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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
The Sixty Second Version
-
Do a superior jungle path, with a leash.
Get to level 6 as fast as you can.
Gank as much as you can from then on.
Ward, ward, ward.
This is my first guide on Mobafire so please don't downvote me or anything because this is my first guide.
Amumu is a very fun tank with a very powerful ultimate that can cripple an entire team if used right. I personally find him to be a very good jungler because he ganks more than he jungles. If you are looking for someone like this, then you must try Amumu. I think Amumu should be a close to top-tier jungler because, believe it or not, I actually outjungled
Warwick once o.o
The left icon is for the build I normally go with and is dependent on your team. You are relying on your team to know what their doing and so giving them the baton to carry the team. The right icon focuses more on yourself and your survival and is used when your team has no idea what to do.
As a side note and a warning there's a block of text heading your way. The contents page tends to help the impatient.
Amumu is a very fun tank with a very powerful ultimate that can cripple an entire team if used right. I personally find him to be a very good jungler because he ganks more than he jungles. If you are looking for someone like this, then you must try Amumu. I think Amumu should be a close to top-tier jungler because, believe it or not, I actually outjungled

The left icon is for the build I normally go with and is dependent on your team. You are relying on your team to know what their doing and so giving them the baton to carry the team. The right icon focuses more on yourself and your survival and is used when your team has no idea what to do.
As a side note and a warning there's a block of text heading your way. The contents page tends to help the impatient.
Patch v1.0.0.122
Randuin's Omen and Shurely'a Reverie now gives assists if used and assists with kills
Zhonya's Hourglass recipe cost reduced to 800 from 1000


This is huge, skip if you're in a hurry.
As a note, I will put in everything for everyone and every item for the CURRENT patch. When the next patch comes in, the

This is the key:
Red for damage/AP buff/nerf
Green for additional skill buff/nerf
Purple for base stat buff/nerf
White for bug fixes and character changes
Patch v1.0.0.122
New Champion
Wukong the Monkey King (complete rip off of Journey to the West -.- btw BEST STORY EVA)
Champion Updates


Ability Power ratio reduced to 0.7 from 0.75
and a nerf to

Ability Power ratio reduced to 0.75 from 0.8



Damage reduced to 70/120/170/220/270 from 80/130/180/230/280
a nerf to

and a nerf to




Base armor increased to 20.5 from 16
Armor per level REDUCED to 3.5 from 4
a buff AND nerf to

Mana cost reduced to 60/65/70/75/80 from 70/75/80/85/90
Ability ratio reduced to 0.7 from 0.8
a buff to

Heal increased to 25/40/55/70/85 from 20/32/44/56/68
and a buff to



and a nerf to





Base damage reduced to 35/60/85/110/135 from 50/75/100/125/150


Recommended item list reworked
She also has a new passive

a buff AND nerf to

Mana cost reduced to 70/75/80/85/90 from 80/85/90/95/100
Slow increased to 35% from 25%
Damage amplification provided by using skill reduced to 5% at all levels from 8/10/12/14/16%
Ability Power ratio increased to 1.0 from 0.8
a buff AND nerf to

Splash range increased to 300 from 200
Mana cost reduced to 45 from 65
Bonus damage increased to 20/30/40/50/60 from 4/10/16/22/28 (**** that's a strong buff)
Ability Power ratio decreased to 0.2 from 0.3
a buff AND nerf to

Movement speed increase duration reduced to 2.5 seconds from 10 seconds
Movement bonus increased to 15/17/19/21/23% from 12% at all levels
Cooldown increased to 15 seconds from 10 seconds
Ability Power ratio reduced to 0.35 from 0.5




Movement speed slow and boost reduced to 20/25/30/35/40% from 25/30/35/40/45%









Now uses fury system like

Fury decays at 5 fury per second after leaving combat for 10 seconds



On use, consumes all fury to heal for 30-80/40-135/50-190/60-245/70-300 hp depending on how much fury he has
Cooldown adjusted to 12 seconds at all levels from 12/11/10/9/8 seconds
a rework to

a rework to

Skill no longer has cost
Cooldown increased to 13/12/11/10/9 seconds from 9 seconds at all levels
Damage adjusted to 60/90/120/150/180 from 40/90/140/190/240
Scaling adjusted to 1.0 Attack damage from 0.5, AP scale remains same
and a rework to his passive,








