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Choose Champion Build:
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Hybrid Jungle Mumu
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AP Tank Amumu
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction





In addition to this, I would also like to point out that when I say hybrid, he is still closer to an AP tank, but one which packs a serious punch with auto-attacks. I'd say it works due to how quick Mumu can build up tear of the goddess, though I will get to that shortly :D
Please do comment, I welcome constructive criticism with open arms, down votes without explanation I do not approve of.
Thank you jhoijhoi for your guide, I found a lot of the coding very useful :)
+He's Cute
+Has an OP as F*** ult
+Can deal massive damage with enough gold
+Clears the jungle fast and efficiently, plus can farm massively late game
+Gets rich easy
+Tanky even with just a rylai's or ROA
+Has an incredibly versatile build which can be built in a number of ways
+Great at ganks with Q and/or R
Cons
-He doesn't look very intimidating
-His Q can be difficult to land, especially if new with Mumu
-Huge cooldown on his ult makes it painful if you miss
-Mana hungry without blue buff/Items
The cons can all be cured with a little practice and the right items. This is why Amumu is so often banned in ranked games and considered by many to be op. Those people are just jealous of his awesomeness.
Ultimately, these runes are what I use for an AP Carry role. I only have 2 rune pages therefore I must make do with AD and AP runepages to full support, adc, solotop and mid roles. There are always other runes that work well, though these all benefit

Greater Quintessence of Ability Power: Starting with 15 ability power is great and helps right through to late game. Will give a little extra kick in ganking as well as faster jungle clear times.
Greater Mark of Magic Penetration: These marks are strong when coupled with other forms of M.Pen, though in the case of this guide,
Amumu has no magic penetration items so can benefit greatly from these marks. Less so for the Hybrid build, strong nonetheless.
Greater Glyph of Scaling Ability Power: These runes give more ability power in the late game. More AP = More damage. As simple as that.
Greater Seal of Armor: These are good seals and help give
Amumu that little extra tankiness to survive both in the jungle, as well as in team fights late game when enemy adc's will target him before he ults.
I choose a 0/9/21 mastery tree for any jungle



For jungle


In the support tree I focus on gold improvements as


As a jungler, movement speed is critical, therefore I take what masteries I can in this area to improve ganks and chasing when you know that bandage toss is gonna fall just a centimeter short. It is of course also 100% necessary to take runic affinity as

Finally I take CDR, item CDR and mana to correlate with the seraph's and the









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As with most champions, you want to level Mumu's ult whenever it is possible (level 6, 11, 16). This is especially relevant on

In the jungle, it will be ideal to get



For the AP tank guide, it can be beneficial to max


Ultimately, I suppose the decision between maxing



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Cursed Touch: This isn't the best passive in the game, but it is great regardless, especially when on an ap heavy team.
Amumu's auto-attacks will reduce the targets magic resist by up to 35, so don't forget to auto-attack. This goes well with the hybrid build mumu as auto-attacking will play a large part of his game play. Plus attack speed from Nashor's will mean reduced MR for EVERYONE! In other words autoattack as much as possible between ability cooldowns to reduce MR as well as do huge damage with Muramana.
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Bandage Toss (Q): CC in the form of a massively long range stun. With a bit of practice you can master this ability. It will quickly fall into your arsenal as an excellent tool for ganking, positioning, engaging and escaping. Try to aim this shot where you think the enemy champion will move, for example when ganking the typical reaction is to run to their tower so pop it just behind them. When being chased run to a wall by jungle creeps and pop it through the wall to jump to them. Then flash back over if you feel like a troll ;) Additionally, using this ti initiate, then autoattacking afterwards before using tantrum will take advantage of the MR reduction as well as the passive of
Iceborn Gauntlet.
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Despair (W): This ability makes jungling with
Amumu so efficient. It is an AOE ability which when toggled on will reduce the opponents health both by a defined amount as well as a percentage of health. When chasing down enemies on low health this can tip the balance for a kill. It is also strong against champions who stack health, a 600ap
Amumu can happily drain 9% of
Dr. Mundo's health per second, that can be 400 damage with a couple
Warmog's Armor. Additionally, when you purchase tear of the goddess, keep this toggled on to drain mana and gain stacks in it. If you run out get blue buff or return to base.
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Tantrum (E): This move once again improves
Amumu's prowess in the jungle. It is his primary source of burst damage, but also provides tankiness in the jungle from it's passive (reduced damage from autoattacks). Additionally, its cooldown reduces when hit by autoattacks making it easily spammable. When farming creeps in the late game it is better to be targeted by the creeps as you will be able to spam this ability to farm incredibly quickly.
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Curse of the Sad Mummy (R): This is
Amumu's signature trademark. The reason he is always banned. The reason he owns at league of legends. This ability provides massive aoe burst damage, but it's aoe 2 second stun is where it's op reputation comes from. Try and time this right and you can get your team an ace and win the game. Use it when ganking, or when duelling. Couple it with your bandage toss to initiate when the enemy team is close together and yours is prepared, then stun them all and let your team destroy them. Ofcourse, spam tantrum and leave despair on and autoattack. This ultimate will work even better with other ultimates, especially
Gangplank's or
Katarina's. Bare in mind this only shuts down autoattacks and movement. Any decent player will have the good sense to throw all their abilities at your team.
Item Sequence






