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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
PROS
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CONS
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FULL BUILD 1
Item Sequence
Sunfire Aegis
2700
Spirit of the Ancient Golem
2000
Eleisa's Miracle
1100
Runic Bulwark
2950
Liandry's Torment
3000
Abyssal Mask
2400
Enchantment: Alacrity
450
FULL BUILD 2
Item Sequence
Sunfire Aegis
2700
Spirit of the Ancient Golem
2000
Eleisa's Miracle
1100
Runic Bulwark
2950
Rylai's Crystal Scepter
2600
Abyssal Mask
2400
Enchantment: Distortion
450
Shoes
I've narrowed down your shoe selection to 4. Either
So Many Shoes
This will be your first full item besides your shoes. Its helpful to farm jungle neutral monsters since it damages everything around you. Its also good when you are in the center of fights, which is an essential position when using your Curse of the Sad Mummy.
This is the tank jungle item. You can stack the tenacity UNIQUE passive with Mercury's Treads to give you high tenacity which is good to avoid enemies CC.
Make sure you get this before level 15 or else don't get it. I recommend this item on tanks because it gives health and mana regen permanently after you've leveled up 3 times with it, then it just disappears, leaving the effects behind. Plus the bonus gold from philosopher's stone is good.
This is an optional item. I would get this only if your team support doesnt. Map awareness is very important. Especially when you need to protect yourself from being counter-jungled. If your support does get it then disregard this. I would probably replace this with the 5th items, Liandry's Torment and Rylai's Crystal Scepter.
This is a good support tank item because it gives perks to nearby allies with its UNIQUE aura. This is a very must have for a tank.
Since your moves hit all opponents around you Liandry's Torments passive does good damage. Its a good tank and AP balanced item. Plus the bonus of having +15 magic penetration. Get this item if you don't get sorcerer's shoes so that you still get the magic penetration. If not then build rylai's crystal scepter because it gives more AP and health. The only down-fall with Rylai's Crystal Scepter is that the UNIQUE passive slow is reduced to 15% for multi-target moves. Its still good, but not as good.
Abyssal Scepter
This a good AP and magic resist item. Combining this with your passive Cursed Touch will reduce enemy magic resist by a considerable amount. This also benefits AP champs that fight along side of you because of its UNIQUE aura.
The choice in Enchantments is really up to you, but I've cancelled out Enchantment: Furor because it wouldn't really benefit you as much as the other ones.
This just gives you more movement speed. Combine this with Mobility Boots and you'll been traveling fast.
This is to help an ally escape to you when they are running away. It also helps a little with pushing because minions move faster as well. Which is good because Amumu is a good minion killer and pushes the lanes well.
It would only benefit you with this guide because of your summoner spell Flash. Lowering the cooldown on flash can be very useful in escaping or chasing.
This is the ultimate protect your base item because it gives you a fast boost across your base. Good for getting back to a lane to protect or getting back to the jungle. Its just useful to not have to waste your time walking on base when you could be on the battle field.
This just gives you more movement speed. Combine this with Mobility Boots and you'll been traveling fast.
This is to help an ally escape to you when they are running away. It also helps a little with pushing because minions move faster as well. Which is good because Amumu is a good minion killer and pushes the lanes well.
It would only benefit you with this guide because of your summoner spell Flash. Lowering the cooldown on flash can be very useful in escaping or chasing.
This is the ultimate protect your base item because it gives you a fast boost across your base. Good for getting back to a lane to protect or getting back to the jungle. Its just useful to not have to waste your time walking on base when you could be on the battle field.
Cursed Touch
Amumu's attacks reduce the target's magic resistance by 15 / 20 / 25 for 3 seconds. The debuff doesn't stack but it refreshes with every attack.
Bandage Toss
Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them for 1 second, and deal 80 / 130 / 180 / 230 / 280 (+70% of ability power) magic damage.
Tips and Tricks
Despair
Toggle: Nearby enemies take 8 / 12 / 16 / 20 / 24 magic damage plus 1.5 / 1.8 / 2.1 / 2.4 / 2.7 % (+1% per 100 ability power) of their maximum health each second.
Tips & Tricks
Curse of the Sad Mummy
Passive: Amumu takes 2 / 4 / 6 / 8 / 10 reduced damage from physical attacks.
Active: Amumu deals 75 / 100 / 125 / 150 / 175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit by an autoattack, the cooldown on Tantrum's active is reduced by 0.5 seconds.
