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Amumu Build Guide by Ataraxia

My Little Amumu

My Little Amumu

Updated on September 29, 2011
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League of Legends Build Guide Author Ataraxia Build Guide By Ataraxia 2,343 Views 0 Comments
2,343 Views 0 Comments League of Legends Build Guide Author Ataraxia Amumu Build Guide By Ataraxia Updated on September 29, 2011
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Choose Champion Build:

  • LoL Champion: Amumu
  • LoL Champion: Amumu

Introduction

Dear Amumu,
tl;dr
-Mobafire Users
Back to Top

Skills

Laning items is a bit different than Jungling items, mainly because you need some way to stay in lane. Welp, I'll explain the core items and them some alternatives and hope everyone will say, "That's pretty cool, yo"

Mind you a lot of these will just be copy/pasted.
Core Items!

- This is the first item you buy along with a Health Potion. Because of the recent change to Heart of Gold no longer needing Cloth Armor, you'll be lingering with it until you build an Aegis, and delaying the amount of time you have getting a Philosopher's Stone.

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 Gangplank's build of 5 Avarice Blade) so having a this and the Philosopher's Stone, you'll still get the gold you need. This will give you some HP so you wont go down easily. You should buy this straight off if you're lingering in the lane and helping with ganks.

- 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.

Alternative Items!
Disclaimer: There is a section that is meant for when you're completely confident your team is winning, and you do not have to tank as hard are you should. These are completely situational, but they make the game even more fun because Amumu's AP ratios is insane.

Health Points:

Warmog's Armor- 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.

Armor:

Thornmail- Them DPS people are indeed annoying. Want to punish them for hitting you? This item will do just that. It gives so much AR it's mind boggling, and AD heavy teams will cringe when they attack you.

Frozen Heart- Lowers your cooldowns and slows them when you cry on them, or anything for that matter. Go ahead and take it.

Magic Resist:

Quicksilver Sash- This here bad boy is a Cleanse you can have during a game without actually getting the Summoner Spell. It has a relatively short cooldown for it's ability, and if there's too much CC for even Banshee's Veil to handle, or Malzahar and/or Warwick is in the opposing team, then grab this and go.

Force of Nature- 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?

Chalice of Harmony- Need Mana Regen for early to mid-game? You can get this item. Because the jungler needs blue buff, and Amumu uses a lot, even though you're trying to be careful, this is a nice item to get.

Ability Power!

Abyssal Mask- Feeling cocky? Want to hurt more? Want MR? Then here ya go!

Moonflair Spellblade- In case you took Ninja Tabi instead of Mercury's Treads.

Rylai's Crystal Scepter- Health and you slow people down AND AP. Pretty cool, yo~

Zhonya's Hourglass- **** load of AP and decent AR.
Back to Top

Jungle Runes

Time for the needy greedy of this guide. I'll try to add pictures and clarify what this to that means. Bare with me cause I'll try to keep it simple and yet give you full detail.

Picture Log:
Black - Jungle Route
Blue - Optimal Ganking Positions
Red (yes it's red) - Prefered Ward Placements
Purple - Optional Ward Postitions

Step 1: Ancient Golem

Once you spawned, immediately purchase a Regrowth Pendant and a Health Potion and waddle your way towards the Ancient Golem, point a point onto Despair as well. Make sure your team will come and protect you, and make sure someone will leash. You're heavily reliant on leashing since you're only with one potion, and in the end, you'll be close to death.

Once you're there, wait until it spawns and wait for it to be leashed and begin to attack it. Make sure you have Despair on and pop your Health Potion once the Golem starts attacking you. Smite the thing about 700~500 health. I never look at the amount, so it's a rough guess-timate. Once Golem is down you put a point onto Tantrum, toggle off Despair then head towards Wolves!

Step 2: Wolves

Fairly simple. You should have Tantrum ranked up, and your Health Potion should still be healing you. If not that's okay. Toggle on Despair and Tantrum when you get the chance. Always hit the bigger Brown Wolf and let Tantrum and Despair kill the little wolves. Once you're done you should be about half health, give or take. Start making your way to Wraiths.

Step 3: Wraiths

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 Tantrum and toggle on Despair. Always auto-attack the Blue Wraith, since he's tougher and he life-steals. Once the Blue guy is down, you do one more Tantrum to kill the rest and waddle your way to Minor Golems.