This section is going to big. It is what everyone's here for after all isn't it? I'm sure you want to see how I justify using a hybrid build on


Jungle Items |
Explanation |
Hunter's Machete This item is hands down an awesome item for junglers. It allows most junglers to be capable of jungling, and makes ![]() ![]() |
5x Health Potions You don't need 5 to get 700 gold and recall, but it is nice to not have to worry about invades on low health, or having the freedom to skip ancient golems and gank instead if you want. Take less up to you, I like 5. |
Hybrid Core Items |
Explanation |
Tear of the
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Tear of the Goddess The moment you finish the jungle route outlined below you will have 700 gold. At this point your best bet is to recall and purchase this item. The sooner you buy it the faster you can stack up the mana. Your goal as soon as you get this item is to spam abilities, keep despair on permanently and get blue as soon as it is up again (around 7min 20sec). Your goal is to get 750mana built up in this item by the 15min mark which will be the point where you will recall and buy your ![]() ![]() |
Seraph's Embrace YBefore you get full stacks for this you can buy boots. When you get 750 mana in tear it is time to buy this item. ![]() |
Rod of Ages I consider this to be a strong item on most AP champions, though Rylai's has the advantage of it's on effect slow. Personally I prefer Rylai's, but when it comes to stacking with ![]() |
Muramana When your second tear is at full stacks it is time to upgrade to Manamune and Muramana. This item gives a further 1000mana, which corresponds to 30AP. It will also give 20 attack damage, but assuming Mumu has 4000 mana, it will be giving 100AD putting him over 200. Additionally, you can flick the toggle on permanently as you have enough mana to afford to do so. This makes your bandage toss and auto attacks deal an additional 6% of max mana, which is equal to 240 at 4k mana. Autoattacks now hit for about 480 with this item. Bandage toss is doing tonnes of damage. |
Nashor's Tooth This item is picked as all it's stats help. Now Amumu is hitting 480 with autoattacks so +50 attack speed will increase the frequency of his autoattacks and reduce enemy MR faster. The CDR is great in allowing Mumu to spam his abilities more, especially his ult. Plus when coupled with ![]() |
Iceborn Gauntlet Now this item can be swapped for ![]() ![]() |
Situational Boots |
Explanation |
Mercury's
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Mercury's Treads The best boots in the game, situation dependent. Provides tenacity, which is important on Amumu as he if he is stunned and killed before he lets off his ult it can lose a team fight. The MR is also useful considering the res of his build is armour. |
Ninja Tabi Good boots if the enemy team has 4 or 5 AD champions and little CC. Otherwise I wouldn't build these. Nice how cheap they are though. |
Ionian boots of lucidity Great boots on ![]() ![]() ![]() |
Sorcerer's Shoes WProbably my second choice of boots in this build, M.Pen is good on any AP champ, though I went against it as I have included M.Pen in masteries and he has his passive. Also as it is a hybrid champion they won't help with the auto-attack side of Amumu. |
Berserker's Greaves Well, I almost included these int he actual build for the increased attack speed with ![]() ![]() |
AP Tank Items/Alternative Items
Remove the