Tips & Tricks
You are going to want to max out your e first, then q, r, and w. So that would be Tantrum, then Bandage Toss, Curse of the Sad Mummy, and lastly Despair. You would max out E first because it's your damage doer and helps you clear minions quickly, which is important as a jungler. Then you would max out q because it lowers your CD, which is important when chasing down an enemy. Sadly, the length of your stun doesn't change with the upgrades :/ it remains as 1 sec, which is still good though. Next, max out your Curse of the Sad Mummy because it increase the damage and decreases the CD. The CD is pretty high so its pretty important to upgrade. Lastly, you would upgrade your w. They upgrades only affect how much damage this move does; it doesn't affect the mana cost or CD. The cooldown will always b 1 sec and the mana cost will always be 8 mana per sec. |
Since you're the jungler and neutral monsters inflict attack damage it's important for you to have armor from the beginning of the game. It also helps when ganking AD champions. Since seals specialize in Defense this is the category where you'll get the most armor.
This is to help with your AP damage. Marks specialize in physical attacks, but you don't really have a need for attack damage because this is an AP/Tank build. The amount of magic penetration per mark is the highest in this category than the others.
Tanks are most important towards the end of games. Being able to sustain more than the other team's tanks is your job. This is why you should get scaling items since your tankiness is most important in team battles. The neutral monsters in jungle don't do magic damage so it's not as important in beginning game to have magic resist and more important towards the end when you engage with enemy AP champions. Glyph's specialize in magic so it will give you the highest amount of magic resist in the rune categories.
Since you've already got bonus armor from the Greater Seal of Armor runes, I recommend getting Greater Quintessence of Scaling Armor because the bonus armor towards the end of the game will help you sustain more. There is a chance that another tank will have more armor than you if they build just tank items, versus your AP/tank build. Items like Runic Bulwark and Sunfire Aegis are strictly tank items because they don't give AP or AD damage. Another tank champion could out tank you by just building those types of items. Usually some tanks build a Warmog's Armor because of the high health it gives, but I don't recommend it because I think magic resist and armor are more effective to have than just health. Also, Warmog's Armor passive doesn't really help you in team fights because you only regen health every 5 secs and its such little health to make a real difference in a team fight. Team fights are usually over within at least 5 seconds roughly guessing.
Mastery Explanations
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DEFENSE TREE
Tier 1 - Perseverance is a must for a tank/jungler because of the much needed health regen. As a jungler in early game you'll find that you'll be very low health and if you're found you will be easily killable since you have no real escaping ability. Durability gives you health and as a tank it's something you need. This is especially important to upgrade because it will later upgrade to Veteran's Scars in tier 3. Tough Skin is important for you to get because you're the jungler and will be fighting monsters at really low base health so any protection from damage is great. Tier 2 - For obvious reason you should upgrade Hardiness and Resistance because it gives you bonus armor and magic resist. Its a 2:1 ratio because monsters don't do magic damage so armor is more crucial but, you still need to be a little balanced. Bladed Armor is needed because it'll help you clear monsters and minions faster. Tier 3 - Veteran's Scars gives you a solid +30 health. This helps make you a little less squishy in beginning game. Tier 4 - Juggernaut is important for a tank to get because it increases your maximum health. Tier 5 - Legendary Armor because it increase your overall defense for both magic and attack. Good Hands is good to get because that 10% of time you could be doing something better like jungling or protecting than being dead. Tier 6 - Honor Guard is the last defense point you will spend in this tree. It reduces the damage you take by 3% which can be significant, especially when its a critical hit. |
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UTILITY TREE
Tier 1 - Wanderer is useful because get around the map faster. Resulting in safer jungling and more ganks. Meditation is important on Amumu because he uses up mana very quickly because of Despair's constant mana consumption and Tantrum's low cooldown. Tier 2 - Again with the mana, Expanded Mind gives you more mana. Very important for a mana reliant jungler or champion in general. Especially champions with spammable spells. Tier 3 - Runic Affinity is a must get mastery for any jungler. Increasing the duration of buffs can prove to be very helpful when farming and staying ahead in the jungle. It is really the main reason to go into the utility tree at all. |
Recommended Route:
Amumu is very dependent on blue-buff to jungle because his abilities use up mana fast. I recommend starting at blue and have top and mid lane help leash and guard. Ask bot lane to help guard too if you think they will invade. If you think they probably won't invade just ask bot lane to guard your red until 2:00. Make sure no one is around to possibly last hit and steal blue-buff before you Smite. After blue-buff you would get wolves , then wraiths , golems . By that time your Smite should be back up so that you can get red buff. By this time you should head back to wolves. They will respawn 1 minute after it has been slain so keep track of when you slay them. Then wraiths will appear back up again after 50 secs of being slain. This is when you should b back to base and purchase your Chain Vest. If you happen to have enough money for Giant's Belt, then you should get that instead. In most cases you don't have enough yet though. You should be level 4 by now and have your Bandage Toss so at this time you can choose to gank or wait til you are level 6 so that the kill is guaranteed (unless flash out).