Step 4: Minor Golems

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 Tantrum then turn on Despair. Auto attack on first then move onto the next. Using Tantrum when you can. They should go down with you with semi-low HP. Now this step is optional to do right afterwards. Make your way to the Lizard Elder.

Step 5: Lizard Elder

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 Tantrum and toggle on Despair and auto attack the Elder Lizard. Tantrum and Despair should kill the smaller Lizards on their own, so you just have to concentrate on the big guy. Once you fear you're getting too low, and it's around 500 health use Smite on the Elder Lizard. You may or may not kill him after you use it, but you should survive. Once you kill the Lizard, put a point onto Bandage Toss and recall back to the base.

Once you're back in the base, purchase the Philosopher's Stone and buy Boots and one or two Sight Wards. Depending if your team needs a gank or not. Go start ganking, or go back to the jungle from whence you came. Make sure you ward Dragon, just in case that sneaky enemy Jungler is trying to solo it.

Helpful Tips:

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 Trundle or Nocturne(depends on the player's items), they tend to start at Wolves. While they're in Wolves, they head towards Wraiths, that that oppurtunity to invade their jungle and try to steal their Ancient Golem buff (or blue buff) as fast as you can then high-tail it out of there.

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.
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Laning Runes

The Runes for Laning as you can see is quite different. Now mind you, these runes aren't just for Laning, these can be used for Jungling too. I'll explain in deeper detail later. But these runes are also meant to keep the balance of Armor and Magic Resist. But laning is completely different from jungling, so each have a purpose. This rune build is item dependent.

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 Tantrum those brave people who will charge after you and your partner. These runes will make sure you mean business.

Greater Seal of Evasion: Some will say that having dodge on Amumu is silly, because his Tantrum will have a lower cooldown when you hit him. I find that perk only useful in jungling, so you can spam it to kill the creeps faster. While in the lane, you're not alone to linger, you have to stay in the lane as long as you can, and these runes will make sure you can.

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 Greater Glyph of Scaling Cooldown Reduction? It's up to you if you want per level or flat. I like flat because I'll have a high amount early game, and late game. Amumu's skills has lower cooldowns per rank, so I see no need for per level.

Alternative Runes:



Greater Seal of ReplenishmentGreater Seal of Replenishment: These seals will be perfect for you when you have to spam Tantrum and toggle Despair to farm minions and harass the enemy. If you do it enough, you'll use a lot of mana, so this will fix the problem.

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.
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Masteries

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.

Defense Tree:

- Maxed this out to increase Amumu's MR. He doesn't gain MR when he lvls up, and with this combined with Greater Glyph of Magic Resist it will add more MR that Amumu needs, and it will keep the balance between MR and AR.

- 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.
Utility Tree:

- 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.
Defensive Tree:

- This is my personal choice. Since you're laning, you don't need to spam Tantrum as much, so simply not getting hit is more important. It's also a good way to make people rage because they couldn't hit you. Though despite my praise, only raise it up to 3/4, the dodge seals will cover the rest.

- 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 Ghost and it stops at Greed .
Back to Top

Summoner Spells

Time to explain why I use the Summoner Spells shown above. I'll even put in some good alternatives as well. Cause who doesn't like more choices? I'll tell you who, a mad shut in.

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 Bandage Toss when it's on cooldown, and thing's about about to happen, and it's going to be too late to wait. Sometimes when I initiate, and about to die, and I KNOW my team can handle themselves, I flash out. Enemy getting Baron? Flash in, steal it, and own the team with mine nearby.

- 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 Force of Nature since it gives a movement speed boost. Or you can run up to the enemy team and use your ult. Either way, it is a viable alternative.


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.
Back to Top

Jungling Items

Now time for Items! Whoo! Jungling and Laning will each have their own Item section, so it would be easier for you to find out what you want to know without scrolling all over the place looking for what items to use.

Core Items!


- This is the first item you buy along with a Health Potion. Because of the recent change to Heart of Gold no longer needing Cloth Armor, you'll be lingering with it until you build an Aegis, and delaying the amount of time you have getting a Philosopher's Stone. Getting a money generator item is kinda important for Amumu (unless you're super confident you don't need one, and is getting kills like a mad man), and assists only gives so much. This will speed up the process of getting the Stone, and it will still give you the HP regeneration you need to not die while jungling.