- Philosopher's Stone: If you aren't getting
Tear of the Goddess this item is a good way to cure some of the mana starvation Mumu gets. It also increases cashflow, hold onto it until at least 30min mark, probably won't pay itself off until closer to the 40min mark. I used to build heart of gold and philospher's first, now I am kind of against it, I'd rather buy some more AP and kill more creeps or a champion. This is not a permanent item obviously. You will sell it to make room.
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: Another item I am not a big fan of as it doesn't scale so well into late game - I'd rather put a
Rod of Ages in instead, though when you get this item you will find that the 40 AoE damage it does is huge. It is a very powerful midgame item which provides a good deal of tankiness and damage.
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: This item is just awesome, when given time to build it will provide 80 AP, 630 health and 650 mana. And for only 2800 gold. Cure's the mana starvation FAR better than philosopher's stone and gives tankiness and damage to boot. Only drawback is it doesn't have a passive, for example Rylai's slow.
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:
Amumu is in an excellent position to be throwing out some more AoE effects, which makes
Abyssal Maskso strong on him. He can headbutt everyone to reduce their MR by 35 plus this item reduces it by a further 20. Makes bursting down squishies a piece of cake. The AP makes it good on AP tank Amumu, plus the MR adds to his tankiness.
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: I really like this item. I am a fan of health on AP tanks, particularly when versing balanced teams. The ability power is also a huge bonus, but the 15% AOE slow that it gives is great at slowing lots of people down or chasing targets, and one bandage toss can reduce an opponents movement speed by 35%.
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: This is a great item on all tanks, Mumu is included. As
Amumu is a melee champion he focusses on being in the middle of the crowd. Frozen heart allows him to survive the enemy's ADC as well as reducing the attack speed's of all enemies nearby!. To top it off this awesome item gives 20% CDR which is great on
Amumu, especially when you consider that a few seconds off his ult could be the difference between getting an ace and winning or losing the game.
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: This item is also great for AP tanks,it provides a good amount of AP for damage as well as MR, so if you're up against an AP heavy team get this item for sure. The CDR is real nice as well, it stacks well with items such as
Frozen Heart or
Iceborn Gauntlet. It's last two unique passive's aren't particularly exciting, though they do improve
Amumu's mana regeneration.
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: This item used to be pretty op on any ap champion, and it still is pretty standard, but it is a lot harder to decide between this item which gives a tonne of ap, or another item which gives less ap but makes you less likely to die. Personally I would pick this if you find you are face rolling and no one can kill you. Otherwise, take into consideration that Amumu is ultimately a close combat tank that uses CC to win games. The longer he survives, the more likely you will win so maybe that
Frozen Heart or
Rylai's Crystal Scepter are better ideas.
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: I discussed this item before, but I must emphasise it's power in terms of AP. If you want to go for as much ap as possible you could consider a build like rylai's, roa, rabadon, seraph's embrace, sorceror's shoes and Deathfire grasp. That would be my Assassin Amumu, maybe I'll put that up some time! I consider this to
Seraph's Embrace to be a balanced item on Amumu. I wouldn't use it on many other champions, only Ryze comes to mind.
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: I've seen this item around and to be honest, it is really strong. I just don't see how it goes with Amumu's build, when I put in a support section I am sure it will. But for now don't build it unless you are playing support Amumu.
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: This is such a cool item, 100 armour for only 2200 gold, plus it kills ADC's when it returns 30% of their damage. It is easily countered though, so only take if you are up against an ad heavy team with a well fed AD carry. And ideally if you have a fair bit of health too.
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: 100 AP and 50 armour on an ap tank? Yesss pleeeaseee. This item is good on Mumu, I don't like it's active though personally. It also has an active that turns you into an un-damageable statue for 2.5 seconds. I feel I am paying for an active that I won't need as I won't be in a situation to need to use it, and then if I am I will forget to use it, and if I do remember to use it in time, it will run out and I'll get killed. Kinda like
Guardian Angel.