>>>>
Alternate routes
- BLUE SIDE: Get a leash on wolves and blue buff by starting at wolves instead of blue. Then go to wraiths, wolves, red buff, wraiths, and then you can gank either mid or bot or go get the golems.
- PURPLE SIDE: Get a leash on wolves then blue buff golem. Get wraiths and red. After that you can either gank top or mid or get the golems.
If you know the other jungler starts at blue too then this is another alternate route you can take to try and counter-jungle your enemy. Whether you are on blue or purple the path will be blue buff, enemy wraiths, enemy golems, then gank.
The risk with this is if the enemy actually started at red buff for some reason or if they started at wolves, then went to blue buff, because they should be headed to wraiths around the time you would be leaving there, so there is a chance you will be seen.
Remember to leave behind one neutral monster per group alive. This prevents the other monsters from respawning, which sets the other jungler behind in farm and XP.
As the jungler, its important to know when the neutral monsters spawn. It helps to counter jungle the enemy jungler and it also helps prevent them from finding a window to steal monsters from you. It helps to be prepared ahead of time to clear them. Waiting for the symbol to appear on the minimap can make you fall behind on farm and experience. Your enemy will be able to steal it long before you arrive, plus they'll be clearing their own camps at a much faster pace if they know when it will spawn. Also, usually when blue respawns you would give it to you mid teammate, unless they don't need mana like Katarina.
Lesser Creeps
Initial Spawn - 1:40
Respawn after - 1:00 (:50 for Wraiths)
Buffs (Ancient Golem and Elder Lizard)
Initial Spawn - 1:55
Respawn after - 5:00
Dragon/Drake
Initial Spawn - 2:30
Respawn after - 6:00
Baron
Initial Spawn - 15:00
Respawn after - 7:00
Lesser Creeps
Initial Spawn - 1:40
Respawn after - 1:00 (:50 for Wraiths)
Buffs (Ancient Golem and Elder Lizard)
Initial Spawn - 1:55
Respawn after - 5:00
Dragon/Drake
Initial Spawn - 2:30
Respawn after - 6:00
Baron
Initial Spawn - 15:00
Respawn after - 7:00
By level 13 you can get dragon by yourself without any help. Just make sure the coast is clear before initiating with dragon. If mid/bot lane isn't busy, ping for assistance. Whenever it respawns you should go get it because it can really help put your team ahead. A Vision Ward should be placed at dragon and at baron so that you know if the enemy has it warded or not. Then you can just destroy their wards and get extra gold for it.
Most people wait til late game to get baron but, at level 10 your whole team should be able to get baron with your smite included. Unless your team has no damage for some reason it shouldn't be a problem if you're all there. Baron buff can really benefit your team in fights. Plus the 900 XP and 300 gold is a bonus.
No matter what role you play it's always important to know what each buff does. Either you will use the buffs or be playing against an opponent with buffs.
Increases your mana regeneration by 25 + .5% of your maximum mana. Increases your energy regeneration by 1.5% of your maximum energy. Grants 20% cooldown reduction.
Duration: 2:30 minutes. Duration with Runic Affinity : 3:00 minutes.
If the buff holder is slain, the buff transfers to the killer, and the duration is refreshed.
It can be identified by blue rectangular runes circling around a champion's mid section. Hence why its referred to as BLUE buff.
Basic attacks or abilities that apply on-hit effects from the holder of this buff deal an extra 10/15/20/25/30/35/40/45/50 true damage twice. The enemy is also slowed by 8/16/24% if the attack is melee, or by 5/10/15% if the attack is ranged.
Duration: 2:30 minutes. Duration with Runic Affinity : 3:00 minutes.
