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AMUMU BUILD GUIDE: [S3] The Lonely Mummy by The Only Cholo

by The Only Cholo (last updated over a year ago)

Featured1,270,280 Views 45 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
0
21
9
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cursed Touch
QBandage Toss
WDespair
ETantrum
RCurse of the Sad Mummy
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
0 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Cursed Touch
QBandage Toss
WDespair
ETantrum
RCurse of the Sad Mummy

Champion Matchups

Introduction

[http://puu.sh/1H7cQ]
[http://puu.sh/1H7dW]

Hello! I'm Cholo and I am a diamond rated player. Amumu is my favorite jungler because I love the way he can deal so much damage while being tanky. Plus, his AOE ultimate contributes greatly in team fights. You could even call him a "Press R And Win" champion because sometimes stunning the whole enemy team is all you have to do to help your team win a team fight.

I played most of my Amumu games in 2100 ELO, and he helped me gain my way to 2200. You can carry a Solo Queue game with Amumu because using your Bandage Toss is a sign for your team to engage.

Pros:
Yordle
Tanky
Decent Damage
Decent clear time
Strong initiation
OP ULT

Cons:
Yordle
Pre-6 Ganks rely on a skill shot
Can get counter-jungled by fast clear junglers
You NEED the first blue

Masteries

[http://puu.sh/1H7eq]

I prefer to go 0/21/9 on Amumu and most junglers. You need the 21 in defense because you need the defensive stats to make sure you won't get blown up in a gank or in the jungle. The 9 in utility is for the movement speed and increased buff duration.

Runes

[http://puu.sh/1H7fh]

Ability Power Quintessences:
Ability Power quints help you clear faster and deal more damage in ganks. You don't need movement speed quints anymore because the Alacrity enchantment on boots gives you the movement speed you need.

Flat Magic Resist Glyphs:
I prefer to use flat magic resist glyphs instead of scaling because you gain only about 10 more magic resist at level 18 while sacrificing early game resistance to AP carries. I feel like the 10 extra magic resist isn't very significant late game.

Flat Armor Seals:
Armor seals are pretty much a must for any jungler because they help you tank jungle.

Magic Penetration Marks:
Magic Penetration will help you with your early game damage. You can get Armor marks if you prefer, but I prefer to deal more damage.

Summoner Spells



Explanation:
: Junglers need smite for obvious reasons
: Flash is a offensive AND defensive summoner spell. You can use it to position your ultimate or escape. A good use for flash is when you bandage toss in to steal an objective (Dragon/Baron), flash allows you to escape.

Skills

Passive: Cursed Touch
Amumu's attacks reduce the target's magic resistance by 15/25/35 for 5 seconds.

Explanation: This passive + magic penetration marks allows you to possibly deal true damage early game. YOU NEED TO AUTO ATTACK FOR THIS PASSIVE TO WORK





Q: Bandage Toss
Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them, and deal 80 / 140 / 200 / 260 / 320 (+100% of ability power) magic damage.

Cooldown 18 / 16 / 14 / 12 / 10seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 25000


Explanation: This skill is your early game ganking skill. You need to land this skill to have a successful gank. It also has a 1:1 AP ratio so it will do quite a bit of damage later in the game.





W: Despair
Toggle: Nearby enemies take 8 / 12 / 16 / 20 / 24 magic damage plus 1.5 / 1.8 / 2.1 / 2.4 / 2.7 (+1% of ability power)% of their maximum health each second.

Cooldown 1seconds
Cost 8mana per second
Range 300


Explanation: This skill plus allows you to deal decent DPS. It deals a percentage of the enemy's health so it will deal decent damage all game.





E: Tantrum
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, the cooldown on Tantrum is reduced by 0.5 seconds.

Cooldown 21 / 18 / 15 / 12 / 9seconds
Cost 50mana
Range 400


Explanation: Tantrum makes you clear jungle very quickly, and it is your main source of damage early game.





R: Curse of the Sad Mummy
Amumu entangles surrounding enemy units, causing them to be unable to attack or move for 2.5 seconds, dealing 50 / 100 / 150 (+35% of ability power) magic damage to them each second.

Cooldown 170 / 150 / 130seconds
Cost 100 / 150 / 200mana
Range 600


Explanation: This is one of the best ultimates in the game. You can greatly contribute to your team even if you do nothing except land a good ultimate.



Skill Order

R>E>Q>W

Make sure you grab W first because it does more damage than E at level 1.

Put points in E until you are past level 5. Max Q from level 7 and on. This increases your burst in ganks.

Item Builds

Build


Start

Machete is the best start. You clear the jungle quickly.

Early Game

Spirit stone lets you clear faster and gives some regen for better survivability in the jungle.

Mid Game

The magic peneration from sorcerers shoes, runes, and your passive will make you dish out a lot of damage mid game.