So now we know

90% of the time I will take this route, the other 10% I either invade or start at wolves as they spawn first, but in solo queue you wouldn't be wise to assume your team has the sense not to run before leashing blue or to do something stupid when invading. Follow the green headings for the route :)
Farming
I wanted to mention this quickly before the jungling guide section. You do NOT steal other player's farm. You eat the jungle and you farm (but don't push) lanes when other champions return to base. Nothing I hate more than junglers that come along and steal APC or ADC's creep score.
If you are playing support, then you will not be farming until mid to late game. You will be sitting in the bush or following your adc around and trying to zone the opposition. It's your job as support to ensure your adc gets fed. Late game this is a different story as you will likely have the most kills and least deaths. In this case go ahead and farm like a beast, just consider it might be worth letting your team get stronger not just you.
Jungle Route
1. Start at Blue.
Get your mid and maybe top to lend a hand. You will want look outs just just by the river to watch for an invade. At 1min 55sec the blue golem will spawn, your leash/s will attack and help get it down to 445hp(more after the smite buff perhaps?) for you to smite. Due to the S3 update they will need to stay and damage it rather than just draw it's damage, it will target you. Now you can pop a health potion, level up tantrum and move onto wolves.
2. Wolf Camp.
Leaving despair toggled on, go up to the wolves, click e to use tantrum and autoattack the big wolf. Then cross the lane to wraiths, use a pot whenever your health is down a bit, don't wait until it's too low.
3. Wraiths.
Keep despair toggled on and just repeat as you did with the wolves. Onto the ancient golems.
4. Ancient Golems.
Keep despair on, use tantrum on them both and autoattack the big one. You will need to gulp down a health potion around here as well. After these two, level tantrum again.
5. Red Buff.
Repeat as you have been, despair still on and tantrum as often as it is off cooldown to drop the red lizard's health. When it is low enough to kill with smite, use smite.
6. Wraiths and Wolves.
Now go kill wraiths again and wolves again. You should have about 690 gold. Recall and you will have 700 to buy tear of the goddess.
7. Options.
You now have options. Firstly head to wolves and wraiths and kill them. Meanwhile watch all three lanes and gank if the opportunity arises. If any monsters spawn in your jungle, go kill them to get more. If someone needs to recall, go ahead and watch the lane for them.
Ganking
You're lucky to have

If the river is warded and they get out of the way, you can try coming in from the lane and hiding in the side bush. Jump out with bandage toss and ult the champions.
When ganking mid it is particularly easy, just wait until the champion is pushed forward and come in behind with bandage toss. If you land it, it is quite likely that your mid champion will be able to burst theirs into nothing.
Top tends to be the lane that is out of the way for ganking and quite hard to gank and secure a kill due to the tanky nature of most top laners. Despite this, it is probably the most important lane to gank. Ganking top will keep the enemy team's solo top in a more conservative state, possible forcing him to recall or miss out on creep score. This is essential for your top lane to be able to dominate his lane.
Invasion of the Jungle dun dun dun
As it turns out, the enemy's jungle is full of even more goodness than yours. You know why? When you eat your blue, you gain blue buff, gold and experience. When you kill theirs, you get all this, but you also deny their jungler of all that tasty, tasty goodness. Plus the satisfaction you get when you leave having left one of the smaller creeps behind. I laugh every time I swear.
You need to weigh up the risk versus the reward, if you get killed in their jungle you just gave gold, experience and blue to them, plus they get all that satisfaction. If you see their jungler gank top at the 7min 30 mark then you know what you will do, you will take their blue and get out before they notice. It pays to have oracles or an idea of where they warded. If you see bot lane disappear from lane while you are killing their blue, you can guess they warded and you better get out. A good tactic is to flash over the wall after killing it. This leads us to another piece of advice: smite at the last minute. This reduces the possibility of the enemy jungler popping by and smiting it for you. If you don't have smite just lead it into the bush. Additionally, smite as often as possible. That's 10 free gold.
Jungle Summary
The most important thing to remember with jungling is to have fun....not really tbh. You need to remember that unlike the support, who is the adc's b***h, you are everyone's b***h. If someone wants to recall you get up and cover their lane like a good doggy. If a lane is struggling, you get your *** down there and push it back up. If your

In addition to being your team's b***h, you want to be the thorn in the foot of the enemy team. You want to be a massive pain in the a**. I don't mean message them saying they can't play, I mean ganking the moment they overextend, stealing their buffs/dragon, stunning them, denying them kills and cs.
There is a lot to do as a jungler, which makes it the funnest role to play!

If you are however using my guide to help you play ranked



Additionally, you will need to focus more on defending your jungle than you would in a normal game. Invading theirs will be much more dangerous as ranked games tend to have a lot more wards up and more conscious players (sometimes :S)
Amumu is best played as an AP tank. There are so many tanky AP items out there that will slot into this build which allows him to match up to any situation. Just remember that LOL isn't all about playing the same build every time because you know it is good or because I told you to build this item. SO my final piece of advice is to experiment, max out something different first, use different masteries, runes, items and summoner spells :)
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