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Amumu Build Guide by grelic

Not Updated For Current Season

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League of Legends Build Guide Author grelic

With Those Sad Eyes (jungle)

grelic Last updated on July 19, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 1

Strength of Spirit
Veteran's Scars

Defense: 16

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 13

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Amumu is one of the best tanks in the game. He is often banned in ranked games due to his game changing ulti, but if you are lucky enough to get him in a game don't waste him.

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Amumu does magic dmg with all his abilities so to hurt a bit harder we take

While are very viable and I have used them in the past, I find that provide Amumu with much better jungle safety and also help a little late game with some extra armor. We also won't need the mana regen once we get our Philosopher's Stone

For Glyphs I take because it helps us late game a lot. the Jungle creeps don't do magic dmg so it doesn't help us in the jungle, but once we start ganking and pushing into mid game that extra resist really pays off.

For quints I take standard . Not much here. A little extra heath in the jungle and it helps once you leave the jungle. 78 health might not seem like a lot, but with resistances and armor it keeps you alive longer.

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I take 1/16/13 for a couple of reasons. The utility is necessary especially since we aren't running mana regen runes. helps with the mana and lets us keep the blue buff for mana regen and red for ganks longer. both are necessary. Because of this we can't take 21 in defense, but we can get as many useful talents as possible. The 16 allows us to get . the last point is really up for grabs, but I like to reduce the CD a bit and give me some extra money.

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Unless you are in a premade 5 man team i would start with and 5 everytime as it is the standard jungle start. With a strong leash (they don't just pull but do lots of dmg as well without taking xp) it is possible to start with a Regrowth Pendent and one pot. While this will let you rush Philosopher's Stone quicker, it is more dangerous and trickier. Once you clear the jungle once (leaving red buff) head to base and buy boots and a pot or 2. If you have the money pick up a ward for dragon, lane, or counter jungle. As soon as you can get your Philosopher's Stone and get them and let the money start to role in. the stone will help with your mana and health in jungle since we have no life steal. The HoG will give us some survivability. The rest of the items not only help the team (Aegis) but allow you to be tanky. Obviously you need to alter the order depending on what the enemy makeup is. Don't get too attached to one order as every game need something else. Also you need to get Sight Ward throughout the game as it will really help out your team.

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Situational Items

If you have lots of AP on your team (2-3) and they also have lots of AP forcing you to stack MR this is a very viable option as it will add MR, MR reduction, and some AP that will make you hurt.

Shurelya's Reverie while I usually will leave this to a support it is viable. it adds some health, CD reduction, and a nice movement buff. By the time you get it the regen stats aren't a huge deal, but it does build nicely off of philo stone.

heavy enemy AP team.

I will almost always get this if the game lasts. It provides some CDR and builds off of HoG. It is nice against heavy melee teams as well.

Like Randuin's it is the anti-melee option. It gives some mana, which is never bad, a lot of armor, CDR, and a amazing attack slow. I have also read that frozen heart and randuin's can reduce vayne's dmg, but I haven't tested this

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Skill Sequence

Nothing special here. Max E first as it is fastest jungle clearer and adds some survivability. Next max W as it will do good dmg and your bandage toss doesn't do great dmg and is only used for the stun.

Early game get W first as it will allow you to kill the blue golem easiest, but please remember to turn it off when running from camp to camp as it drains mana. Get Q at level 4 so you can start ganking. Obviously get R when you can since it is your game changer.

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Unique Skills

Amumu can bandage toss to jungle minions and jump over walls to juke. This isn't always available but it can save your flash or save you if flash is on cd.

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Summoner Spells

A must on jungle Amumu and every jungler should use it to secure buffs. nothing worse then having Baron or Dragon stolen because you didn't have a smite on your team.

It allows you to do so many things. It can be used defensively to jump over a wall. it can be used after a bandage toss to a minion to sling shot you into the enemy team followed by your ulti. The things you can do with this spell are just too great to pass it up.

It is a distant 3rd to smite and flash. It can be useful but I find it doesn't provide as much utility and trickery that flash gives Amumu.

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Creeping / Jungling

Amumu is a fairly easy jungler to predict as he has really only one viable route. without having serious mana issues. Blue --> wolves --> wraiths --> golems --> blue pill. This makes him very easy to counter jungle especially by killing the big wraith or the golems. Just be aware of this as certain champions like Nunu are bound to invade your jungle.

Killing the jungle creeps is rather simple, turn on W and spam E...nothing special.

The red buff isn't incredibly necessary for you so you can donate that to your AD carry if you like. After one or two blue buffs you can also donate that to your mana hungry AP carry as you will get enough regen from Philo Stone and masteries.

As a jungler you should take down the respawn times for major jungle creeps in case your support doesn't time it and it is always good to have 2 people. just write the respawn time in chat so that everyone knows and it is there for you to look back at.

blue/red buff respawn 5:00 minutes after dying
dragon respawns 6:00 minutes after dying
Baron respawns 7:00 minutes after dying

This can lead to your team dominating the jungle and buffs and lead to a easy victory.

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Sometimes you will have to use your bandage toss to close the distance, but the better gank is one where you run in and use the bandage toss to stun the target in place for your dmg dealers to pound on. Also don't be afraid to use your ulti to secure a successful gank early game. If you do, try kill both enemies in the lane.

Remember you are a tank and assists are much better than kills for you. Try to let your carry get the kill, but it isn't worth letting the person escape, so back off only if you know they are dead.

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you can not afford to not ward as it will usually cost your team the game. Everyone says it, but that is because it is one of the most important aspects of the game and it isn't just the supports job. Make sure that Dragon is constantly warded and that Baron is warded once he spawns. Also you should ward enemy jungle buffs and common entrances to the river to prevent ganks or even allow you to counter gank.

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Team Work

Once team fights start your goal is to initiate, get in the thick of the battle, and pop your ulti. Try to trap all 5 of them, but if you get 4 that is a successful ulti as long as it leads to a quick enemy death. Try and keep the enemy carries occupied as best you can by stunning them. Turn on your tears and spam E as both will do solid dmg to the enemy.

End game do NOT use your ulti on one person as it has a long CD and is build for team fights.

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Thank you for reading my guide and I'd love your feedback. I hope that this helps out people with jungle Amumu and jungle characters in general.