150/250/350 (+0.8) magic damage and preventing attacks and movement for 2 seconds.
100/150/200 Mana


The ultimate that wins fights, the ultimate that you have to master if you want to play a good Amumu. Sometimes you can die 10 times in 20 minute and still win because it doesn't mean you can't use your ultimate. Wait for your team to be ready to follow, then land it on all of the enemies, let your team also land their area of effect spells. No matter if the team score is 0:30 for the enemy team, you will wreck them if you use 5 strong area of effect ultimates on all of them.

Tip. Don't use it instantly after you Q. Take a 1s walk to make sure you will hug as many people as possible.

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Skill Order

Your skill order should ALWAYS look like this : R>E>W>Q with W lvl1

Put a point into your ultimate whenever you can. I don't think I have to explain why.
Max E first for the jungle clear and early game damage to champions.
Max W 2nd because of how bull...horn damage it deals to tanky champions which you should be in the middle of.
Max Q last. Don't get baited by the cooldown reduction. You have one Q to initiate a fight anyway. If you miss you have to wait. Don't hope to deal dmg with it because it was nerfed a lot. I used to max it before nerf and I was also running Magic Penetration Marks, but now its just not as good.

Wait, if W deals so much damage why don't we max it first?
Simply because before lvl9 enemies won't have a lot of hp and it won't deal as much damage as your E. We max it 2nd because at lvl13 they should already have around 3k hp.

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Item builds

In current jungle you should always start : Machete+5pots no matter what champion you are playing. makes you deal a lot more damage to jungle monsters and gives you the opportunity to buy so you can stay in jungle and farm a lot longer. You pay for 5 potions but it actually gives you more gold than you lose.

Riot wanted people to stop starting with Boots of Speed because it was boring to do the same thing every game so they made us start Machete every game instead. Doesn't make sense to me at all.

First back
Here you want to choose between upgrading your Machete to Madred's or Spirit Stone.

Madred's Razors is what I used to build in most of my games. Gives you faster jungle clear and ARMOR which makes you already a TANK against physical damage. Early game power item but you can't upgrade it anymore so you have to sell it later on.

Spirit Stone is also a good choice if you are not afraid of early skirmishes and want to go straight for teamfights and late game. Gives you slower jungle clear, health and mana regen which I consider useless in this game unless its like 6 warmogs on Mundo. If not ahead, you won't be able to duel enemy jungler at all and if you are being counter jungled by for example Shaco he will most likely kill you before your team gets there to help you. Although it can be built into very strong late game items like Spirit of the Ancient Golem and Spectral Wraith.

After you have made the decision, there are also 2 things that you should buy with EVERY recall.
2 potions and 2 wards is what I always buy. If you don't have the money for 2 wards just skip it or buy only one and hope your team can make up for you. Wards is what you need to completely dominate enemy jungle and carry the game.

Core items
You will be getting these items after your first back in most cases.

Locket of the Iron Solari for early towerdives. Gives you a lot of armor, health and cooldown reduction which is your main early game damage and late game crowd control source. The shield is also very strong against enemy area of effect spells.

Runic Bulwark one of the best items in game. If enemy team has a fed AP Carry, this item will make him deal no damage to any of your team members before he gets his magic penetration. A MUST have for every team, not just for our sad and lonely Emumu.

Theres also another option. If your team got fed and you want to go for hypercarry and secure the victory, you want your support to get your 2 core items as he can afford it after he got fed.

Now your core changes to :

Sunfire Cape comparable to Iron Solari but gives you better stats and also some damage which will help you with wrecking enemy team nearly solo.

Abyssal Scepter will make you deal a lot of damage in mid/late game. All of your abilities have ap ratios, they all deal magic damage (even your Sunfire Cape). Magic resist debuff aura is just great for your team's area of effect spells and for your own damage output. Also gives you magic resist.

With these items and your support having a Runic Bulwark you will be unkillable and your damage will be just ******ed.

Late game pickups

Frozen Heart + Randuin's Omen enemy AD Carry is fed? Problem?

Guardian Angel game goes after 50min? Everyone should have it.
Tip. Sell it after it goes on cooldown and buy something better.

Rylai's Crystal Scepter + Liandry's Torment your team has 2 bruisers on solo lanes and you lack an AP Carry? Emumu can easily become one.

Shurelya's Reverie your team lacks gap-closers and can't position for the fight after you engage? This item will save them a lot of times and will let them have the positioning they dreamed of.

Wardens Mail (no need to upgrade this till late game) a lot of attack speed dependant champions in the enemy team showing their right click skills? Make them cry.

Warmog's Armor no cheats in this game? Try having this item when enemy team has no health percent damage.

Spirit stone upgrades

Spirit of the Ancient Golem - I use this one all the time. Its great after the change. Cheap cdr, health and also makes you deal more damage to jungle monsters. I'd get this as soon as possible every game.