and a nerf to





he also has a nerf to

an adjustment to

and a nerf to

Range reduced to 550 from 600
Item Updates



Pros
Cons
Mystic Shot and
Infected Bonesaw)
Banned often in ranked -.-
Bear in mind it is possible to jungle with Amumu while not starting at blue, however this guide will not cover that path.
-
Highly useful ult
Strong for a non-tier 1 jungler
Very fast at killing dragon and baron
Very strong ganker from the jungle
Fast and safe jungler
Undead
Cons
-
Prone to counter jungling - 90% of Amumu junglers start at blue
Slow compared to faster junglers like Warwick and Nunu
Pretty useless without blue early game
Very slow skillshot stun (compared with other skillshots like


Banned often in ranked -.-
Bear in mind it is possible to jungle with Amumu while not starting at blue, however this guide will not cover that path.
I choose
Greater Mark of Magic Penetration because believe or not Amumu actually deals a lot of magic damage with his second, especially on powerful neutrals like blue, red, dragon and baron.
Greater Seal of Armor are basically a must on all junglers as the early game armour is just invaluable to stop you from dying.
Greater Glyph of Magic Resist. As a tank, it would be your job to stay in the front line and take all the damage they got. The best way to do that and not die is to get magic resist runes. They tend to be especially effective against any early game ganks as most jungle ganks early game relies on spells to be useful.
Greater Seal of Replenishment is viable for Amumu due to his lack of mana. This is only useful early game when Amumu doesn't have blue buff because of counter jungling, dying, you know the drill. Only get at max 4 of these, if you are still running out of mana with these and blue buff, you are doing something seriously wrong.
Greater Glyph of Scaling Magic Resist is useful if you want more magic resist towards end game against casters. I personally wouldn't recommend these because at late game as the tank, you have the two roads of either winning th teamfight, or dying completely so there's not much point to that extra magic resist.
Greater Quintessence of Movement Speed is the last choice, because Amumu is quite dependent of speed to keep people in his second and you may need to sacrifice
Boots of Swiftness for
Mercury's Treads if there is a lot of cc's on their team.



Alternatives
Greater Seal of Replenishment is viable for Amumu due to his lack of mana. This is only useful early game when Amumu doesn't have blue buff because of counter jungling, dying, you know the drill. Only get at max 4 of these, if you are still running out of mana with these and blue buff, you are doing something seriously wrong.




I take 1/19/10 masteries with the standard jungler needs in them.
I take one point in Plentiful Bounty to get the extra gold and cdr for
Smite
I run the standard defence masteries with care to max out damage reduction from minions and reduced phyical damage taken. I don't take anything in dodge, mainly because dodge can be very counter-productive on Amumu as he relies on getting hit to charge up his
Tantrum. Late game, minions do 1 damage on Amumu if he has had an average game at the least so it isn't very important to get dodge on Amumu.
I run 3 points in reduced death time as it is very possible you will die as the tank. I also take 4 points in Awareness for the experience; without which no jungler is of any use to their team. I also run 2 points into continued buff duration as Amumu is rather dependent on blue buff early game.
Keep in mind that there is a second way to build Amumu's masteries (right icon) if you want to be completely tank with 0/21/9 masteries, althought this isn't recommended.
Offense
I take one point in Plentiful Bounty to get the extra gold and cdr for

Defence
I run the standard defence masteries with care to max out damage reduction from minions and reduced phyical damage taken. I don't take anything in dodge, mainly because dodge can be very counter-productive on Amumu as he relies on getting hit to charge up his

Utility
I run 3 points in reduced death time as it is very possible you will die as the tank. I also take 4 points in Awareness for the experience; without which no jungler is of any use to their team. I also run 2 points into continued buff duration as Amumu is rather dependent on blue buff early game.
Keep in mind that there is a second way to build Amumu's masteries (right icon) if you want to be completely tank with 0/21/9 masteries, althought this isn't recommended.







Alternatives







Spells you can try (and fail with epicly)















-
Used to stun someone for a gank.
Useful for jumping over walls by using on neutral minions.
Useful for initiating with your

Skill this at either level 4 or 5 depending on the situation and how overextended the enemy team is.

