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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction

Dear Amumu,
tl;dr
-Mobafire Users
Mind you a lot of these will just be copy/pasted.
- This is the first item you buy along with a Philosopher's Stone- This is what your first item you make when you recall. It will regenerate your HP and MP so you can stay in your lane longer.
- When you recall, you should buy this right after you get the Philosopher's Stone. This works well for the slowness that is Amumu's wobble.
- Luckily with the changes, it only affects those who's stacking the same Gold Generator (like
- Standard tank boots. With the highest Tenacity, it will make sure you'll get over whatever CC was on you faster.
- I personally LOVE this item. It not only gives me MR, AR, and HP. It has an aura too! Giving them the same stats AND AD. This is a total must-have when you're Amumu, or any other form of support and tank.
- I could never pronounce this item correctly. Anyways, this is something. This item is very awesome indeed. It shuts down any DPS with slower Attack Speed and Movement Speed, allowing your team members to get in there. It gives you HP, AR, and HP Regen. Too much?
- At least it's a Core Item here. It will help you farm, and also help you melt the faces of your opponents.
- This is a very good item to have when there's CC about.
- This is the perfect balance item. It gives AR and MR, and upon death, you revive, and you can live to assist another day! You sell Philosopher's Stone for it to fit into your inventory space.Health Points:
Armor:
Magic Resist:
Ability Power!

