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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Morgana
Avoid ganking a lane that has a Morgana in it. Any Morgana player with half a brain can shut you down from a mile away and throw up a spell shield to avoid getting wrapped/stunned.
Ideal
Strong
Ok
Low
None
Summoner Introduction
I'm an eclectic, casual League of Legends player on the NA server. I play pretty much all roles, but particularly enjoy Jungle.
With the recent update (4.20) to Summoner's Rift and the Jungle, a lot of jungle champions have fallen out of favor while others have rocketed up to the top. Often considered the "Bronze ELO carry", Amumu has the hard CC to wreck havoc on a team of enemy squishies while burning up tanks with his high hitting percent-max-HP abilities. He can struggle in the early game new jungle, but after 6 his power and lethal ganks become nearly unstoppable.
So, without delay, I present to you the Season 5 Jungle Amumu guide!

Amumu's short cooldowns, AOE magic damage and general mega-tankiness grant him game-changing presence in teamfights. That said, he plays a more passive role once his main CC abilities are out on cooldown. Be aware that Amumu isn't a particularly speedy little guy in combat, particularly with this build, so fights where you are outnumbered (2v1, etc.) are not your forte. While he's super tanky, he relies on being able to catch slow or less mobile opponents, meaning kiters, cloners and blink champions are hard targets.
Passive -
Cursed Touch
This is your passive ability. It's an excellent tool for ganking a lane where your ally is AP oriented. It also increases the effectiveness of your abilities by a large margin. The catch is that it requires you to hit the target with a basic attack, meaning right after using your Q and tethering to a target, make sure to headbutt them for that extra Magic Resist reduction.
Q -
Bandage Toss
This is your primary gank ability. It is a directional skillshot nuke that does minor magic damage, stuns your target for a short duration, and reels you into melee range of the affected first target it encounteres. This ability has a very long range for a skillshot, high projectile speed, and a relatively longer cooldown when compared to
Amumu's other abilities. This ability will only affect the first target it hits, however, it can be shot through terrain such as walls or jungle to grab onto and tether yourself to targets within the Fog of Warh. Use this ability to bypass terrain when clearing your jungle or escaping from enemy champions.
W -
Despair
This is a toggle-on/off active Area of Effect ability that makes Amumu start crying.
"Oh great, see? You made him cry!"
Yes, he's crying. However, he's also dealing minor magic damage as well as a flat percentage of enemy max health as damage to all units in the tear area. Every. Single. Second. This ability is a tank-wrecker and also a renowned kill-stealing ability due to the short interval time of 1 second.
Since
Despair drains a flat percent of the target's maximum HP per second, it matters not how much HP the enemy stacks. The more HP they stack, the more damage Despair does to them. So Q_Q as much as you want! This ability's already amazing effect is further amplified by the slow effect of
Rylai's Crystal Scepter. Due to the 1 second damage intervals, you're able to reapply Rylai's slow over and over and over again so long as you keep Despair active.
If that weren't making your mummy-stiffy hard enough, you can further augment
Despair with
Liandry's Torment to add ANOTHER percent based damage over time to affected targets! Each time Despair hits an enemy, the passive on Liandry's Torment will trigger. The longer you keep your enemy in the Despair area, the more % HP damage they take.
The downside to this ability is its large mana drain. Not quite as much as
Karthus' E
Defile, but still a fair amount. Blue buff from Golem can keep
Despair up while also maintaining a small mana gain. If you don't have access to the blue buff and golem isn't up, make sure you keep this ability toggled off until you need it.
E -
Tantrum
Tantrum is a bullet-cast area of effect magic nuke which doubles as a physical damage mitigator. For every point spent in Tantrum, Amumu will permanently receive less physical damage. Furthermore, Tantrum's cooldown will be reduced by 0.5 seconds for each basic attack received while on cooldown, allowing him to dish out damage faster depending on how many enemies are attacking him.
Tantrum is your main jungle clearing ability. Due to the multiple-monster nature of most jungle camps, Tantrum's cooldown is short and dishes out moderate AoE damage, allowing you to clear camps quickly. Combine
Tantrum with sparing use of
Despair to speed up clearing times.
R -
Curse of the Sad Mummy
Amumu's coup de grace. The game-changing ultimate that can turn a severely outgunned teamfight into an Ace for your team. Curse of the sad mummy unleashes a devastating amount of magic damage within a 550 radius circle around Amumu, additionally stunning all targets caught in the blast for 2 seconds.
This ability can give your team a very useful 2 second window of uncontested damage on the enemy team. This ult can change the tide of a game. That said, feel free to use it to lock down single targets. If you know your team can get a kill on an isolated target by using your R, by all means go for it.