The armor and health give you lots of tankiness that you need. This item also gives you tenacity which allows you to get something other than Mercury Treads.


Sunfire cape gives you health, armor, and a cool passive that lets you deal damage just by standing next to someone. Sunfire cape synergizes very well with Despair[W] because you will be dealing a lot of damage just by standing next to people.


Abyssal Scepter shreds magic resist like your passive. With all the magic penetration you have plus Abyssal Scepter, you will be dealing a lot of damage. The magic resist will also help you resist damage from AP Carries. The aura is very powerful because it increases the damage of the AP champions on your team.

Possible Late Game Items


Rylai's lets you slow people if you keep your Despair[W] on and walk next to them. Rylai's will give you damage and health, but other items would make you tankier.


Frozen heart is a good item when the enemy team has champions reliant on auto attacks.


If I need magic resist, I prefer to get over because it helps gives you a spell shield. A spell shield prevents you from getting silenced or stunned when you want to get in a good position to use your ultimate.


Randuin's omen makes it so when someone auto attacks you, their movement and attack speeds are reduced. This makes it so AD carries are scared of you because they can't auto attack you.


I hardly ever get this item, but it gives you a lot of damage and makes it so you can't get bursted if the enemy team is very strong.


I like this item, it gives you TONS OF DAMAGE




Jungle Path

[http://puu.sh/FZLI]

Wolves -> Blue -> Wraiths -> Red

I usually farm jungle until I get bandage toss at level 3.

Timing

It is important to time buffs and objectives in order to secure them for your team.
[http://puu.sh/FZLZ]

Wraiths: 50 seconds
Wolves/Golems: 1 minute
Blue/Red buff: 5 minutes
Dragon: 6 minutes
Baron: 7 minutes

Commonly Warded Spots

Here are some spots that may be warded when you are ganking. It is important to communicate with your team to know where the wards are so you can choose a proper gank route.

[http://puu.sh/FZNf]

Gank Routes

[http://puu.sh/FZNz]

[http://puu.sh/FZNI]

Early Game

Early game is what decides if you are a good jungler or not. A good jungler is one who is at the right place at the right time. Farm at the right time and gank at the right time. I prefer to farm the jungle until level 4, but sometimes I may get bandage toss at level 3 if a lane is pushing hard. Sometimes your ganking may decide the game you could snowball your lanes. Ask your teammates where wards are and choose the right gank route. Be patient when ganking and don't worry about staying too long. When you get spotted, the enemy laner usually falls back and they are naturally zoned, so you're not killing them, but you are denying them. However, don't stay too long because you also need to farm your jungle occasionally.

Mid Game

At this point of the game, you don't want to gank top lane as much because the enemy team may group for dragon if they see you at top. Mid game is all about objectives and turrets. If you are losing the game, make sure your team groups as soon as possible before your team is too behind because a good Amumu ultimate wins team fights. Be sure that the fight will be even or in your favor when you initiate. The most common way that games are thrown is when people initiate without the whole team present. Make sure the fight is at least even or in your favor. NEVER INITIATE A FIGHT WHEN YOU ARE OUTNUMBERED. Use your bandage toss to get in a good position for your ultimate. Usually when you land your bandage toss, your team will follow because it is your way of saying "GO IN TEAM!"

Late Game

Late game is all about the team fights. You are most likely the initiator and the game depends on you. You want to force a fight if your team is stronger. Sometimes the enemy team may turtle, and you will have to force a fight by starting Baron. If you are lucky, you might take Baron for free, but usually the enemy team will definitely fight because they don't want to hand you free Baron.

If you are losing, observe the enemy and try to catch them if they are doing something wrong.

Look out for stuff like:
-Playing Aggressively with only 4 members present
-Taking too long to go back. Usually you can rush baron if the enemy team needs to heal and your whole team is alive.
-Warding alone
-Roaming in the jungle alone
-GOING ANYWHERE ALONE

The late game usually depends on one crucial team fight. You are Amumu so you decide when to fight. Usually when you land your bandage toss, your team will follow because it is your way of saying "GO IN TEAM!" Again, NEVER INITIATE A FIGHT WHEN YOU ARE OUTNUMBERED.

What do I do when I get Counterjungled?



These guys will counter jungle you and give you hell. Counter-junglers can be painful to deal with. These champions are very strong duelists and will win in a 1v1. They will steal your jungle and buffs to make you mad and steal your farm.

SO WHAT SHOULD I DO IF I GET COUNTERJUNGLED?

GANK everything everywhere. Gank top, gank mid, gank bot, gank them in your jungle. Place wards on the entrances of your jungle and place wards on the bushes of your buffs. Once you spot the enemy jungler in your jungle, have your team help and gank them. If you are successful, you may even be more ahead from the gold gain from kills than you would have been if you were never counterjungled and you just farmed jungle. However, ganking the enemy jungler in your jungle may also be dangerous because he may have his teammates help him as well. Make sure you communicate with your team and have them tell you when their lanes are MIA!





