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Amumu Build Guide by ak521

Jungle giving amu ❤ ➤ DEATHMU ➤ tank + ap w/ matchups

By ak521 | Updated on January 6, 2021
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Runes: Teamfight Sustain & Dueling

1 2 3
Legend: Tenacity
Last Stand

Cheap Shot
Ravenous Hunter

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Smite


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Jungle Role
Ranked #1 in
Jungle Role
Win 50%
Get More Stats


------- << START || RED: Dueling || Blue: Ganking >> ----- << AFTERSHOCK + TANK || ELECTROCUTE + AP >>-------

Ability Order R > E > Q > W (MUST START W)

Threats & Synergies

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

Champion Build Guide

giving amu ❤ ➤ DEATHMU ➤ tank + ap w/ matchups

By ak521


Hey everyone, and welcome to my Amumu guide!

I'm ak521! I started playing League of Legends in Season 6 and since then I have loved to play jungle. I chose to make a guide on Amumu because he is a fun champion I came across.

Amumu is an incredibly strong champion with high ratings and high potential. He's fun, and I'll speak more about why to play him in the "Pros & Cons" section!

Why is Amumu jungle??? because he's LONELY! The monsters are his friends and you'll see how friendly Amumu is to pick up and play with. Sometimes he'll only have one friend and play with some sniper-buddy or something as a support. Unfortunately I am not covering that in this guide. This guide will teach you how to jungle as Amumu and climb the rank ladder quickly.

I hope you guys like the guide. If you have any feedback or comments, please leave it in the "Discussion" section!
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  • Fun to play
  • Strong tank
  • Strong AD/AS counter
  • Great crowd control
  • Great engage
  • Great team fights & synergies
  • Powerful ultimate
  • Low ban rate (should lower soon)
  • Weak relative early game
  • Weak in duels
  • Weak relative invades
  • Weak turret-demolisher
  • Mana dependent
  • Long cooldowns
  • Low mobility
  • Low relative damage

Amumu likes the color blue. Is this good? Probably not. He's mana reliant and therefore blue reliant. His first few blues, or his first at the very least is CRUCIAL or he will suffer. However let's not forget about how great he is. He's so friendly to new players, and offers two builds. He's a strong tank or an AP carry who can act like an assassin.
Tanks are NOT boring! People tend to get this idea- but I assure you- you'll find fun playing them. In the Season 11 changes, you can now build Demonic Embrace, dealing surprising amounts of damage even if you go rest tank items.
and now his ultimate. OH MY. where do I start?
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TANK OR AP? For any newbie, I would recommend Tank (to either the game or the champion). It's a safer build, often times more useful to your team. For experienced Amumu players, I recommend Electrocute (AP). You'll be able to help carry the game with a better knowledge of the skill shots on Amumu. Main reason I'm saying this is because you need to know how to land Bandage Toss as it's a primary source of damage.

There's a new rune page that allows you to be pretty sufficient in early trades and excel during team fights. What's also good is that you can flex either Sustained AP or Tank with this rune page, meaning you can decide what build to go after the game starts. I don't recommend going Burst AP with it since Electrocute is a better option for that.


Conqueror provides Amumu with a lot of what he misses and more. First off, it allows Amumu to have a better early game (note that if you want a better chance in early duels, Electrocute may be the way to go) since it gives him improved stats during skirmishes. Next, in the mid and late game, it allows him to be a MONSTER in extended fights, which is most of the times at this stage of the game. You will consistently heal for damage you deal, and that allows you to survive, almost like a juggernaut.
We run Triumph since it gives even more sustain and survivability during team fights, the person you engage on with Bandage Toss is almost definitely dying, and Triumph will heal you back the damage that their allies deal to you (because you're pretty much in their faces) while you reposition yourself.
We run Tenacity so, well, quite frankly so you don't get locked down.
Overgrowth is excellent because it allows you to scale your health (while Conditioning scales your defenses). Another very viable option I'm testing is Unflinching, which would help you when you engage and take a lot of damage, but given the fact Despair stays toggled on when you are stunned, you probably don't need the Tenacity.
Cheap Shot is nice because you get some extra damage when you engage and a ton more if you build Rylai's Crystal Scepter as your Despair will continuously proc this.
Ultimate Hunter allows your most useful ability- that turns the fight around- to be up more often.


Aftershock gives you extra tank and damage and when you engage in a team fight with Bandage Toss. Your Despair with Rylai's Crystal Scepter will help you keep enemies in range for the damage burst.
Font of Life is good both in ganks and team fights- in ganks, you are less likely to lose an ally and furthermore more likely to get a kill down due to the heal, especially if you allies are struggling. Even though the effects seem minimal, they do really help! If you are going to be very active around the map, Demolish may be a good option to pack punches to turrets after successful ganks and break turret plates.
Conditioning is awesome to have despite its delay because you won't be very active before you get its effects. It adds onto your tank and allows you to peel for your carries more.
Overgrowth is excellent because it allows you to scale your health (while Conditioning scales your defenses). Another very viable option I'm testing is Unflinching, which would help you when you engage and take a lot of damage, but given the fact Despair stays toggled on when you are stunned, you probably don't need the Tenacity.
Cheap Shot is nice because you get some extra damage when you engage and a ton more if you build Rylai's Crystal Scepter as your Despair will continuously proc this.
Ultimate Hunter allows your most useful ability- that turns the fight around- to be up more often.