The most interesting use for this skill is close-range chasing. The last time you chased someone, you probably got them to half a bar, hit them once, sadly did not kill them and then watch them run away because the attack you made slowed you down. Well, with this skill, you simply pop it and run after them without attacking, they will die by themselves :)

Get one point in this at level 2 and max it first as it is the most important skill mid game. With Tantrum, you do not get dodge runes and masteries nor do you get Ninja Tabis, you want to be hit so as to deal more damage.

Escape/Rescue- the last time your

Setting Up- there are the selected few who are especially well suited to fighting with Amumu, and his ultimate can be used to set them up for a nice pentakill. These people are











These items are the core items that I always go after first when I am jungling, this should still be the same doesn't matter if you're jungling or laning, the only difference should be the starting set of items.
The way in which I buy my items is to start with a cloth armor and 5 health potions. I do one round of jungle which would bring me up to level 4 with roughly 550 gold (not counting any potential successful ganks). I then recall back to buy boots of speed. REMEMBER TO BUY AT LEAST ONE WARD!!!.Warding is extremely important to prevent any potential ganks and to keep safe game-turning changes in the battle, examples including dragon and Baron Nashor. A later chapter will focus on warding the map.
The two gold per ten items there are simply to help with jungling (by giving health and regen) and to give a slight boost to Amumu's gold count; being a jungler, his only source of gold would be jungle creeps, which stop being an important part of Amumu's jungle game after level 6 when he starts ganking. What does this mean? This means that without his precious gold per ten items, Amumu would really fall behind on his gold during mid game unless he gets a million ganks in.
I take


Other varying items you can take include


After taking these core items, a mix and match of luxuries must be taken depending on the team you're facing, there is no "one build", as it will vary depending on the team.
When fighting against a team with a balance of AD and AP champions, the items to take to maximize efficiency to fight them relies on getting items that boost you're own survival and aiding your teammates.
Eleisa's Miracle is a good item to take against a balanced team. It gives 25 Tenacity to reduce cc's and is a very good substitute for
Mercury's Treads. I would recommend this item if you did not take Treads.
Warmog's Armor is a very good choose because it gives a massive amount of health and hp regen and gives overall survivability.
Shurelya's Battlesong is also a good item as it gives regen like Eleisa's Miracle. As a note, you should only get this item if your teamfights always end up with one or two people running away at very low health from the other team. Otherwise, get Eleisa's Miracle.
Guardian Angel comes into handy as it gives both armor and magic resist. The big thing is the revive. This item is viable for Amumu even in solo queue because the resistance itself is good enough and the revive can be very useful in the situation that you are pinned down with cc's the moment you enter a teamfight and cannot cast your ultimate. That can be avoided by reviving after they kill you and then use your Curse of the Sad Mummuultimate.
As a side note about Guardian Angel, the passive WILL NOT WORK if you are, for some reason I don't want to know about, find yourself getting owned by the enemy's obelisk (the thing that goes berserk on you when you enter the enemy team's base).
I've tried Soul Shroud for Amumu and found that it is useful against a balanced team because of the health bonus and mana regen. However, I personally would get this item for the cdr. Recommended to teams with long cd for ultimates like
Karthus with his
Requiem.





As a side note about Guardian Angel, the passive WILL NOT WORK if you are, for some reason I don't want to know about, find yourself getting owned by the enemy's obelisk (the thing that goes berserk on you when you enter the enemy team's base).



When you are fighting against an AD oriented team with around 2-3 AD champions like
Ashe,
Ezreal and
Caitlyn, take the items below.
Thornmail is the number one counter to AD fighters such as
Xin Zhao. Note they are powerful against fighters because of their healing capabilities. If the opponent doesn't have healing capabilities apart from lifesteal, if might be better to build this item late, like the fifth or sixth item.
Randuin's Omen, as the most powerful physical defence item, is the item you should rush if the enemy team is too AD oriented. Coupled with your ultimate and this item's active, you essentially cripple all AD DPS champions for 5.5 seconds if used in succession, giving you a massive edge in teamfights. Do note that this item can be used to escape as well, as it also slows movement speed by a large amount.
Sunfire Aegis is a very powerful item for Amumu and, before its nerf, was a core on Amumu. Even after its nerf, sunfire is still a very good item on Amumu as it gives decent health and armor and gives a boost to dragon and Baron speeds, I've found that with this item and only a support character with me, I can kill Baron a full 20 seconds earlier than without this item. Highly recommended even if the other team is rather balanced.
Frozen Heart is a last option if the enemies are just attacking way too fast for you to cope, like the last time you saw
Xin Zhao getting a sugar rush (wonder what type of sugar he eats >.>). The cdr is very good for your ultimate to recharge faster and gives decent mana along with a large amount to armour. Recommended only if you cannot cope (because the attack speed reduction conflicts with your
Tantrum).