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 Boots and Sight Ward.

- 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 Ruby Crystal will do fine for now.

- Luckily with the changes, it only affects those who's stacking the same Gold Generator (like Gangplank's build of 5 Avarice Blade) so having a this and the Philosopher's Stone, you'll still get the gold you need. This will give you some HP so you wont go down easily.

- 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 Warmog's Armor, so be sure to pick it up if there isn't massive CC issues.

- I could never pronounce this item correctly. Anyways, this is something I've been planning on rushing after Warmog's Armor or somewhere along those lines. 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?

- 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.

Situational Items:

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:

Banshee's Veil- This is a very good item to have when there's CC about. Don't be shy to replace Force of Nature with this when you're getting owned by random stuns, silences, and everything else that can annoy you. It's provides a lovely bubble around you, and pops when something attacks you, but comes back in a minute or so.

Quicksilver Sash- This here bad boy is a Cleanse you can have during a game without actually getting the Summoner Spell. It has a relatively short cooldown for it's ability, and if there's too much CC for even Banshee's Veil to handle, or Malzahar and/or Warwick is in the opposing team, then grab this and go.

Armor:

Sunfire Aegis- Some will gasp at the fact this item isn't in the Core Items, but I don't necessarily like this item to begin with, but for those who likes to see the opponent's HP drop while you're QQ-ing and burning them with a fiery cape, then take it. It does give a good amount of armor and HP.

Thornmail- Them DPS people are indeed annoying. Want to punish them for hitting you? This item will do just that. It gives so much AR it's mind boggling, and AD heavy teams will cringe when they attack you.

Frozen Heart- Lowers your cooldowns and slows them when you cry on them, or anything for that matter. Go ahead and take it.
Back to Top

Laning Items

Laning items is a bit different than Jungling items, mainly because you need some way to stay in lane. Welp, I'll explain the core items and them some alternatives and hope everyone will say, "That's pretty cool, yo"

Mind you a lot of these will just be copy/pasted.
Core Items!

- This is the first item you buy along with a Health Potion. Because of the recent change to Heart of Gold no longer needing Cloth Armor, you'll be lingering with it until you build an Aegis, and delaying the amount of time you have getting a Philosopher's Stone.

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 Gangplank's build of 5 Avarice Blade) so having a this and the Philosopher's Stone, you'll still get the gold you need. This will give you some HP so you wont go down easily. You should buy this straight off if you're lingering in the lane and helping with ganks.

- 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.

Alternative Items!
Disclaimer: There is a section that is meant for when you're completely confident your team is winning, and you do not have to tank as hard are you should. These are completely situational, but they make the game even more fun because Amumu's AP ratios is insane.

Health Points:

Warmog's Armor- 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.

Armor:

Thornmail- Them DPS people are indeed annoying. Want to punish them for hitting you? This item will do just that. It gives so much AR it's mind boggling, and AD heavy teams will cringe when they attack you.

Frozen Heart- Lowers your cooldowns and slows them when you cry on them, or anything for that matter. Go ahead and take it.

Magic Resist:

Quicksilver Sash- This here bad boy is a Cleanse you can have during a game without actually getting the Summoner Spell. It has a relatively short cooldown for it's ability, and if there's too much CC for even Banshee's Veil to handle, or Malzahar and/or Warwick is in the opposing team, then grab this and go.

Force of Nature- 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?

Chalice of Harmony- Need Mana Regen for early to mid-game? You can get this item. Because the jungler needs blue buff, and Amumu uses a lot, even though you're trying to be careful, this is a nice item to get.

Ability Power!

Abyssal Mask- Feeling cocky? Want to hurt more? Want MR? Then here ya go!

Moonflair Spellblade- In case you took Ninja Tabi instead of Mercury's Treads.

Rylai's Crystal Scepter- Health and you slow people down AND AP. Pretty cool, yo~

Zhonya's Hourglass- **** load of AP and decent AR.
Back to Top

Jungling Sequence

Time for the guide part of this... guide. I'll try to add pictures and clarify what this to that means. Bare with me cause I'll try to keep it simple and yet give you full detail. I'm only going to put up one Jungling Route up, since this is the suggested path.