Bandage Toss, Despair, Tantrum + Electrocute. More damage!! If you didn't proc it with these three, just aa. Electrocute is relatively strong since it does a lot of damage, especially early game, and the cooldown is alright since you'll only need it for ganks. Some people run Dark Harvest as well- I'm not completely opposed to that except that's more for one-shot builds, and it's difficult for Amumu to be able to do this. Feel free to, however!
Cheap Shot is nice because you get some extra damage when you engage and a ton more if you build Rylai's Crystal Scepter as your Despair will continuously proc this. If you can reliably land Bandage Toss I would suggest Sudden Impact (in other words experienced) as it allows you to deal more damage in ganks or team fights once you engage- this is for burst AP damage.
Eyeball Collection gives you AP per kill/assist. After all, that's what you want.. right? YOU CAN SWITCH THIS OUT BASED ON PREFERENCE! Don't feel restricted to do so!
Ultimate Hunter allows your most useful ability- that turns the fight around- to be up more often.
Transcendence works well with Amumu due to the CDR- you'll be popping off more Tantrum's and more Bandage Toss's not to mention ultimates. This does indeed mean more damage! This rune is best for a mid-game push, you can substitute this rune with: (A) Nimbus Cloak for a gap closer in ganks and extra boost if you Flash-R (B) Nullifying Orb against AP threats, for a defensive option (C) Absolute Focus or Gathering Storm for more damage.
In the current meta, capturing objectives (Dragon, Baron, Rift Herald) is insanely important and the Rift Scuttler is AWESOME! Since both of these are within the river, you're more likely to be able to contest these objectives. Also many fights (both duels and team fights) will occur in the river- why not gain an advantage? Would not substitute.

You can also take the Precision tree as secondary though I have not found much success with it, going Triumph and Coup de Grace (for offensive), it is a matter of preference. I've also seen people run Presence of Mind for sustain, although I don't think it's a good idea because you're not going to be constantly fighting (especially since you're not laning).

  • Offense - Adaptive Force.
    Helps with clear speed. AS would do similar except you're not AD reliant and CDR is very weak early, and scales incredibly slow. Feel free to do this, however, if you feel like the game will be long.
  • Flex - Adaptive Force | Armor.
    Adaptive Force helps with clear speed, and armor protects you in dangerous early situations. Matter of preference as well as who the opponent jungler is. If it's someone like Lee Sin who is able to consistently invade you, go armor.
  • Defense - Armor | MR.
    Armor is probably the better of the two unless you're against an oppressive AP jungler (possibly an Ekko for example depending on their playstle). It lowers the damage you take from camps.
For AP-
  • Offense - Adaptive Force.
    Not much question, you want max damage output.
  • Flex - Adapative Force.
    If you feel it necessary, go armor. Otherwise again, max damage output
  • Defense - Armor.
    Not much dispute, it lowers the damage you take from camps. I wouldn't bother taking MR even if there are AP threats (unless there is no AD threat).
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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.
A significantly underrated passive. This makes Amumu synergy well with mages (such as Malzahar or Ryze) and also assassins that deal magic damage such as Akali or Diana.

Bandage Toss

Active: Amumu throws a bandage. If it hits an enemy, Amumu pulls himself to the enemy, stun s them for 1 second, and deals 80/130/180/230/280 (+70% of ability power) magic damage.

Level 3 or 4, level up Bandage Toss(Q) as your 3rd ability. You should start to gank your allies by now, give them an early boost for a better turnout in the late game. If you get Bandage Toss level 4, give another level into Tantrum for better sustain while clearing camps.

Max Bandage Toss last. Bandage Toss's damage is unreliable. However, if you are confident about landing it, max it second with Despair(W) being maxed last.

As noted before, Bandage Toss's damage is unreliable and hence this is NOT your main source of damage. Your main sources for damage are your Despair(W) and Tantrum(E).

You can Flash when your Bandage Toss hits an enemy champion and make it as a ranged stun which will not pull you in.

You can use this to maneuever between camps when mana is not an issue. Example of this is when you have your Blue buff.

This is your engage ability! Throw a bandage into their team and activate ALL of your other abilities!

It's important to note the commitment when you use this. You have no escape besides Flash and you are very likely to be focused if you are using this near multiple enemies (it's single target).

Toggle: Amumu cries, dealing 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 to nearby enemies each second.
Despair ticks for half the damage every half-second. Despair refreshes Cursed Touch on all enemies hit.

Start with Despair(W). It clears faster than Tantrum and your mana will be compensated once you kill the Blue Sentinel.

Max Despair second. Despair gives Amumu damage to take down tanks and objectives like the dragon .

Rylai's Crystal Scepter's passive will proc on this ability, giving it a slow !

Avoid keeping Despair toggled ON when roaming the jungle - only use it to clear camps IF NECESSARY. It requires a LOT of mana.


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 auto-attack, Tantrum's cool down is reduced by 0.5 seconds.

Second, level up Tantrum(E). It gives you some good damage and Resolve while taking camps, especially ones similar to the Raptors . Bandage Toss is not needed yet it is your engage ability, and you will not gank at level 2.

Max Tantrum first. Tantrum gives Amumu damage and tank (in your E-Passive).

Tantrum will end up dealing the most damage than any of your other abilities! It's alright to get focused- remember, the more auto attacks receive, the more you cast this!

Curse of the Sad Mummy

Active: Amumu entangles surrounding enemies, NOW STUNNING them for 2 seconds, and dealing 150/250/350 (+80% of ability power) magic damage to them.
Curse of the Sad Mummy applies Cursed Touch to enemies after the damage is dealt.

Always max your Curse of the Sad Mummy (R) whenever possible (lvl 6/11/16).

Curse of the Sad Mummy is absolutely INSANE. It's a HUGE stun which also deals DAMAGE. It can turn over a team fight so quickly! It can be used for peel, for lockdown, or to allow your team to reposition.