When fighting against a more AP oriented team, the following items should be good to counter.
Banshee's Veil is undoubtably the best item in this category as it gives a large portion of magic resist and decent health and mana. The unique passive however, is what we get this item for. It blocks a negative spell for you every 45 seconds. This is very good if you find yourself unable to land your ultimate because the cc's are too fast. this item will gives you enough protection to land your ultimate, which should be the death warrant of anything that's caught by it.
Force of Nature is also another great item to counter casters as it gives the highest magic resist out of any one item, providing with higher survivability. Apart from this, everything else this item gives synergies very well with Amumu; the increase health regen can only be good on a tank and the increase in movement is very important for the speed hungry little mummy.
Quicksilver Sash, being one of the most underrated items in the game, is useful if you are facing any
Vladimir,
Malzahar,
Warwick, and
Mordekaiser and anyone with
Exhaust and
Ignite. The active simply wipes clean any debuffs, including the debuffs granted by any mentioned champions.









Any of the following items isn't a good choice on Amumu unless you are really winning, and I mean winning harder than a full health
Vladimir against a 5 health whatever. These items are good in that they boost Amumu's, and possibly his teammates', damage.
Abyssal Mask is a good item to get if the enemy is building magic resist as it gives 20 magic resist reduction which, coupled with your passive, grants a total of 55 magic resist reduction, significantly reducing their Morderkaiser with 3
Force of Natures ability to tank for his team against your casters. It also gives flat AP and magic resist.
Leviathan, as a snowball item, isn't too good a choice on any one, especially not one to charge into a teamfight and risk dying (your job btw). If you play too terribly defensively to maintain stacks, then it becomes counter-productive and it is in your best interest to lose it. That being said however, it can give a very large hp boost if you are let to live, and once you DO hit twenty stacks (which shouldn't be hard if you are winning -.-), you will take 15% LESS DAMAGE. This is huge for any tank as that drastically improves your survival rate. Anyways, good item for either trolling (-.-) or if your raping.
Rylai's Crystal Scepter is an exceptional item on Amumu because the moment Amumu lands a skill on an enemy, its over. The passive grants Amumu slows on all his abilities, and by having a continuous aoe ability, Amumu can also inflict continuous aoe slow on his enemies, letting any slowed, stunned or otherwise cc'ed teammates to catch up.
Zhonya's Hourglass is a good choice if you decide you will be tower diving every minute or so. The active lets you rush in, pop your ult, kill them (ideally), and then get the hell out without dying.
ALL ITEMS STATED IN THIS SECTION IS COMPLETELY SITUATIONAL AND IS ONLY VIABLE IF YOU ARE ABSOLUTELY SURE YOU ARE WINNING.






ALL ITEMS STATED IN THIS SECTION IS COMPLETELY SITUATIONAL AND IS ONLY VIABLE IF YOU ARE ABSOLUTELY SURE YOU ARE WINNING.
Introduction
OK, here we are at last, the jungling section. For those who do not understand the term jungling, it is the action of not going into a lane with your champion, but staying in the "jungle", or the fog of war areas in between each lane, killing neutral minions that spawn there. The point of jungling is so that your team will essentially have 3 solo lanes, boosting experience gain and gold gain for the entire team's overall performance.
A video by stonewall008 explaining what a jungler's job is and the aspects of a powerful jungler is shown:
Amumu:
Excels at
-
Survivability with


Map control + Ganking, map control is explained during the Warding section. Amumu is a king ganker with


Buff and Dragon control with

Jungle battle by screwing their jungler over with



Lacks in
-
Build versatility by having to start with cloth armor and 5 health potions and nothing else
Sustained jungling by requiring blue buff to jungle effectively
Amumu is one of the less powerful junglers when compared to others like




What does all this mean? All of this means that Amumu must follow a specific path in order to maximize his leveling and his resources. This path is displayed below:


The general rule is, pop






Ganking
When ganking, it is important to note that your teammates must also be aware that you are preparing to gank, this is often not a problem, as a jungler waiting patiently in the side of the brush usually signifies a gank ready to happen. The bigger problem is determining who to gank.
Often, the best person to gank is the one with the lowest health, if they have the same health, then you go for the weaker one (for example, if you are ganking a






The interesting thing about jungle Amumu is that Amumu is a fairly weak jungler, but an exceptionally strong ganker with his

As a general rule, you do not invade their jungle as Amumu when they have a jungler.
Leashing
Leashing is the act of having someone other than the jungler hit a neutral minion once and then running away. This is usually done at the very beginning of the game on either blue or red buff (90% of time on blue). This is done to prevent a load of damage being done to the jungler because as it is not the jungler who first attacked the minion, the minion will not take notice of the jungler, even while the jungler is owning the minion until the minion loses aggro on the leasher. This can prevent anywhere from 200 damage upwards to the jungler when done at blue and will drastically increase the efficiency of jungling.
Always get a leash on blue buff for Amumu, he cannot afford to lose that 200 extra hp in the jungle, being how weak he is.
Anyways, just remember; Amumu, as a jungler, does not stay in the jungle, he goes in, gets to level 6, gets out, and then gank the **** out of everyone else, as explained by this video by stonewall008:
In actual fact, there is more than one method of jungling. A method of jungling, not a path, is the goal of a type of jungling. These methods are :
-
Aggressive jungling, which aims at leveling up and gaining gold at the most efficient pace which includes invading the enemy's jungle. Very fast, but most risky.
Superior jungling, which aims at clearing the jungler's own side of the jungle at the fastest pace, i.e. the path of blue, then wolves, the wraiths, then red, and then golem.
Sustained jungling, which aims at keep up the jungler's health and mana as much as possible while jungling by not taking either buff until level 3 or 4. Very slow, but very safe.
Amumu is best suited to superior jungling as he relies on ganking to improve his team's chance of success and not invading the enemy jungle. Therefore, the best method is the one that levels up the jungler fastest at the least risk.
An example of jungle Amumu doing one round of jungle can be seen in stonewall008's video, he used the superior path (the path you should be taking):
Introduction
Counter-jungling is the act of going into the opponent's jungle and slow down the jungling speed of the other by stealing experience and gold while boosting your own experience and gold. This can be as simple as stealing some minions or to outright kill the other jungler. Counter-jungling forms an important aspect of the aggressive jungle path, as show by this video, by stonewall008:
But wait, what does this have to do with Amumu, who takes the superior jungle path? Well, since we know that Amumu is a weak jungler, it is highly possible than some random idiot will decide to counter-jungle you. If you have once gone to your wraiths and saw that the blue one was missing, or perhaps one of your small golems went missing, you have been counter-jungled. Being counter-jungled means that your experience and gold will be less than normal and makes it inefficient to keep jungling at the normal rate, which destroys the purpose of you being a jungler.
Recovery
So how do we fix this? There is a fourth method of jungling that no one takes UNLESS they have been counter-jungled. This is the recovery path, which aims at maximizing efficient use of what health and mana you have. It is essentially jungling without mana using a mana-dependent champion. This path is the slowest path of all, but is what you use when you have no other choice. This path is explained by stonewall008 in this video:
Junglers to be aware of
These champions are champions who are either self-sustainable or have very high counter-jungling abilities and who may attempt to counter-jungle you:












The best way to avoid getting counter-jungled is probably awareness, through warding, explained further below.
Introduction
So now that we know to be aware of the daunting fact of being counter-jungled, let's look at the other side of things; Amumu counter-jungling his enemy. It actually isn't very difficult, as counter-jungling can range from being as simple as taking out a wraith or two to as much as taking the golems AND red buff.
Counter-jungling with Amumu
The first rule to counter-jungling is that the counter-jungler ABSOLUTELY MUST BE ABLE TO CONTINUE JUNGLING after stealing minions. If you cannot continue after the steal, there is no point to counter-jungling.
The simplest thing you can do is go to the enemy's wraith camp and smite the big blue wraith to kill it, removing some gold and experience from the enemy. More elaborately, you can kill all the wraiths there for even more experience and gold. Afterwards, simply hurry over to your blue buff and, instead of only getting a leash, have you teammates assist you in killing the giant golem to make up for the lack of

