Amumu jungle guide

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.

Amumu the Sad Mummy

Amumu is played as a jungler mostly.



  • Good sustain in the jungle, fast cleaning speed.
  • One of the best engages in the game.


  • Not super tanky for a tank.
  • Reliant on blue early game.
  • Can be counter jungled.

Summoner spells

  • Smite: Mandatory for a jungler.
  • Flash: As a jungler Flash provides many opportunities to escape easily. If you miss your engage with your Q but it's still the good timing to do so you can flash in + R.

You will have to run a bit closer still.


  • Cursed Touch (passive): On his auto attacks Amumu applies a magic resistance reduction on his target as follows: (15/20/25 magic resistance reduction). It last for 3 seconds and any consecutive auto attack refreshes its cooldown but it doesn't stack.

You have the first rank at lvl 1 then 6 and 12. It's only mono target but it is good with you kit as you are an AP tank. It's even better when you are in a AP heavy team.

  • Bandage Toss (Q): On hit Amumu will reach target location stunning the target for 1 second and dealing magic damages as follows: (50/130/180/230/280 +70% AP). Range: 1100 Cooldown: (16/14/12/10/8). Cost: (80/90/100/110/1120 mana).

It's a reverse grab. Amumu throws bandage then he get pulled to the enemy if he hits. That's the first component of your engage combo with R. You can also use to “leap” away though the jungle, using neutral to escape. You can do the same if you are trying to run away after a chase by using enemy creeps on your way back. This is not an auto lock it's a skill shot. The range is huge and you have to use it at your advantage. During a team fight you are aiming for the second lane of the enemy formation to pass through the first lane (bruiser + tank), to land right in the middle to finally cast your ulti.

  • Despair (W): Toggle: Amumu deals AOE magic damage around him and over time as follows: (8/12/16/20/24 magic damage per scond). It also deals additional magic damages based on the enemies' maximum life as follows: (1.5/1.8/2.1/2.4/2.7% +1% per 100AP of enemies' max HP). Range: 400. Cooldown: 1. Cost: 8 mana per second.

Amumu has interresting abilities to weaken and damages even the enemy tank. It's also a basic for your farm in the jungle.

  • Tantrum (E): Passive: Amumu takes less damages from auto attacks and AD damages as follows: (2/4/6/8/10). Active: Amumu deals AOE magic damage in a small area around him as follows: (75/100/125/150/175 +50%AP).Each auto attack taken by Amumu reduce tantrum's cooldown by 0.5 seconds. Range: 200. Cooldown: (10/9/8/7/6). Cost: 35 mana.

Low cost and can be spamable more or less. This is your primary ability in the jungle. In a team fight the more you are focus the more damage you will deal.

  • Curse of the Sad Mummy (R) (Ultimate): Amumu roots every enemy in a large zone around him for 2 seconds as follows: (150/250/350 +80% AP per second). The enemies can't auto attack over the same duration. Range: 550 Cooldown: (150/130/110). Cost: (100/150/200) mana.

Technically this ulti is better than a simple root. For 2 seconds any enemy caught in it is unable to move but also to auto attack. A root is just about an immobilization. Whereas a stun won't allow you to do anything. So Curse od the Sad Mummy is an enhanced root applying a 100% attack speed debuff over 2 seconds (they can still cast). The radius is pretty big. As I said with a well-placed Q you are able to catch the whole enemy team with your ulti during a team fight.

Skill sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

E and W are your main skills for the jungle. Then you max Q last.


  • On the defensive tree you take the jungle's masteries + Hardiness and Legendary guardian for later teamfights.
  • On the utility tree your are looking for Runic affinity. More movespeed from fleet of Foot is good as well.


The rune page is set as follows:

  • X9 Magic penetration penetration (marks): It s my page as I play it actually but the mark choice is questionable here. In League of Legends the script calculation the damage mitigation always prioritizes the reduction over the penetration. That means that with Amumu you will have less armor to penetrate magic resistance to penetrate as you will build an abyssal Scepter almost every game granting 20+25 magic reduction from you passive. So it will apply the penetration on a xx-45 it won't be much on an Ad carry. In the other hand there is not that much exciting mark to replace it. You can take more flat armor if you want.
  • x9 Flat armor (seals): More sustain in the jungle from start.
  • X9 Magic resistance per level (glyphs): The usual.
  • X3 flat movement speed (quintessences): to clean the jungle faster and to position yourself easier on your engages.


Even for amumu (AP jungler) the standard start will be a machete + hp pots. On your first trip back (725 gold) you upgrade the machete to the stone and you pick the boots up. Sunfire Cape was nerfed on the patch 4.1 to scale less with the early game. So it's not mandatory anymore. Your pre-core will be : Ninja Tabi + boots + Spirit stone + Chain vest. Then your core: Ninja tabi + Spirit of the Ancient Golem + Sunfire Cape/Frozen heart. They you almost always build an Abyssal scepter. If you are really gank or team fight orriented from the start you can build an early Locket of the Iron Solari. A luxury item can be a randuin's omen or a Rylai's Crystal Scepter. As a tank you always have to build your stuff depending on the enemy team composition.

Jungle Route

Start on the Blue camp. Make it clear that you have your mates keeping you safe here. An early countered blue will be a disaster for your farm. Amumu is pretty weak early and can suffer a lot from counter jungling. You usually don't gank at level 2 as you level up W and E first. You can put a point in Q at lvl 3 after red (Blue→wolves→red) or you can farm more. Amumu's has a good sustain and a fast cleaning speed so you can play him as a power farmer if you want. After red you can do the wraiths then the golems and repeat the cycle minus the major camps.

General guidelines

As I said on a teamfight try to engage the first enemy from the second line of defense you will be able to land a perfect ulti catching everyone. On your early ganks if you are not confident on your aim you may run aside an enemy, hit him with the red and then land an easier Q as it will be slowed. If you try to run away from someone in the jungle don't forget to use Q on neutrals to pass through the obstacles and end the chasing. Amumu will not be super tanky mid-game so make sure that your allies are not too far from you when you engage.

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends

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