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Item Set Import You can import the item set into your League Collection! Go to Collection > Items > Import Item Sets (icon on the top) > Paste copied set > , and copy and paste the following content below. Special thanks to 00FF00Parsley for creating this!
Item Set (copy + paste)


Understanding Itemization in Tank Build
As a tank, you'll want to have a lot of defenses. Building tons of armor makes no sense as it becomes gold efficient as the damage reduction grows less and less. Read this for more information:
Instead, you want to build BOTH health and armor / magic resist.

Jungle Item
Hunter's Talisman is one of the two start items for jungling. It clears faster than Hunter's Machete and can proc on all nearby units since Amumu deals AOE damage. Always take this along with a Refillable Potion or 3 Health Potions, depending on what you work better with.
Upgraded Jungle Item
A good choice since you gain Chilling Smite which can help close gaps if you miss your Bandage Toss. Cinderhulk adds on to your AOE damage, especially with the burst when you use your Q, and grants health, making it the superior option.
Core Item
After some experimentation, Frozen Heart is the best choice for Amumu players to start with. The price point is somewhat low, the stats are amazing (it provides mana, which you desperately need), and an excellent passive, which is amazing into AS champions who often tend to be a major threat.
Core Item
Good choice if you have some mages on your team OR the person carrying their team is AP. It's almost like another Cursed Touch, but you're also getting some defensive stats with it. And some sustain!
Vs. AD
Great defensive option against heavy AD comps. Especially to combat healing on enemy carries, this would be a viable option.
Vs. AD
This is your go-to when the enemy team has multiple crit champions or the main threat from the enemy team is Critical Strikes. Run this into Yasuo, Tryndamere, Jhin, Caitlyn, etc.
Vs. AD
Whenever you go engage, you will probably be taking a ton of damage. Gargoyle Stoneplate will attempt to minimize this. A great tank option, if you need damage, I would recommend building something else.
Vs. AP
Adaptive Helm works great to minimize the amount of damage you take from spell spammers. Think champions like Brand, Katarina, Rumble, Fiddlesticks, Syndra, Taliyah, Ziggs, and Cassiopeia. It should especially be built if one of those champions is ahead and carrying the enemy team.
Vs. AP
Despite Shurelya's Battlesong normally being a support option, it is able to work on Amumu well. The MS boosts can help your team chase the enemy team down, especially after you use Curse of the Sad Mummy.


Jungle Item
Hunter's Talisman is one of the two start items for jungling. It clears faster than Hunter's Machete and can proc on all nearby units since Amumu deals AOE damage. Always take this along with a Refillable Potion or 3 Health Potions, depending on what you work better with.
Upgraded Jungle Item
Skirmisher's Sabre - Runic Echoes is for dueling a champion you have potential to duel. Allows you to burst on him and helps out damage your opponent. It also could help you get out of dangerous situations such as invades. This often does NOT work well if you are doing bad, especially in late game.
Core Item
Rylai's Crystal Scepter is an underrated item on Amumu. It's basically makes your W slow enemies, which allows you to keep enemies close so you can proc more AA's and land more Tantrums. It gives both health and AP, both perfect for Amumu.
Core Item
Procs well with Rylai's Crystal Scepter and gives more AP and more health. I would recommend building it only after you build Rylai's Crystal Scepter since you can make the most out of its' damage passive. A great damage option, if you need tank, I would recommend building something else.
Vs. AD
More tank and damage. Similar to Gargoyle Stoneplate, you would activate it as you engage, to dodge an ability or attack that might kill you, or when you get in a sticky situation.
Vs. AP
The spell shield feels incredibly underrated when it can protect you from something as strong as an Ashe Enchanted Crystal Arrow. Moreover, the defensive stats along with the AP make it a great option to build if you are in the need of MR.
Hextech Rocketbelt grants a relatively low cooldown mobility active. And Amumu's mobility is so limited, which makes it a great buy to consider. You can consider building Hextech Gunblade instead, giving you more burst and almost guaranteeing a Bandage Toss to land with the slow.
Void Staff is your buy when you have a LOT of AP and a LOT of damage, but the enemy team is stacking MR. The item allows you to cuts through 40% of their magic resist, making all their precious effort into itemizing against you go waste :D - a great buy if the enemy team has more than 2 tanks.
End Item
Morellonomicon makes it possible to obliterate targets that refuse to build defensively, most notably carries. And no Yuumi heals for them either :). Grevious Wounds is SO powerful in this meta, and as opposed to Thornmail, Morellonomicon is more reliable since you do not have to rely on champions to attack you.
End Item
Maximize damage output. EXCELLENT AS LAST ITEM OR FINISHING ITEMS. Recommended if you're going full AP, offensive. Could be a good buy, even early, IF YOU ARE AHEAD.
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GENERAL TIP: NEVER INVADE WITHOUT Bandage Toss OR Electrocute (you won't have enough pressure- you'll take too much damage and not do enough).

GENERAL TIP: You can kite some camps! Dealing damage to any monster besides the Red Brambleback and Blue Sentinel under 60 health will be burned to death by your jungle item!

Be sure to check out the "Gameplay" section for tips on how to Gank & more!