If the buff holder is slain, the buff transfers to the killer, and the duration is refreshed.
It can be identified by red rectangular runes circling a champion. Hence why people refer to it as RED buff.
Exalted with Baron Nashor is a buff obtained from killing Baron Nashor.
This buff grants:
40 ability power
40 attack damage
3% of your maximum health in health regeneration per 5 sec.
1% of your maximum mana in mana regeneration per 5 sec.
This buff lasts for 4:00, and Runic Affinity does not affect its duration.
It can be identified by purple runes circling the champion.
Crest of the Ancient Golem
Increases your mana regeneration by 25 + .5% of your maximum mana. Increases your energy regeneration by 1.5% of your maximum energy. Grants 20% cooldown reduction.
Duration: 2:30 minutes. Duration with Runic Affinity : 3:00 minutes.
If the buff holder is slain, the buff transfers to the killer, and the duration is refreshed.
It can be identified by blue rectangular runes circling around a champion's mid section. Hence why its referred to as BLUE buff.
Blessing of the Lizard Elder
Basic attacks or abilities that apply on-hit effects from the holder of this buff deal an extra 10/15/20/25/30/35/40/45/50 true damage twice. The enemy is also slowed by 8/16/24% if the attack is melee, or by 5/10/15% if the attack is ranged.
Duration: 2:30 minutes. Duration with Runic Affinity : 3:00 minutes.
If the buff holder is slain, the buff transfers to the killer, and the duration is refreshed.
It can be identified by red rectangular runes circling a champion. Hence why people refer to it as RED buff.
Exalted with Baron Nashor
Exalted with Baron Nashor is a buff obtained from killing Baron Nashor.
This buff grants:
40 ability power
40 attack damage
3% of your maximum health in health regeneration per 5 sec.
1% of your maximum mana in mana regeneration per 5 sec.
This buff lasts for 4:00, and Runic Affinity does not affect its duration.
It can be identified by purple runes circling the champion.
Amumu is one the junglers that is very sensitive to counter jungling, making junglers such as Dr. Mundo or Shyvana very difficult to play against if the other team coordinates an invade. Early game he's not a tanky tank yet so can be killed easily by champions that start off with more damage than you do like Shaco, Xin Zhao, Shyvana, Nocturne, Nunu & Willump, Lee Sin, Udyr or Warwick.
In addition, supports such as Soraka or Janna, or other champs like Fiddlesticks or Kassadin are able to minimize the effectiveness of your ultimate by either silencing you for a long time after you get into position to ult then burst you down. On the other hand, Janna's Monsoon stops your team from following up your ultimate. If your Despair was activated before you were silenced, it will still be on and doing damage.
Other strong counters to Amumu and AoE comps are champions like Olaf and Irelia. Their ability to ignore/reduce crowd control makes your abilities a lot less impactful versus them and they are still able to kill your carries and deal tons of damage. Olaf has his ultimate Ragnarok and Irelia's passive is tenacity and the more enemy champions that are near her will raise her tenacity percentage. Cleanse is also another summoner spell that you should beware of.
In addition, supports such as Soraka or Janna, or other champs like Fiddlesticks or Kassadin are able to minimize the effectiveness of your ultimate by either silencing you for a long time after you get into position to ult then burst you down. On the other hand, Janna's Monsoon stops your team from following up your ultimate. If your Despair was activated before you were silenced, it will still be on and doing damage.
Other strong counters to Amumu and AoE comps are champions like Olaf and Irelia. Their ability to ignore/reduce crowd control makes your abilities a lot less impactful versus them and they are still able to kill your carries and deal tons of damage. Olaf has his ultimate Ragnarok and Irelia's passive is tenacity and the more enemy champions that are near her will raise her tenacity percentage. Cleanse is also another summoner spell that you should beware of.
Amumu has a total of 8 skins. Three are unavailable to buy and won't be found in the store.
Here are the skins in order of release date:
Here are the skins in order of release date:
Skins Classic Pharaoh Vancouver Emumu Re-gifted Almost Prom King Little Knight Sad Robot |
wahtchuwant |
RP FREE 520 520 975 520 520 975 975 |
whatchuwant |
Classical Amumu
Pharaoh Amumu
Vancouver Amumu
Emumu
Re-Gifted Amumu
Almost Prom King Amumu
Little Knight Amumu
Sad Robot
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