Spirit of the Spectral Wraith - I saw many people building it and its really comfortable. Your jungle clear goes very fast, you spellvamp more damage than monsters deal to you and you can spam your smite even more. In my opinion this item isn't good on our sad Emumu. Gives you ability power and spellvamp that you don't actually need because your role in team is to tank enemy burst and protect your carries while they do their job dealing damage.

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Here it is. Where we begin and where it will all come to an end. Where our home will be.

The main problem begins right there. Our home has 2 rooms. One is yours, you live there. Second belongs to your enemy. There is no doors between your rooms, just a wall that has gaps in it and you can move to each other rooms whenever you want. You can't let your enemy take the most important things from your room and you want him bo be scared about his stolen toys.

Jungle start

People consider Amumu as a weak jungler and will most likely try to counter-jungle you. Don't let them.

If you see enemy Lee Sin starting at blue and saving his smite, you can already smell him at your red even tho hes still doing his blue.
What can you do about it? Thats easy. Start at red (trolololololol). Make sure enemy team doesn't know where you started. You are a Mummy. You 'need' to start at blue. At least thats what a lot of unexperienced people think.
Thats how it should go :
-Enemy starts at blue and goes for your red. You start at red, then go to blue.
-Enemy reaches your red which is already done so he is still lvl2 with blue buff alone in your part of the jungle. You finished your blue, lvl3 with doublebuff.
-You can even kill him at his red if your team is pushing and will be ready to teamfight that early. Yes, as Emumu you can 1v1 Lee Sin easily if hes behind.

This strategy needs you to start at the same side of the jungle as your enemy. Enemy starts red, you start blue and vice versa.

Let the hunt begin

Lets say you are both lvl3 and with doublebuffs.
You should always make sure your team wards their lanes and the gaps between your 'rooms'. If you want to gank, make sure enemy jungler won't be able to countergank or suprise him and countergank if he comes first.
Another buffs should spawn after 7:10. Use a ward on enemy blue buff, he should be giving it to his AP Carry soon. When he comes, quickly hide in a bush and smite steal it. This will set your mid lane ahead and will also give YOU a blue buff which is really what you need to jungle faster and longer.
When doing this, you need to have vision where enemy jungler is to make sure he doesn't steal your blue in the meantime you wait for him to start doing his blue.

Tip. Always tell your teammates to check the 2nd buff exactly at 1:55 so you know if they are doing it and at this time they will be clicking on red buff instead of paying attention if your support is watching them from a far distance. Your team can even accidently scare your enemies and you will end up ahead for no reason.

Tip. Always have a ward at enemy wraiths to avoid getting suprised by enemy jungler. It will help you with spotting him in jungle and will let your teammates know when he is about to gank top/mid and your bottom lane is safe.

Some timers

Copied from LoL forums as I find it useful for junglers.

Small Camps:
1) Wraiths: Spawn time - 1:55 || Respawn time - 0:50
2) Wolves: Spawn time - 1:55 || Respawn time - 1:00
3) Golems: Spawn time - 1:55 || Respawn time - 1:00

Buff Camps:
1) Golem: Spawn time - 1:55 || Respawn time - 5:00
2) Lizard: Spawn time - 1:55 || Respawn time - 5:00

The buffs hold on you for 2:30 without "Runic Affinity"(the utility branch in the masteries), and ~2:50 with it(if im not mistaken).

River camps:
1) Dragon: Spawn time - 2:30 || Respawn time - 6:00
2) Baron: Spawn time - 15:00 || Respawn time - 7:00

The Baron buff holds on you for 4:00.

Regular minions:
1) Normal wave: Spawn time - 1:30 || Respawn time - 0:30
2) Catapult wave: Spawn time - 2:30 || Respawn time - 1:30 which means every 3rd wave.

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Early Game

Welcome to the Summoner's Rift !

We spend most of early game farming, ganking, counter-jungling, pushing and securing objectives. This is when buffs belong to you and you have to decide if you want to take it or give it to one of your carries. Most of your jungle experience will stay in there. You want to get as much money as possible for your team, so when the teamfights begin, your team wins.


Securing dragon won't make your teammates dominate their lanes but will help all of them a bit.
Don't compare objectives to kills. Kills will both set one of your lanes ahead and make their enemies behind which should be enough for a lane domination. Doing dragon will let your team buy 2 wards and a potion while not hurting enemy team at all.

What when our support died and enemy team is outnumbering us on dragon fight? Thats very simple. Push towers and farm while they are doing drake. They might even lose more than they get for it. How much does dragon give, 190g? Its like killing 10 creeps ! Make enemy tower kill your minions before they get there and its actually WORTH IT for you.