Another method is to set up wards around the enemy jungle and, when you see the enemy jungler going for a camp, signal your teammates to gank the jungler; after all, counter-jungling aims at slowing them down, pretty sure killing them fits perfectly :)
This video shows the basics of counter-jungling with anyone (again, by stonewall008)
The most I've ever been able to steal is the enemy wraith camp and one enemy golem, I will come out rather low, but worth if no one catches me :P
The order I personally counter-jungles in is I first take out the wraith camp WITHOUT


After the steals, I call for a leash on blue and have my teammates help in killing golem to make up for not having

This video, by stonewall008, is a video about advanced counter-jungling, how to do it, and how certain teammates can help you in your jungling:
Warding is a very important part of the battle because it gives awareness to everyone on the team so they can prevent themselves from being ganked by knowing if someone is going to gank them. By warding, you can also know when the enemies are killing dragon and Baron so that your team can plan a steal or teamfight. Being the jungler, it is your job to place wards around the map because you will be on the move. If you know the enemies are warding a lot, see if you can spare 400 gold, if you can, get an
Oracle's Elixir and then go around killing their wards. But be sure to not die!!
This map is a map of where you should ward:
The Wards are prioritized in order of importance:
Black dots are top-priority wards. They guard the game-changing Baron and Dragon. After the 15 minute mark, you can choose to use
Vision Wards instead of Sight Wards to see any wards the enemy team places.
Red dots are high-priority wards. They prevent ganks to your team and keeps your laners safe.
Purple dots are priority wards. They watch red and blue buff to prevent counter-jungling.
Yellow dots are low-priority wards. They watch the common routes into the jungle and to reveal any ambushes in the jungle.
Blue dots are wards you can do with or without as they aren't too important. It watches the enemy jungle and their buffs for chances of ganks.
Purple crosses are offensive wards. They reveal sections of the enemy base near the walls to allow better harassment through the wall. These wards are used only when attacking the enemy at their base.
Be sure to always buy at least one ward every time you go back if gold allows. I personally get 2-3 wards every time unless I have no gold.

This map is a map of where you should ward:

Black dots are top-priority wards. They guard the game-changing Baron and Dragon. After the 15 minute mark, you can choose to use

Red dots are high-priority wards. They prevent ganks to your team and keeps your laners safe.
Purple dots are priority wards. They watch red and blue buff to prevent counter-jungling.
Yellow dots are low-priority wards. They watch the common routes into the jungle and to reveal any ambushes in the jungle.
Blue dots are wards you can do with or without as they aren't too important. It watches the enemy jungle and their buffs for chances of ganks.
Purple crosses are offensive wards. They reveal sections of the enemy base near the walls to allow better harassment through the wall. These wards are used only when attacking the enemy at their base.
Be sure to always buy at least one ward every time you go back if gold allows. I personally get 2-3 wards every time unless I have no gold.
Midgame is, for, Amumu usually the stage after level 9, when you can start ganking full time. That is exactly what you only do; gank as much and as often as you can. Simply seek out an overextended lane,
Bandage Toss in and unleash your
Despair and
Tantrum. If need be, pop
Curse of the Sad Mummy. Very unlikely both will get away if your teammates are any use.
Depending on how good your teammates are, or how bad the enemy is, this is stage that Amumu shines in the most. He is an excellent ganker in this stage if you have teammates that can shut down an enemy in mere seconds but require time to set up, or have teammates that can have massive output, but needs to be close to the enemy. Examples include
Malzahar and his well-known and deadly combo,
Karthus and his high output and generally any farmed AD champions like
Caitlyn,
Vayne and
Pantheon.
Grab neutral minions when you can, although the red and blue buffs should really go to the AD carry and mage, respectively. If they are just too busy to go grab it, by all means take them; no point letting them go to waste.