Picture Log:
Black - Jungle Route
Blue - Optimal Ganking Positions
Red (yes it's red) - Prefered Ward Placements
Purple - Optional Ward Postitions
Once you spawned, immediately purchase a
Once you're there, wait until it spawns and wait for it to be leashed and begin to attack it. Make sure you have
Fairly simple. You should have
Stand in the bush before Wraiths and regen HP and MP if you need it. Don't be shy to linger, that will keep you safe in the jungle. But don't linger too long. The most should be 30 seconds then you continue on your way. Anyways, you walk into the camp and you initiate with
Once you're in the Minor Golems' site. Linger to regenerate for 30 seconds. You have to linger or you'll be dangerously low and will have to use Smite to survive. Once you lingered to a safe HP and MP level (which should be a bit over half) start attacking them, opening with
Now you can either recall from your battle with the Minor Golems, or go straight to the Elder Lizard camp. It's up to you but you ABSOLUTELY have to linger for awhile to regenerate HP and MP. The calculated time to linger is about 2 minutes or less. It's quite a wait, so usually recalling is a good choice.
But to continue, you walk into the camp and start off with
Once you're back in the base, purchase the Philosopher's Stone and buy
IF the enemy team does not have a Jungler, feel free to roam in there, but don't feel too comfortable. Make sure you have major map-awareness while you're in there, so you can make sure when someone is missing, you GTFO!
Another tip is when you Counter-Jungle, make sure you know who the Jungler is (duh) and where they start. If you have a Clairvoyance, use it to make sure you know where the enemy is, and enter the jungle, and hope you can take the creeps out before they can reach you. If you do not have Clairvoyance, make sure you know the jungle route to the enemy champion.
If the enemy champion is
This can be done to all champions who doesn't start at the Ancient Golem (Blue). I'll set up a list of them later on when I can.
Greater Quintessence of Fortitude: Again, more health. Survive those harassers that will hit you when you walk towards the minions and last hit them. Or simply gain the attention of the harassers so your DPS laning partner will be safe.
Greater Mark of Insight: These will simply make you hit harder when you
Greater Seal of Evasion: Some will say that having dodge on Amumu is silly, because his
Greater Glyph of Focus: lol wut? Yes, I know, there's no defense runes but health, but hear me out. These cooldown reduction runes will be a savior when it's time to gank. You'll have your skills ready for use at the most dire moments. A little cooldown goes a long way. Now why not Alternative Runes:
Greater Seal of ReplenishmentGreater Seal of Replenishment: These seals will be perfect for you when you have to spam
Greater Glyph of Potency: This may be odd for some of you. Expecting to see a pure tank Amumu guide, but I also like the idea of him being a DPS. This skills are perfect for such a role, so why not enhance it? Mind you these will make you hit even harder, but you wont be a DPS unless you build that way with items.
Jungling Masteries:
Alrighty then! Many of you will say, "Hey! Your Masteries is very much like Jebus McAzn's Masteries!" Yes I know, and I don't intend on changing what was already perfect. But I decided to use his Mastery Tree as an influence for my Mastery Tree set up. But allow me to explain my reasons for my slightly different set up.
- Maxed this out to increase Amumu's MR. He doesn't gain MR when he lvls up, and with this combined with
- I also maxed this out because with the boost of Amumu's MR, AR seems to be lacking, so by maxing this, it will again balance it out. Though AR will be higher by default, at least you won't be as squishy on both the AP and AD builds.
- This is only at rank 2 because it will still give me the Regeneration needed to stay in the jungle and not die, and gives me the points needed to put on other tiers.
- This lessens the damage done by minions and creeps. Seriously, why not take it! It will allow you to survive the jungle.
- This effect also counts with the minions and of course champions. There will be time where a AP Mage is auto attacking you, and this will help you in that situation, and with the creeps and minions, and a whole team all up in yo' grill. It's a nice thing to grab as a Mastery. Just two points though.
- This adds more HP. More HP = a bit more survivability.
- Some my argue that maxing out this Mastery is the way to go. Well I say, nay. Sure it's nice to have a reduced death timer, but if you're surviving, then you wouldn't have to worry about it now would you? But in all seriousness, regeneration is your friend since you have to be able to survive the jungle and the champions.
- This lovely tidbit will help you regenerate mana and health, both of which you need. With the help of the Philosopher Stone he'll be back in full health quickly. 3/3 should make you heal up like a boss.
- Need exp? Well here you go. This here mastery is a necessity in order to lvl up at the Great Golem. Max it out for the full effect.
- Sure it's a deadly sin, but it gives a weebit of gold in order for you to afford the items and wards you need. Even though you have two money generators, if you're doing badly, then you'll be needing all the help you can get.
- This little guy here will make the jungle buff last longer. Sounds good too me, I'll max it out for full effect.
- You need a bit of speed in order to gank properly. And this will give you a boost. Though only 2/3 because you need improved Flash.
- Lower cooldown on Flash, the most useful and yet annoying Summoner Spell in the game. Pretty cool.Laning Masteries:
I like to sum it up to 0/21/9. The Typical Tank Mastery Build. I'll go over the mastery skills I didn't cover. So it would save me time to type it all out.
- This is my personal choice. Since you're laning, you don't need to spam
- With the increase of dodge, you'll like to run faster if you're chasing someone and you're dodging minion attacks, or you initiate an attack and no one can hit you. It's a good chase/escape, so I'll recommend taking it.
- This will raise your HP. More HP = beefy, end of story.
- Since you're laning it's really nice to have that boost of AP and AS. That way, you can hit harder, and just a tiny bit faster.The Utility Tree's difference is the improved
Jungling Summoner Spells:
- This nifty little spell has so much uses it's amazing. It can chase, dodge, escape, and juke. There might be more, but I can't name them all. I sometimes use this skill as a replacement for
- A must have for any jungler who wants to do it fast. Sure Amumu doesnt need it, but it's hella useful. You can steal Dragon or Baron with it. You can steal the enemies buffs when you know they're there. You can use Smite to even protect you from a chaser. You can even Smite to take out those pesky Super Minions. It's a rather difficult spell to know how to use in the beginning, but eventually you'll get creative.Alternatives:
- A good choice if you want to run faster and chase the enemy to the ends of the Earth. It fits well with Laning Summoner Spells:
- See above for details~
- Same exact reason as before~Alternatives:
- Now I bet you're yelling at me. Well, missed Bandage Toss and don't have your ult? Exhaust is here to help.
- Amumu's a bit on the slow side when it comes to running, and popping up anywhere and everywhere when there's a ward or a minion, 'tis a good idea to pick up. This increases Amumu's ganking ability, even though he's side laning.
- Only take it if you know you'll be spamming your skills like a maniac, and probably going DPS.
Core Items!
- This is the first item you buy along with a Philosopher's Stone- This is what your first item you make when you recall after you're done jungling. This here will act as not only a money generator, but a mini Golem Buff. With only about 360 gold, you can easily buy this and include
- When you recall, you should buy this right after you get the Philosopher's Stone. This works well for the slowness that is Amumu's wobble.
- Sometimes I don't buy this, I just go straight into a Heart of Gold when I'm doing good for my team and getting assists like crazy (or kills). But for the slow matches, a
- Luckily with the changes, it only affects those who's stacking the same Gold Generator (like
- Standard tank boots. With the highest Tenacity, it will make sure you'll get over whatever CC was on you faster.
- I personally LOVE this item. It not only gives me MR, AR, and HP. It has an aura too! Giving them the same stats AND AD. This is a total must-have when you're Amumu, or any other form of support and tank.
- Many of you will frown upon this, but you'll need HP to help sustain the amount of MR and AR you're stacking. You don't need a lot of MR and AR to be tanky, about 150+ will do, at most, and you'll need HP to cover for the rest, making you like a punching bag. With every assist/kill you get, you get more HP, with every minion kill you get more HP, and you regenerate HP as well. This will allow you to survive team fights and stay even after it's all over to help push.
- I get this on normal occasions when there isn't much CC to be worried about. It gives you MR, HP Regen, and Movement Speed. Sounds nice, eh? This will complement the
- I could never pronounce this item correctly. Anyways, this is something I've been planning on rushing after
- This is the perfect balance item. It gives AR and MR, and upon death, you revive, and you can live to assist another day! You sell Philosopher's Stone for it to fit into your inventory space.I know I wouldn't shut up about Balance, but there are cases where you face a heavy AD or AP team, and you need to adjust to that. Though the items listed above are the Core Items, they can be replaced with any one of these items for more durability for the task at hand.
Magic Resist:
Armor:
Mind you a lot of these will just be copy/pasted.
- This is the first item you buy along with a Philosopher's Stone- This is what your first item you make when you recall. It will regenerate your HP and MP so you can stay in your lane longer.
- When you recall, you should buy this right after you get the Philosopher's Stone. This works well for the slowness that is Amumu's wobble.
- Luckily with the changes, it only affects those who's stacking the same Gold Generator (like
- Standard tank boots. With the highest Tenacity, it will make sure you'll get over whatever CC was on you faster.
- I personally LOVE this item. It not only gives me MR, AR, and HP. It has an aura too! Giving them the same stats AND AD. This is a total must-have when you're Amumu, or any other form of support and tank.
- I could never pronounce this item correctly. Anyways, this is something. This item is very awesome indeed. It shuts down any DPS with slower Attack Speed and Movement Speed, allowing your team members to get in there. It gives you HP, AR, and HP Regen. Too much?
- At least it's a Core Item here. It will help you farm, and also help you melt the faces of your opponents.
- This is a very good item to have when there's CC about.
- This is the perfect balance item. It gives AR and MR, and upon death, you revive, and you can live to assist another day! You sell Philosopher's Stone for it to fit into your inventory space.Health Points:
Armor:
Magic Resist:
Ability Power!