Towers is what you need to win the game. By getting towers your friends can push even deeper which more map control and also more danger follows. If you get one single tower on top lane and decide to go back to farm after that, you set your top laner waaaay behind. If you get one tower, you have began a war. There will be more towers going one after another, but thats where the early game comes to an end.


Always gank your solo lanes pre-6. You want to know where it is warded and where its not. You want to be able to gank your mid lane from behind so he can't block you with his creep wave. In top lane, you want your teammate to start fighting before you actually get there. After lvl6, you want your mid to be a bit ahead and start babysitting your bot lane. You want your carries fed so you can protect them and 100% win a fight. Try to pink ward dragon and make your way to their tower so you can dive them.

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Mid Game

Enemy tower has been destroyed !

Mid game begins when the first tower goes down. You should soon be done with your core build, because real teamfights are about to start. Take care about wards on baron nashor and the jungle side where you are or enemy team is pushing. You need to know what they are doing before they do that. If your team doesn't want to group, keep asking them to do so.

You want to secure every single dragon. Keep ganking your bot lane after you are lvl6, make sure they have enough crowd control to follow ( don't go when Ashe has her ultimate on cooldown ! ).
If you can force a fight for dragon with your advantage, instantly tell your teammates to come ( always have a pink ward ready ).

What to do when my bot lane has no crowd control at all? Simply babysit mid lane pre-6. Make your full of crowd control caster 2 kills ahead, give him a blue buff and call him for help with a towerdive.

WAIT ! I got counterganked on bot lane and enemy AD Carry has scored a triple kill ! - Its because you had not enough vision and you didn't know where enemy jungler is. If you knew that he is going to countergank, you would be ready for it and the fight would end up much better for your team.

until i=1000000;

(Its a pascal code that says 'NEVER EVER EVER EVER' 'i' times.)

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Late Game

Your team has slain Baron Nashor !

If we get the game into a serious late game, we should win unless enemy team knows how to play against Emumu.

Farm your last few buffs, prepare for the last fight, take no hostages, kill everyone, no mercy. Respawn timer will be long enough for any team to end the game.

You need to force a teamfight and ' push mid as 5 '. Don't be afraid to towerdive if you see an opportunity to catch their carries out of position (for example: sieging enemy tower - you have Malzahar in team and enemy Nidalee ran out of turret range to poke your team with her spears. Chain your CC together so she is stunned for enough time for Malzahar can use his combo - ggwp 4v5).

A great trick if you want to force a teamfight. Buy oracle or 2-3 pink wards. Make sure enemy got no vision at baron at all and make your base safe ( outpush bottom lane etc.). Enemies will do everything to ward baron, you want to let them do that. Keep dewarding slowly and safely. Wait for a good moment like when someone bases to get more wards or when they facecheck because of no wards and they have no other option for example. Initiate on them instantly. Teamfight should be won if you did everything fine.

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Aced !

Ask yourself a question: Are your teammates worth protecting them ?

When your carries are stronger than theirs and your bruiser from top lane is behind, you need to protect your carries by landing a defensive ultimate.

If enemy carries got somehow fed, your carries are behind, but your top lane is a strong anti-carry, you should land offensive ultimate and help your bruiser kill the opposite backlines.

However, if you are having a good game and teams are pretty equal, you should always stay as a frontline (between people you are protecting and people that want to kill them) and block any cc thats going on them.

Tip. If you want to go balls deep with your bruiser, ask your support if he can afford bulwark, because you are not going to be close to your carries, so they won't get the buff.

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I've just started streaming a few days ago. Sometimes I play normal draft with friends ( unfortunately you can hear us speaking our mother language ) or solo queue ranked game with some good music and 'Questions & Answers' between the games.

Lately, I play a lot of Zac on normal and ranked games and a bit of Amumu on ranked games.

Here is the link :

Stream will be offline for a while. I gave up a bit. Started really well and ended up having 1 viewer (me)

UPDATE : I'm not streaming anymore as I don't see any activity. If I see you adding my stream to favourites I will start streaming again, but now when noone is watching theres no reason to stream.

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Final Comments

I hope thats not everything I wanted to share with you and I will update the guide as soon as I will remind something.
There will be some jungle match-ups later on if you guys like the guide and I will also make a Zac guide because he is a really fun champion and I play him a lot.

Please, ask questions by posting comments or sending me a PM. I will respond every single question I can about Amumu and I will most likely put it in the guide so it can get better and better.

Note. Guide was copy pasted from my guide on and since I can't copy the images there, I tried to fill the gaps with text and I'm not sure if I spotted every gap.

Hopefully you enjoyed my guide as much as I enjoyed other guides when I was on silver.
Thanks for reading everyone. Even people who just came here to read some overall informations and didn't read everything ( most of you I think ). Thanks, this is the end, see you in the fields of justice *feel like Phreak*.