Depending on how good your teammates are, or how bad the enemy is, this is stage that Amumu shines in the most. He is an excellent ganker in this stage if you have teammates that can shut down an enemy in mere seconds but require time to set up, or have teammates that can have massive output, but needs to be close to the enemy. Examples include





Grab neutral minions when you can, although the red and blue buffs should really go to the AD carry and mage, respectively. If they are just too busy to go grab it, by all means take them; no point letting them go to waste.
Lategame is, for practically everyone, the stage in which going anywhere by yourself is suicide, the stage in which one teamfight can turn the game around and the stage in which Baron has to be constantly watched.
If your teammates were not the best ones, or if your enemy is simply too cunning, this stage is when Amumu becomes a game-changer. If you had no opportunities to gank before this, there will be plenty to chances to gank here. Amumu's
ultimate can easily disable an entire team if placed correctly and is a perfect way to initiate a teamfight; the order in which a teamfight occurs with you there is usually similar to this:
Bandage Toss to that person
Your
is used, enemy team is disabled
Your team rushed in and lays waste to any stunned enemies
Your team wins teamfight
Your team pushes like hell
Remember, as the tank, it is your job to soak up the damage and rely on your teammates to fight, not let your teammates take the damage and you fight. If the enemy
Nidalee throws that spear towards your unfortunate
Ashe, walk in front, you will take barely anything which you regen in half a second instead of your
Ashe getting one-shotted.
If your teammates were not the best ones, or if your enemy is simply too cunning, this stage is when Amumu becomes a game-changer. If you had no opportunities to gank before this, there will be plenty to chances to gank here. Amumu's

-
Team gathers at location
Members of both teams poke in and out, using various low cd skills to harass
An unfortunate person overextends just that little bit
You, as Amumu, unleashes

Your

Your team rushed in and lays waste to any stunned enemies
Your team wins teamfight
Your team pushes like hell
Remember, as the tank, it is your job to soak up the damage and rely on your teammates to fight, not let your teammates take the damage and you fight. If the enemy




Chasing- instead of chasing the 100 health


Travelling- when needing to go to a place through the jungle, speed yourself up by

Juking- if an enemy is trying to chase you, simply lead him into the jungle and enter a patch of brush and go out the other side, then, the moment the chaser gets out of the brush,

Q.Why do you get Philosopher's Stone so fast after
Heart of Gold? Isn't better to rush
Aegis of the Legion as it's only good early game?
A.Theoretically that is a very good choice, but I have tested the effects and have found that
Aegis of the Legion doesn't really help the team at all because you will be jungling and ganking most of the time, meaning that the aura isn't really used by anyone on your team for a long period of time until you start ganking full time and pushing, by which time the effects will be rather useless. Getting a Philosopher's Stone, on the other hand, improves your ability to gank continuously as the regen will heal you by the time you gank again if you get damaged during the first gank, not to mention the gold per 10 to really speed your item build up.
Q.
Warwick needs
Smite to jungle like every other jungler.
A.Yes, that's true and I don't disagree with you there. I don't recommend jungling without
Smite on
Warwick anyways, maybe my wording was a bit strange, so I'll get to change that. What I meant was, for those who are confused, jungling with
Warwick while not using
Smite is viable, except they are really dragging down their own team. Just for reference, I have seen a lot of
Warwicks not using
Smite to jungle.


A.Theoretically that is a very good choice, but I have tested the effects and have found that

Q.


A.Yes, that's true and I don't disagree with you there. I don't recommend jungling without






Well, that's the end of this guide, hopefully you found this to be useful and have had success with this build. I haven't yet found any problems yet, considering I've been playing Amumu for a while now. Any votes and suggestions are appreciated.

Endless Thanks to stonewall008 for his jungling videos which anyone can learn from! Be sure to visit his Youtube channel!!
Also thanks to my friend Darren, who has been a great help, both in this guide and in life, though he sometimes feeds >.>
Now go out, and have fun!!

Endless Thanks to stonewall008 for his jungling videos which anyone can learn from! Be sure to visit his Youtube channel!!
Also thanks to my friend Darren, who has been a great help, both in this guide and in life, though he sometimes feeds >.>
Now go out, and have fun!!
It's not written like 7/20 because being Australian, I read the other way around (20/7 is 20th of July, not 7/20) and I think I'm better off using this system -.-
27th July
Leviathan added to Luxury Items list
Update Log section added
Update Log - Relating to Amumu added
21st July
Q & A section added
Summoner Spell section reworded due to some confusion over meaning
20th July 2011
Guide created
27th July

Update Log section added
Update Log - Relating to Amumu added
21st July
Q & A section added
Summoner Spell section reworded due to some confusion over meaning
20th July 2011
Guide created
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