Picture Log:
Black - Jungle Route
Blue - Optimal Ganking Positions
Red - Prefered Ward Placements

Step 1: Ancient Golem

Once you spawned, immediately purchase a Regrowth Pendant and a Health Potion and waddle your way towards the Ancient Golem, point a point onto Despair as well. Make sure your team will come and protect you, and make sure someone will leash. You're heavily reliant on leashing since you're only with one potion, and in the end, you'll be close to death.

Once you're there, wait until it spawns and wait for it to be leashed and begin to attack it. Make sure you have Despair on and pop your Health Potion once the Golem starts attacking you. Smite the thing about 700~500 health. I never look at the amount, so it's a rough guess-timate. Once Golem is down you put a point onto Tantrum, toggle off Despair then head towards Wolves!

Step 2: Wolves

Fairly simple. You should have Tantrum ranked up, and your Health Potion should still be healing you. If not that's okay. Toggle on Despair and Tantrum when you get the chance. Always hit the bigger Brown Wolf and let Tantrum and Despair kill the little wolves. Once you're done you should be about half health, give or take. Start making your way to Wraiths.

Step 3: Wraiths

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 Tantrum and toggle on Despair. Always auto-attack the Blue Wraith, since he's tougher and he life-steals. Once the Blue guy is down, you do one more Tantrum to kill the rest and waddle your way to Minor Golems.

Step 4: Minor Golems

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 Tantrum then turn on Despair. Auto attack on first then move onto the next. Using Tantrum when you can. They should go down with you with semi-low HP. Now this step is optional to do right afterwards. Make your way to the Lizard Elder.

Step 5: Lizard Elder

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 Tantrum and toggle on Despair and auto attack the Elder Lizard. Tantrum and Despair should kill the smaller Lizards on their own, so you just have to concentrate on the big guy. Once you fear you're getting too low, and it's around 500 health use Smite on the Elder Lizard. You may or may not kill him after you use it, but you should survive. Once you kill the Lizard, put a point onto Bandage Toss and recall back to the base.

Once you're back in the base, purchase the Philosopher's Stone and buy Boots and one or two Sight Wards. Depending if your team needs a gank or not. Go start ganking, or go back to the jungle from whence you came. Make sure you ward Dragon, just in case that sneaky enemy Jungler is trying to solo it.

Helpful Tips:

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 Trundle or Nocturne(depends on the player's items), they tend to start at Wolves. While they're in Wolves, they head towards Wraiths, that that oppurtunity to invade their jungle and try to steal their Ancient Golem buff (or blue buff) as fast as you can then high-tail it out of there.

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.
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Jungle Warding

Warding is the most important thing to do during a match. You need map-awarness so you won't be ganked and you can see them where ever they are. Warding is one of the small trick that even high ELO players do. Map-awareness is the key to having a successful match. As the Jungler, since you're wandering around the map constantly, it's part of your duties to ward the map. So this here map will help guide you to where you should place wards.


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.
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Jungling Gameplay

Early to Late Game:



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 Bandage Toss ranked up to 1. Assist whenever you can to help your team member, then waddle back into the jungle and continue farming from there. By this time you should have the Philosopher's Stone, Heart of Gold, and Boots or Mercury's Treads.

Make sure to buy wards, and maybe and Oracle's Elixir to destroy the enemy wards. Map awareness should be only for you and your team!


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 Aegis of the Legion, and should be working on a Warmog's Armor. You and your team should be taking Dragon as often as you can, and you should be racking up the assists/kills with your ult. Remember during early to mid game, you can use your ult to catch runners or to finish off someone. You don't have to worry about dangerous team fights just yet.

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 Warmog's Armor, and maybe a Force of Nature.


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 Bandage Toss to get in there or Flash in and use your ult to initiate a team battle. With Tantrum and Despair on, your team should easily take down the opponent, and you should still be alive or low heatlh, and be on your way to push mid lane (or the side lanes).

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 Force of Nature, and a Randuin's Omen. You should also start saving up or building a Guardian Angel as well.
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Laning Gamplay

Laning as Amumu should be straight forward, but I'll describe it anyways.
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League of Legends Champions:

Teamfight Tactics Guide