Synergies



All of these champions synergize with Amumu because AOE and AOE go very well together. AOE team compositions generally win late game because AOE team comps usually win team fights. You will have to initiate because you are supposed to use your ult to give them a good opportunity to use theirs. If you are losing the game early game, you will want to drag it to late game, because an AOE team will win team fights if they are not too behind.

Videos

THESE ARE SEASON 2 VIDEOS

This is next video here is the game that got me to 2100. The enemy team invaded so I had to start red.



Marathon

Game 1: Standard Game. Rough early game, picked up a lot of kills around 15 minutes.

Game 2: My team decided to invade their blue buff early game. Very aggressive game on my part. I timed their blue buff and stole it 2-3 times.

Game 3: I messed up a bit early game. I picked it up mid game, but it was a rough game for the team.

Changelog

7/11/2012 Added a 3 game video
12/30/2012 Season 3 Update

Final Comments

Amumu is a great jungler if you want fast clear times, decent damage, quite a bit of tankiness, and OP ultimate. If you have any questions or comments or concerns, feel free to comment below and I will try to answer them the best I can. If you ask questions on my stream chat I will definitely answer them so feel free to ask me questions when I'm streaming.

I stream regularly at www.twitch.tv/theonlycholo

Comments

February 2, 2013 - 07:18 AM #1

I also tried Tear and have been impressed. At first I thought I'd have to toggle the ability, but to know I can just leave W on and it slowly counts up is insane. Several benefits to this:



1.) Extra bandage tossing from camp to camp. Prior, Amumu wouldn't do this due to mana cost fears. Now, it's a moot point.



2.) Less blue buff reliance. Now, Amumu can gift blue buff to mid and still be happy.



3.) Can leave his W up (for us lazy people).



The only time I would not get Tear is if the mid is NOT blue buff reliant, since then I can have Blue golem buff to myself.

January 11, 2013 - 06:48 AM #2

@yodaz I actually tried tear in a few games and I love it. If you get tear with wraith instead of golem you can pretty much just keep w on while traveling and not lose mana. One of the most challenging things about amumu for me is his mana and since most mids will want 3rd blue if not the 2nd, it seems viable. Even early game it adds a lot of mana and will charge up extremely quickly. I think what Cholo was getting at is that it takes away from building a big item early which hurts you. Certainly a valid argument to be made there.

January 11, 2013 - 06:42 AM #3

Great guide. I had been running basically the same runes and masteries already, but different items. I went with the spirit of wraith for mana regen, cooldown, ability power, and spell vamp with tenacity boots for a bit of extra magic resist. I find it works very well for early dps, sustain, and the spell vamp returns massive amounts of health even early game. I like your setup here though, especially the Rylai's with Liandry's late game. I just ran it and although I felt a bit weak and dependant heavily on teammates for early game kills, late game was pretty amazing. Everyone just melted at my feet. Great guide and thanks for your hard work making it.

January 2, 2013 - 10:53 PM #4

Hey, bandage toss does NOT have a 1:1 ratio.



ALL the ratios in the spell section are outdated and have been changed..

January 1, 2013 - 07:56 AM #5

hm, tear gives you near infinite mana almost immediately, as you can proc it by toggling your w every few seconds. This lets you leave your w on when clearing camps, which you cannot do with the stone. I won't go so far as to say it makes for faster clear times, as 10% dmg is pretty nice, but my guess is that it would be comparable. At that point the difference is the hp regen, which can easily be made up with a pot or two, especially since the e reduces damage anyways. Or is there something else i'm missing?



I originally started testing tears as I felt that ancient golemn was too much of a money drain for what i was getting; giving me roughly the same hp as sunfire with less armor and no dmg. While philo is another viable alternative, it seemed that tears would give a more optimal build for mid game, while not sacrificing much early (100-200 gold?).

December 31, 2012 - 05:59 AM #6

Tear doesn't really do anything for you early game so you will be put behind as you are weaker if you buy tear.

December 31, 2012 - 04:40 AM #7

any thoughts on rushing tears on first back and selling machete late game, getting seraphs after sunfire/abyssal? It seems like a good mix of ap/effective health after you already have some resistances (500 if your using the shield at 2k mana, which is easily doable considering it's 1k just from seraphs).

December 30, 2012 - 03:22 PM #8

Fixed, thanks!

December 30, 2012 - 09:23 AM #9

Under the item section about Spirit Stone, you talk about getting Dorans Rings. Might want to fix that.

November 26, 2012 - 02:07 AM #10

Just went 19/4/21, had a Quadra Kill (Almost a penta), a triple or 2, and a few double. AP Tank Amumu OP.