This is your passive ability. It's an excellent tool for ganking a lane where your ally is AP oriented. It also increases the effectiveness of your abilities by a large margin. The catch is that it requires you to hit the target with a basic attack, meaning right after using your Q and tethering to a target, make sure to headbutt them for that extra Magic Resist reduction.
Q -

This is your primary gank ability. It is a directional skillshot nuke that does minor magic damage, stuns your target for a short duration, and reels you into melee range of the affected first target it encounteres. This ability has a very long range for a skillshot, high projectile speed, and a relatively longer cooldown when compared to

W -

This is a toggle-on/off active Area of Effect ability that makes Amumu start crying.
"Oh great, see? You made him cry!"
Yes, he's crying. However, he's also dealing minor magic damage as well as a flat percentage of enemy max health as damage to all units in the tear area. Every. Single. Second. This ability is a tank-wrecker and also a renowned kill-stealing ability due to the short interval time of 1 second.
Since


If that weren't making your mummy-stiffy hard enough, you can further augment


The downside to this ability is its large mana drain. Not quite as much as



E -

Tantrum is a bullet-cast area of effect magic nuke which doubles as a physical damage mitigator. For every point spent in Tantrum, Amumu will permanently receive less physical damage. Furthermore, Tantrum's cooldown will be reduced by 0.5 seconds for each basic attack received while on cooldown, allowing him to dish out damage faster depending on how many enemies are attacking him.
Tantrum is your main jungle clearing ability. Due to the multiple-monster nature of most jungle camps, Tantrum's cooldown is short and dishes out moderate AoE damage, allowing you to clear camps quickly. Combine


R -

Amumu's coup de grace. The game-changing ultimate that can turn a severely outgunned teamfight into an Ace for your team. Curse of the sad mummy unleashes a devastating amount of magic damage within a 550 radius circle around Amumu, additionally stunning all targets caught in the blast for 2 seconds.
This ability can give your team a very useful 2 second window of uncontested damage on the enemy team. This ult can change the tide of a game. That said, feel free to use it to lock down single targets. If you know your team can get a kill on an isolated target by using your R, by all means go for it.
Amumu is a mobile-tank jungler's best pal. Relatively forgotten in the lower ELOs, many people don't know how to prepare against a good Amumu.
Take advantage of this.
Your Q is your biggest mobility tool. It can be used defensively to escape from bad situations as long as there are creeps nearby. Conversely, it's an amazing gap closer if you're chasing down a target or coming in for a gank.
Your biggest strength is your ability to outlast and out-chase an opponent. While AP builds are viable, tank builds can be generally more reliable in the long run.
Tantrum's low cooldown and cast time allow you to chase and damage fleeing targets while
Bandage Toss allows you to keep pace or disrupt them when you need it.
One thing to note is that Amumu hits like a truck with his abilities but like marshmallows with his basic attacks. Instead of trying to bop your target on the head every few seconds, try to keep pace with them whilst you have
Despair active to ensure maximum damage and less chance of your target getting away. You may also want to try blocking your opponent with unit collision while they retreat. Stick to your opponent.
Running WITH your target so they stay in range of your tears is one of the keys to success with Amumu. Try to get in front of your target's intended path right after landing a successful
Bandage Toss. This means anticipating the time when
Bandage Toss's stun will wear off.
Ganking with Amumu requires ally cooperation. This little guy most likely isn't going to be able to down an opponent on his own even with an excellent gank. He's a tank, not a killer. Sure you may scrape some last hits with
Despair or
Tantrum but overall, you're going to need your lane ally's help to secure a gank and kill. Don't expect to do it all on your own unless they are less than 50% HP.
Take advantage of this.
Your Q is your biggest mobility tool. It can be used defensively to escape from bad situations as long as there are creeps nearby. Conversely, it's an amazing gap closer if you're chasing down a target or coming in for a gank.
Your biggest strength is your ability to outlast and out-chase an opponent. While AP builds are viable, tank builds can be generally more reliable in the long run.


One thing to note is that Amumu hits like a truck with his abilities but like marshmallows with his basic attacks. Instead of trying to bop your target on the head every few seconds, try to keep pace with them whilst you have

Running WITH your target so they stay in range of your tears is one of the keys to success with Amumu. Try to get in front of your target's intended path right after landing a successful


Ganking with Amumu requires ally cooperation. This little guy most likely isn't going to be able to down an opponent on his own even with an excellent gank. He's a tank, not a killer. Sure you may scrape some last hits with


In my personal experience, a good Amumu player requires little time in the jungle killing creeps.
To start the game, secure blue buff as quickly as possible without jeopardizing your sustain. Blue buff is your best friend and if you lose it, you'll be at a significant disadvantage. Red buff isn't quite as important, but the experience is still very valuable.
My jungle camp visit route is as follows:
Gromp>Blue>Red>Wolves>Krugs
Names in orange indicate camps you should smite. Either for buffs or sustain.
Remember to ward hazardous entry points to your buff camps. ESPECIALLY your blue buff. Lee Sin players have a knack for bounding in, stealing your buffs and then beating you to death. Prevent this from occurring by taking preventative measures. Ward over walls of buff camp enclosures, pull the golem/lizard into the bushes. Do what you need to do in order to NOT lose that buff.
Later game remember that you have incredible potential to steal important jungle objectives such as
Baron or
Dragon. Provided you have your flash up, you can
Bandage Toss to the target monster when low, smite, then flash back across the enclosure wall to make your escape.
To start the game, secure blue buff as quickly as possible without jeopardizing your sustain. Blue buff is your best friend and if you lose it, you'll be at a significant disadvantage. Red buff isn't quite as important, but the experience is still very valuable.
My jungle camp visit route is as follows:
Gromp>Blue>Red>Wolves>Krugs
Names in orange indicate camps you should smite. Either for buffs or sustain.
Remember to ward hazardous entry points to your buff camps. ESPECIALLY your blue buff. Lee Sin players have a knack for bounding in, stealing your buffs and then beating you to death. Prevent this from occurring by taking preventative measures. Ward over walls of buff camp enclosures, pull the golem/lizard into the bushes. Do what you need to do in order to NOT lose that buff.
Later game remember that you have incredible potential to steal important jungle objectives such as



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