Starting Season 11, we always will start our clear with the Red Brambleback or solo Raptors (rare cases).
Red Red Brambleback keeps your health high while your jungler in case you're invaded and allows you to clear faster with the Crest of Cinders . Toggle on your Despair(W) and AA. Do not Smite. If enemies attempt to invade, place a Stealth Ward and keep distance, attempt to steal back with Smite. Avoid a fight especially without Bandage Toss.
Krugs? Level Tantrum(E). Krugs are awesome because they give a lot of experience and gold and is a good way of getting to Level 6. However, it takes LONG to clear and will cripple your options if the enemy jungler started the same side as you (as they will be on their Blue Buff side, clearing easier camps, and will reach your destination earlier for a side lane gank, etc). If you take it, you may very well need to Smite as they deal a lot of damage. Make use of the burn on your jungle item and avoid AA'ing the small Krugs (use your Despair(W) or Tantrum(E)).
Raptors The Crimson Raptor is Amumu's dominating camp. You ALWAYS should look to take this. You often lose very little health since you do lots of AOE damage and your Tantrum comes up very fast very often. Avoid Smiteing. After your first back, Raptors are a great place to return to to continue your clear since the Dragon will spawn a little later.
Wolves? Many games you should take the Greater Murk Wolf . It's not a difficult camp to take but you may want to skip it so you can reach your destination earlier. I'll talk more about the Destination after the Blue Sentinel. If you choose to skip, path around it and hit the Blast Cone to get you to the Blue.
Blue Blue Sentinel helps sustain mana throughout the jungle, and taking this is almost always a must. Toggle on your Despair(W) and AA.
Scuttle Crab | Blue The Scuttle Crab is a really good camp, although Amumu will early-on take longer to clear. It gives essential vision and a good amount of gold/exp.
Gank? | Back? Gank your allies! Try ganking your bot/top (whatever side you are on). Even if you burn their Flash, it is worth it! You can back if you do not have enough health to continue your clear or gank.
Gromp Despair should be able to help you tremendously take down the Gromp .
Back? By the end of this clear you will have at least 1000 gold. Buy what is indicated above, restart your clear! You can start by ganking, as well!

Dragon Dragons are incredibly powerful in this current meta and I would not risk losing one! I would STRONGLY suggest taking your first dragon around 7:30 and keep it warded ALWAYS. When you take it, make sure you've sweeped. A few things to check for:
  • Where is enemy jungler? If unseen, gank instead of going for dragon. If they are on the opposite side of the map, take drag!
  • Are my bot and mid lanes doing OK? If the enemy team has these lanes pushed, it's not a good idea to go for dragon.
  • Is this warded? Does an enemy have Teleport available? It's ALWAYS a good idea to sweep first.
  • Which ally can come? Can an ally follow if their opponent leaves lane? Similar to whether or not an enemy is pushed. Generally a good idea to have an ally in case an opponent comes, you have back up.
Rift Herald Ask yourself similar questions as you would when you go for Dragon. Keep in mind that the Rift Herald is weaker than it used to be and may only be able to take one turret. Make sure that you crush the Eye of the Herald sooner rather than later.

Baron Nashor You should take this if you just won a team fight, the enemy jungler is down, or many opponents are down. Have at least two allies help. VERY strong buff, makes pushing a lot easier. You can also take this if your team is behind, it'll stretch the game out and allow you to Elder Dragon.
Gameplay Back to Top
- - work in progress. check back for updates! :) - -

BEFORE GAME Make sure you have the cheat sheet here pulled up! It's best to be ready when the game starts as opposed to rushing things up when the game starts.
Also be sure to have 45 minutes allotted for the game! If you don't, then don't play!

LOADING SCREEN So I'd just check a few things... don't rely heavily on this, but just as an idea.
A. Check ALL enemy's Summoner Spells... does one not have Flash?
This gives you an idea of who to gank. Enemies without Flash are generally very vulnerable, ESPECIALLY if they are not running Nimbus Cloak. There are a few exceptions, like Ezreal (even though most Ezreal players take Flash) because they have reliable blink abilities (such as Arcane Shift). This means you can GANK that lane for an almost guaranteed kill!!
B. Who is experienced (mastery) and who is not?
I would NEVER rely completely on this, you may always be surprised by certain people's play styles. Similar to above section, you just want to get an idea of everyone's play style. I'd look out for passive laners, aggressive laners, there's also websites that give you some insight on the enemies, check that if necessary. So of course, you want to be looking to gank aggressive enemy laners.
C. What keystones are the enemies running -- are there obvious deviations? What does this tell you about their playstyle?
So this is the idea of Conqueror vs. Predator on someone like Hecarim, or if you see a Darius running Hail of Blades. Also look out for Fleet Footwork, the people running this generally want a safe early game to scale. Possibly means they will play passive. The opposite I would feel are most of the keystones in Domination.
As you can see, this by itself should tell you PLENTY. It also gives you some insight on what they will build! For an obvious example, take a Neeko running Press the Attack (I know this lost popularity) instead of something like Arcane Comet or Electrocute.

GAME START Watch for invades! Especially against champions like Rengar, Blitzcrank, etc. I would NOT level any ability until after you see that you are OK. Bandage Toss may be worth starting if you find yourself in a dangerous position (namely an invade!), otherwise start Despair. If you do not have Bandage Toss, do not try to contest invade- see if you can steal their buff (on the opposite side of the map)- you often won't be able to.