Picture Log:
Black - Jungle Route
Blue - Optimal Ganking Positions
Red - Prefered Ward Placements
Once you spawned, immediately purchase a
Once you're there, wait until it spawns and wait for it to be leashed and begin to attack it. Make sure you have
Fairly simple. You should have
Stand in the bush before Wraiths and regen HP and MP if you need it. Don't be shy to linger, that will keep you safe in the jungle. But don't linger too long. The most should be 30 seconds then you continue on your way. Anyways, you walk into the camp and you initiate with
Once you're in the Minor Golems' site. Linger to regenerate for 30 seconds. You have to linger or you'll be dangerously low and will have to use Smite to survive. Once you lingered to a safe HP and MP level (which should be a bit over half) start attacking them, opening with
Now you can either recall from your battle with the Minor Golems, or go straight to the Elder Lizard camp. It's up to you but you ABSOLUTELY have to linger for awhile to regenerate HP and MP. The calculated time to linger is about 2 minutes or less. It's quite a wait, so usually recalling is a good choice.
But to continue, you walk into the camp and start off with
Once you're back in the base, purchase the Philosopher's Stone and buy
IF the enemy team does not have a Jungler, feel free to roam in there, but don't feel too comfortable. Make sure you have major map-awareness while you're in there, so you can make sure when someone is missing, you GTFO!
Another tip is when you Counter-Jungle, make sure you know who the Jungler is (duh) and where they start. If you have a Clairvoyance, use it to make sure you know where the enemy is, and enter the jungle, and hope you can take the creeps out before they can reach you. If you do not have Clairvoyance, make sure you know the jungle route to the enemy champion.
If the enemy champion is
This can be done to all champions who doesn't start at the Ancient Golem (Blue). I'll set up a list of them later on when I can.

Red Dots- The red dots are where you should always place a ward. These dots are located where Baron and Dragon are, and they should be constantly watched. Dragon should be warded from early to mid-game. Whoever has control of Dragon has control of the match. Dragon gives an insane amount of gold (about 190 or more if you're the one who killed it), allowing you and your team to quickly make whatever item they're trying to get faster. Watching Baron Nashor is also essential, and warding this during the mid-game to late-game is key. Baron's buff is insanely good, and should be used at the right time to win a match or to turn it around. Usually, whoever has Baron will win the match, and taking control of the buff is a guaranteed way to win.
Purple Dots- These dots represent other good choices to place wards. Placing thee wards along the river is a good way to see if the enemy Jungler is coming out of his/her jungle and is getting ready to gank, or to see the person in mid is coming up or down the side lanes for a gank. With these ward placements, you don't have to worry about ganks for a good long while.
Green Dots- These ward placements are optional. You place these wards on situations where the other team either loves the bushes, or they pushed close to your base, or if you simply want to watch out for the enemy Jungler. These ward will provide the maximum amount of sight if combined with the rest of the ward placements. These will help you see when there's going to be a gank, or be aware of Teleporters.
Early Game:
At this time, you should be simply roaming the jungle, killing the creeps that is in there, getting your farm and items. If there is a person on your team having a hard time, feel free to help once you're lvl 4, where you should have
Make sure to buy wards, and maybe and
Mid-Game:
By mid-game, you should be wandering the map helping on ganks more than jungling. Mid-game on my opinion is lvl 10~16. At this time you should have your
Kill the Wraiths and Wolves (on the enemy side too if possible) and allow your DPS people take the Lizard and Golem buffs. If they don't want/need it, then you take it for yourself. Also, continue to buy wards, and purchase Orcale's again if you died. Keep the map yours, and make sure you get some major good ganks. At the end you should have
Late Game:
By this time, you should no longer be even touching the jungle, and you should still be watching Dragon AND watching Baron. Stay with your team when needed, but stay in the bushes. When the enemy is perfectly clumped together, use
If you're feeling good, solo Dragon for extra gold, and take Baron when you killed off a good amount of the enemy team and you want to guarantee a win. During the late game phase, you should have






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