LEASHING | FIRST CAMP Check the "Jungle Routing" section to see where you want to start off. Leashes help Amumu, so get one where you need it!
There is also a GREAT trick on Amumu (thank you PsiGuard for showing me) which allows you to clear the Red Sentinel and end with full health WITHOUT A LEASH. There is a few pros and cons to this.
  • Your pathing will be hidden - your enemies will not know if you started blue or red etc.
  • Your allies can reach lane faster and more reliably be able to get all 6 minions in the first wave (though this can also be achieved with a leash, it is helpful for offensive laners to pick enemies out)
  • You retain near FULL HEALTH
  • This takes longer than getting a normal leash, causing your clear to be delayed and putting you behind most enemy junglers.
    I've had a game where I did this and the enemy jungler was TWO camps ahead of me at around 4:00. Know the risks!
  • You will lose slightly more mana as your Despair will be on longer than getting a normal leash.
How it works: Start Despair and walk into the Raptors camp to draw aggro from them. Then, just walk over to the Red Buff and auto attack the Red Buff, leaving your Despair on. You will experience massive heals from Hunter's Talisman's passive due to the raptors! Watch the video below.
Make sure to have your Blue warded should you do this!
EARLY GAME This is where Amumu suffers. Enemy junglers can so easily invade and punish him, and all you can do is cry about it.
All you want to do is farm up! Use Stealth Wards wisely across the jungle to not only help you but your teammates. It's not trolling to not gank until 6 (or even later)! If you have a good offensive laner that does a ton of damage, it may be worth camping them or at least ganking them once in the early game. I'm talking mainly top lane, ally champions like Sett or Renekton who have TONS of pressure due to damage early.
Hit level 6 and get your Curse of the Sad Mummy. It may be worth going for drag before 6 (if you have a successful gank on bot/mid and/or they have to back (or they backed naturally and you can rush it) | enemy jungler is dead), and especially after 6 when Curse of the Sad Mummy is up.

GANKING Amumu's ganks aren't particularly strong as he does not do much damage in his Tank build, and in his AP build, he can easily be outplayed as he is reliant on landing Bandage Toss. Aside from Bandage Toss and Cinderhulk's passive (from proccing Bandage Toss) you will not be doing an insane amount of damage in ganks, especially near early game. Champions like Renekton with a reliable stun can help enormously. With the right timing, they can cast Ruthless Predator and you will be able to land your Bandage Toss reliably shortly after.
Beware of over-ccing (at least, that's what I call it). This means applying two stuns/crowd control effects at the same time. For example, consider Riven. She can land the Broken Wings 3rd cast, which knocks up for say 1.25 sec (need to fact-check), and her Ki Burst stuns for 0.75 seconds. This is a total of 2 seconds of CC, but applying it at the same time can make it only a CC duration of 1.25 seconds. So, you want to wait until the CC is finished/ almost finished before applying another CC.
It's important to understand that not all ganks result in kills, and most of the times, won't. As you climb, you'll realize that the enemy laner will be "slippier" and more able to escape from ganks as they can Flash better, they will position themselves in lane better, and they will have vision. They'll know how to react to ganks, dodge your abilities, and even position the wave in regards to their jungler and where you may possibly be (based on your start). And that's ok, most of what this all does is prevent them from getting a kill. A gank should not be viewed as getting a kill. It's what you do to give your allied laner a ledge during the early game. There's really no way a gank could fail, but if it does, it's absolutely horrific (it's VERY unlikely and probably requires an int/intentional feed). I've outlined scenarios where ganks could fail below and will explain them later.
What happens in an ideal gank? Well, you'd get a "1 for 0" (or "2 for 0" if bot) by just auto-attacking. That sounds stupid, but it's "ideal". You'd (your team) would get the kills on the enemies without dying. This gives them a gold lead, as quite obviously, kills grant gold. The gold lead allows them to purchase more items than the opponents, hitting power spikes sooner, allowing them to further get kills and/or pressure enemies, allowing them to be self-sufficient. This is a snowball. Now, in a more realistic situation, you'd have to use summoner spells such as Flash or Smite and your allies will have to use theirs as well to secure kills. But even then, kills aren't necessary. It's important to note that forcing the enemy laner to back will grant your ally a gold lead, much like getting a kill, as they can farm the wave and back (you'd GENERALLY want to help push the wave, I'd just look out for an assist ping on the wave). By pushing the wave, the enemy laner will lose gold. A kill would grant gold to your ally on top of this, plus a death timer on the enemy, denying them even more cs (and as a result gold). Their turret may end up taking damage. Once again, a snowball effect - which doesn't need a kill!
So a kill is simply the "cherry on top". Let's get slightly more into what happens during a gank, what to do and not to do. Often times you'll notice the enemy laner use summoner spells like Flash, Heal, Exhaust, as well as possibly others such as Teleport (after backing). That's GOOD! And you probably shouldn't continue to chase them-- wait wait wait...
Another common strategy is to go in from behind (e.g. the Top Tri-Bush near Baron Pit if you are on the Blue Team) and pressure them that way and don't use your Bandage Toss to engage, but simply move. This way, you can save your Bandage Toss for when they use an escape ability or Flash, most likely securing a kill.
By blowing a summoner spell, your team gains a pretty big advantage. If you blew Flash or Heal, your next gank within 5 minutes will most likely secure a kill. OR your allies may be able to make a play knowing that the enemy will have limited escape options (such as a Blitzcrank Hook). If you blew Teleport (as a result of forcing a back), that enemy will not be able to come to fight at drag if they are pushing Top, and they will not be able to TP bot/to a fight to give the enemy team an advantage. And there's others, but I don't want to get into them and make this too long.
The only way a gank could "fail" is if you lose an ally (you want to avoid this- if YOU are low and Bandage Toss is on CD, stay back and let your ally finish them). Losing two allies is even worse. Losing three is just terrible. The main cause of this would be the enemy jungler. As long as you can pressure the enemy laner enough to back or use a SS (by damaging them or whatever), it's a win for you.

A few more tips-
Using Bandage Toss on targets close makes it hard for the enemy to dodge and hence will also increase the chance of you landing your Q.
I would advise against ganking pushed lanes (unless you will push with them), and ganking losing lanes is debatable. I would consider the following:
  • Does the losing ally knows what they are doing?
    Check their playstyle and mastery- see if they're capable of helping in a gank, as they will probably be doing the most damage.
  • Is the winning enemy a strong dueling champion and/or capable of 1v2ing?
    This is TERRIBLE if they can 1v2.
    TOP LANE: I'm talking champions similar to Renekton, Darius, Illaoi, and Sett. You'll have difficulty killing these champions because of their good AOE/Heals/Shields. These champions tend to be split pushers, but not always (e.g. not particularly Nasus). Also take note of Mordekaiser post-6 as your gank against him won't really do much supposing he ults and your ally dies. Furthermore, if he ults you, you may die (dodge that Q!).
    MID LANE: Most mid laners have burst damage to one champion (e.g. Annie but also exceptions such as Syndra) and if they're ahead in the laning phase and experiened, they will know how to snowball. That being said, you will be able to gank ahead assassins such as Zed because your CC will really hurt them, and your mid laner should be of help as long as they cs well.
    BOT LANE: In the bottom lane, your main problem is the increased vision in the area. Because there are two champions who can put vision down as opposed to one, you can be spotted by wards, giving the enemy team time to react. Their lane might retreat to turret and/or the enemy jungler may follow. This isn't particularly good, especially in the early game | pre-6, which is why many Amumu players will tend to ignore Bottom lane, especially till they get 6. I would still make efforts, however, as timing is all that matters; if the enemies engage on your allies, you will be able to help out- e.g. Nautilus's Dredge Line will push him in and hence give you a higher chance of killing them; same with Rakan's Grand Entrance. Keep in mind that your bot lane has to CS well in order for this to work (as they need damage!), and supports like Yuumi will make it hard for you to shut the ADC down. There are a handful of difficulties when it comes to strong 1v3 enemy ADCs, including Vayne during Final Hour, Kai'Sa due to her shield on Killer Instinct, etc., however champions like Ashe with, for the most part, single-target damage and no escape will be easy for you to kill.
  • Health difference at the time of gank.
    Most likely, if the opponent is low and your ally is high in health, you will be able to shut the enemy down.

    TL;DR What are the chances of getting a shutdown without dying and how good is the enemy at 1v2'ing (or 2v3ing if bot)?

MID GAME This is the part where you begin to feel Amumu become stronger. You will be able to fend off yourself in the Tank build and catch enemies out during the AP build. Your main focus is to get the Dragons. They are SO incredibly important in the current meta, you cannot miss them! Keep Control Wards on it when you take it (or have Oracle Lens active) and keep a Stealth Ward on it ALWAYS. ALWAYS ALWAYS ALWAYS (when alive). See the "Jungling" section for information about when to take drag etc. Stay grouped, possibly with one lane split pushing, as you will want to force fights when your Curse of the Sad Mummy is up. See the team fighting sections below!

LATE GAME Congratulations if you made it. Chances of winning increasing as the game goes on and on, until you finish your build. Let's just take a look at a graph for Amumu's winrate over the duration of the game.
At 35 minutes, he has almost a 58% winrate.
  • Catch enemies out
    Have vision across the map, but do not flood any one place with too much vision.
  • Secure last few dragons OR elder dragon
    Maintain a heavy presence in the area of the objective with plenty of vision.
  • Secure Barons
    Maintain a heavy presence in the area of the objective with plenty of vision.
  • Force team fights / bait
    When Curse of the Sad Mummy is off cooldown, you should be looking for an engage, namely your Bandage Toss.
TEAM FIGHTING IN TANK BUILD As a tank, your main job is to peel. If you find a good opportunity, you can Bandage Toss in and use Curse of the Sad Mummy on their entire team. BE SURE NOT TO WASTE THIS. Common examples:
  • Your team is too far behind, or not near you at all.
    It is absolutely POINTLESS to use your ultimate while they are full health when your allies are dead. You won't do much damage, you'll just be eaten up if you don't Flash out. You don't have an escape ability! You can't make a mistake! Of course, there are a few exceptions of a single ally that can do everything for you (e.g. fed Master Yi- but this will be uncommon since you're jungling).
  • Your team is already under siege by a bruiser.
    So it doesn't have to be a bruiser, it could be an assassin or some other role, but the reason I'm saying bruiser is because they take longer to shut down.
    Examples include Garen and Irelia.
    The reason this is something to evaluate is because they often don't die until they are focused down by your damage dealers/carries... now the carries can only deal damage from a safe distance... and if they are diving the carry, then they will not die. So this is a common reason why / how the enemy team gets an ace without losing anyone.
    TL;DR: Be there to peel!

    So yes, this will delay when you can actually ult (or maybe you'll use it to peel) but I PROMISE you, it is worth it to make sure your carries are safe. If they aren't, who will do damage? I'll tell you that it PROBABLY won't be you and you'll end up losing the fight, even if you get a kill. Peel by applying CC and tanking damage. Keep in mind that Bruisers often will get focused- this allows the enemy team to do damage to you while the enemy bruiser dies.

TEAM FIGHTING IN AP BUILD So there's many ways to play as AP Amumu. I tend to see most players playing like assassins. So, in team fights, what you would do is stay hidden while going around (flanking) the place where you'd be most likely to fight. Because you're less team reliant you don't need to keep waiting for your team to be ready; you can just go from behind and Bandage Toss on their carry, or a squishy. This is why I recommend AP for experienced players- it's a large portion of the damage you deal. So after you do this, you use the rest of your abilities and your Curse of the Sad Mummy to finish them off and escape (that is, if you're going to die). Your team SHOULD be able to ready themselves by the time you cast your ultimate as the time from when you actually cast Q to when you ult should be at least 1 second (and the additional second from your ult is where your team engages).
Specific Champion Matchup (lane) Back to Top
Brief notes on how to gank a champion, itemize against them, etc.

If your team doesn't have Grevious Wounds I have no idea what the hell they are doing. Get Thornmail(Tank) or Morellonomicon(AP)- morello is more expensive but probably more effective. Dodge his Q's (edge) and walk out of his W.

Best to gank her pre-6. Watch for her charm, if she uses it, go in. If not, just be careful.

Adaptive Helm is VERY effective if she gets fed. Despair around her shroud. Stay away from each other when she ults (for her R2)

Take him down last. If he stacks armor you'll be able to melt him regardless. Just so much peel...

Dodge Q, don't stand in her R. Self explanatory. Avoid tower diving unless you know her passive is on CD.

In ganks, wait for her to use her 4th spell before going in. Don't stay grouped in team fights, she'll melt all of you with Tibbers summon.

My this kit is complicated. Remember to stun HIM and not his support.

One of the most immobile champions in the game. Have fun, you either hit your Q or she flashes in 99% of the cases. Well then there's kiting. Might be worth maxing Q second if you are having trouble for the CD.

Aurelion Sol
Easy matchup, just don't get hit by his stars (it's not difficult- you walk up to him or you stay out of their range). Might want to build Boots of Swiftness if you're having a hard time. Adaptive Helm works well if he gets fed.

How skilled is he is the matter of fact. Bad azir is easy win for you. A good/experienced one will give you a hard time. Adaptive Helm may work well. Make sure he doesn't cs well enough to scale. He's more of a late game champion, like you, so make sure to keep him behind and yourself ahead.

Keep wards in Jungle ( Control Wards are great) as you'll likely find him roaming. Stay away from walls, I wouldn't follow in his E (unless he just Q'd) and if you see him ult, it probably is a bad idea to NOT dodge it.

When someone pulls you in, you dont go like "who the hell are you and why is your fist the size of my face", you say "thank you" because you don't have to Q.

I would actually stun HIM unless their adc is fed because he does a **** ton of damage. Separate yourself when he Rs, but he has no viable escape.

Weak threat throughout most of the game especially in soloqueue and especially if he's not duoing. Just don't focus him unless you get an opportunity to get a pick on him.

I'd say she's really dependent on her early lead so I'd camp the lane. Build Randuin's Omen if it gets bad. If your ADC can 1v1 her, you probably will win the game.

Watch out for her true damage. Not a lot more to say, she has reliable escape with her E ( Hookshot) so your ganks may not be very effective unless you save your Q. Get Frozen Heart or Thornmail if it gets bad.

Yikes, this is tough. Don't get kited?? I don't really know if you aren't grounded then you can Q on her, she does MASSIVE DPS and isn't heavily ult reliant.

Just beware of your health when you gank, don't let him eat you.

Haven't seen many Corkis so I will update this. Abyssal Mask seems optimal, though.

If he 5-stacks his passive and your Q is on cd and you can't bring him down fast enough, RUN. Cannot emphasize this enough. He's a lane bully. Tell your top laner to tough it out if it gets bad. I actually would advise building some AP against him so you can help take him down.

PEEL! That's probably the most important thing against her. She can just E to your backline, ult, and zhonyas, and likely kill them, force them to blow a summ, or force them to retreat. DONT LET HER IN THE FIRST PLACE!

Dr. Mundo
Morellonomicon. Thornmail won't do much unless he's focusing you for some reason, I'm telling you Morello is a MUST, even if you are going tank, MUST.

Don't let him snowball.

Save your CC until he gets low (unless you have to protect a carry) due to his ult.

He can E during the stun (it's a bit weird) if he casts it before or something, so just keep that in mind. He's MASSIVE mid game and I want to say he falls off late, but he's best at poking from a distance so you might end up winning late.

VITALS- play around them. W- don't let it become a stun (it is incredibly long!)- happens if you Q her during the Riposte

Again I want to say Fizz is pretty snowbally, might have some people disagree, but he's also a difficult lane to gank. Wait for him to use his E and then go in.

Problem is his roaming potential will really hurt your team. Push out mid or counter gank the lane he is roaming to. Don't stand in his Q of course.

Remember he can cleanse your stun and try to auto the barrel if he puts it near you.

This hurts cause he hard outdamages you with his E and because of Phage will out MS you. Just peel for your squishies cause he's a threat to them

Just don't gank while he's close to Mega (see the bar where mana usually is) and beaware that he has disengage.

DONT UNDERESTIMATE HIS TURRETS! Biggest mistake. Bait him out- if you miss your Q, just don't try to gank.

His R can easily 1v2 the lane, you've got to land that Q and have your top laner follow up.

Wait till her passive stacks come off before ganking

Shield and ult are a problem to you. See if you can save that Q and flank

nothing to say here tbh, he can push you back so save Q ig, flank?

Get Oracle Lens so you can sweep his traps as they'll make your gank plans go poopoo

Just back off if she gets a kill. She also has good zoning with her E so ganks will be difficult if you miss that Q.

Really good lane to gank, if she gets behind she'll find it very hard to catch up.

Kalista can kite you insanely well so just watch out

A difficult lane to gank because if she W's you, you're screwed, she can also Ult-E and give herself ad ally guaranteed escape. Flanking is best option and then save Q until after the MS from her shield goes away.

I mean his passive just makes it so annoying to kill him, but he's squishy as hell. If he ults, try to take him down to cancel the channel and save your allies.

Scales well so good idea to make sure your mid laner can 1v1 them for a bit.

Save your Q for her ult

Scales well so good idea to make sure your top laner can 1v1 them for a bit.

Flank because of his mobility.

Don't waste your Q as he becomes briefly untargetable after jumping off his lizard. He also is VERY weak and slow without the lizard, but watch his Courage bar.

Melts you so good idea to focus him

Will send you on a wild goose chase with her mobility. Have one person near her initial dash position and another chase.

She won't let you move. Merc treads OP

Difficult lane to gank, I wouldn't even try unless you can burn her E by having her cast it and then stun her.

Your Q interrupts his ult.

Way too OP for a support, if she polymorphs you, thats good cuz then your allies wont be polymorphed.

Main thing is to dodge her Q and she won't deal much damage to you. Her R is an easy dodge if you're not CC'd.

If he has ult, he can use it to just run away and you cant do anything about it.

You need his spellshield down before you go in otherwise the gank will fail.

Watch for his Dash as he becomes untargetable and can dodge your root. Watch for saplings and don't take damage from them.

Miss Fortune
Q her when she ults to interrupt

Advise you to be careful to gank post-6, he can ult you and easily win that 1v1.

Spell shield is a hard counter to you, her entire kit will make you cry. Bait out the shield during ganks and then Q on the target she didn't shield.

Dodge that Q, its not that difficult to.

Scales well so good idea to make sure your top laner can 1v1 them for a bit.

Merc treads OP since you want to move

Watch for her clones or disguise, it can make some interesting plays. The only time she'll have a good damage output is if she gets very ahead and snowballs, so one or two ganks on her lane can't hurt

Try flanking so she has less time to react. If you miss your Q, you probably will not end up making a good gank since she has MS bonus and shield thru her abilities.

So difficult to kill him wouldn't even try. Stun him during team fights when his First Ultimate gets close so he can't recast and knock everyone up.

No escape so good lane to gank. Also pretty snowbally if he goes lethality.

If you Q during her W (the circle around her), you will get grounded. Wait for her to use it before going in.

You probably won't even score a kill on him due to his mobility. Just focus the ADC, he'll have hardly any peel unless he pulls you under turret.

Watch her Q and W, if she uses them, GREAT idea to go in, but she can dash through you after you stun her, so position yourself towards your ally (unless if they are low).

If you stun her while she's mounted to Valor, she'll lose Valor. Besides that, watch her Vault, if you can bait it out, good.

You probably won't even score a kill on him due to his mobility. Try stunning the ADC.

Don't let yourself get 1v2ed during a gank as he can demolish two people with his heals. Antihealing like Bramble Vest is OP.

Stuns are very effective into Riven so landing your Q is great- if not, she can easily run waway.

Don't stand in that ult

Scales well so good idea to make sure your mid/top laner can 1v1 them for a bit.

Dodge that W and aim for the center of her shroud. That's where Senna is.

Really good at dueling- be sure you land all your abilities because he can 1v2.

Take him down during his ult if you're nearby. Bait out his taunt or wait for him to use it before going in.

His passive will proc giving him MS when you stun him. Don't chase, rest is self explanatory.. if he builds health your W shreds him.. Rylais good choice

Your Q cancels his Q, but not his ult. If he builds health your W shreds him.

Bait out that spell shield or wait for her to use it before going in.

Focus her as she's squishier and her heals are more effective into allies.

Can't heal herself (aside from that Q, but again..) but can perma heal an ally. Antihealing OP, morello's or thornmail

His ult sucks, just don't jump on him.

Yikes, if he steals your ult, yikes is all I can say. This champion will hurt.

Wait for her E/bait it out before engaging.

Tahm Kench
He can eat an ally, but you still shouldn't focus him.

Adaptive Helm OP.

Don't let him snowball, try to counter his roams, he'll hate your presence.

He can stun you, but probably not your allies. His ult is also just insane, try to take down the two targets before they are invulnerable.

Oracle Lens OP same with Ingenious Hunter to keep sweeping.

Don't let his allies get to his lantern.

Wait for her W/bait it out before engaging.

Take him down and trigger his ult, then regank 1 min after.

Twisted Fate
Bait out his W/wait for it to be used before engage.

Control Ward and dont cluster.

Your W should melt him, but you need to stay alive. Try to bodyblock his ultimate if an ally is low.

Lethality varus is an easy win for you since he'll only peak mid game and fall off late, where as you come online late (make game last). DPS Varus will come online at 3 items so as long as you keep DPS varus behind, you're good.

Melts you, especially when ahead. So don't let her get ahead. Be a bully

Don't run into his E, and dodge the other skillshots. If he ults you, then oh well.

As long as you dodge the knockup, you're fine. Your Q interrupts his ult.

Run away from his E, the main source of damage. (the fire)

Scales way too well, far too broken, way too hard to gank. Antihealing is your only option, Morello's is a must.

She's squishy but just beaware of her feathers and dont stand in the way of too many so you don't get rooted.

If you get close, you take him down.

Position yourself towards your ally so he can't dash through you and to safety.

Wait for his engage with his E/W before going in

If she's detached, Q her.

Almost every mid laner will suffer into him because of his damage output right now. Your CC hard counters him.

Adaptive Helm if you cant dodge those bombs.

Wait out his ultimate on an enemy and then kill them.

If you get put asleep, YOUCH!

You can take down her plants easily.
Back to Top
Thank you to KuuHaKu_OtgmZ as well as Katasandra (for the items section) for the majority of the BB Code design I used here to make the guide better view-able to readers. I personally am not very good with BB Code when making guides so I was able to use a template from him/her to make readers be able to find what they need quickly!

If you have any questions or suggestions, please do ask or comment, and please rate this to help me improve. Thanks!
This guide will be edited every patch, probably within 2 days of since when the patch came out! If not, expect a few major updates hence the reason I am not updating.

My other guide is about Sett! You can access it here:

Best of luck on the Rift!
League of Legends Build Guide Author ak521
ak521 Amumu Guide
giving amu ❤ ➤ DEATHMU ➤ tank + ap w/ matchups
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