Passive: Bandage Toss charges are stored every 14 / 13.5 / 13 / 12.5 seconds, up to a maximum of 2 charges.
Active: Launches a bandage that deals 70 / 105 / 140 / 175 (+70% AP) magic damage and stuns the target for 1 second, pulling himself to the target.
Passive: Amumu takes 4 / 6 / 8 / 10 (+3% Armor +3% MR) reduced physical damage.
Active: Deals 90 / 120 / 150 / 180 (+50% AP) magic damage to neaby enemies and slows them by 20% for 0.5 seconds.
Tantrum's cooldown is reduced by 0.5 seconds when Amumu is hit by an attack.
Amumu is an AP jungler. He is not the best champion before level 5, but as soon as you get access to Curse of the Sad Mummy he becomes a team fight god! In the early game, With Amumu, you want to play passive and farm in the early game to get to level 5 as soon as possible. When you reach level 5 you can look to gank any lane with his Bandage Toss and follow that up with his ultimate, Curse of the Sad Mummy. This allows your teammate/s to follow up and get an easy kill. One important thing to note with Amumu is that Despair is a toggle ability. This means you need to make sure you turn it off if there is no one nearby or you will waste a lot of mana!
Attacks curse the target to take additional true damage from incoming magic damage for a few seconds. Subsequent applications of Curse Touch will refresh its duration.
This means that 10% of magic damage that the enemies take won't be reduced by magic resistance so this works great with the more ability power damage you have on your team.
Amumu launches a bandage that deals magic damage and stuns the target for a second, pulling himself to the target. Amumu can use this ability to get over walls which makes it very useful when moving around in the jungle, and you can use this on enemies as well as a surprise factor.
Bandage Toss also works great with Flash as you can Flash just after you activate Bandage Toss and your projective will go even further forward so you can use this to catch enemies out.
This ability is a toggle, meaning you can turn it on or off at any time. When activated, Amumu begins to weep and deal magic damage to nearby enemies every second. Note that you should turn off this ability when there are no enemies nearby, as you can drain through your mana if kept on during the whole game.
Despair works well with Sunfire Aegis as both the ability and item deal damage when close to enemies.
This ability has a passive that when it is first learned, you take reduced physical damage, which makes Amumu a bit tankier. The active deals magic damage to nearby enemies and slows them for just under a second. This is your main damage ability when moving around the jungle.
Also, Tantrum's cooldown is reduced by just under a second when Amumu is hit by an attack. This includes jungle monsters so make sure to always use Tantrum so the cooldown can be reduced when being hit by jungle monsters.
This is the game-changer ability for Amumu and what can win games with the click of a button. Amumu deals magic damage to all nearby enemies and stuns them for over a second.
This ability has a large area and has a huge AoE stun when used correctly. If you can get a big engagement off with your Bandage Toss, followed by Curse of the Sad Mummy, you can carry a teamfight and win the game.
Amumu is known as a big team fight champion that can change a fight in an instant with his insane damage and crowd control and this reflects on the build. Liandry's Torment gives Amumu a bit of health to survive longer in teamfights, but he also gets a lot of damage from Liandry's passive, Torment. This passive burns enemies when they take damage which works really well with Despair. After Liandry's you want to build more damage so you can look to Bandage Toss onto the enemies and deal a lot of damage.
For runes we have:
Electrocute is a great way for Amumu to deal a little bit of extra damage when hitting his abilities.
Same as Aftershock, Amumu can immobilize with his 1st and ultimate ability. If you can hit a 5 man ultimate the whole team will take more damage from weakness.
Ultimate Shield gives Amumu a shield after casting his ultimate for a few seconds. When using Amumu's ultimate, you will always be surrounded by a lot of enemies so the little shield you get can allow you to absorb some damage.
As Amumu, your ultimate is the most impactful ability that can carry a teamfight if you can hit multiple enemies. So going Hunter - Genius is great because you can get some ability haste so you can use your ultimate more often.
With Amumu he doesn't have the best 1 vs 1 potential vs other junglers. This means that most of the time you want to go for a full clear in the jungle which means you work your way through your jungle and kill every camp. When you finish killing every camp in your jungle you will get close to Level 5 and can easily gank any lane. Amumu benefits a lot from starting at Blue Sentinel! This helps a lot with Amumu and his mana problems early.
This is what the jungle path would look like:
Below is a beginner's guide I did for jungle in Wild Rift. It goes in-depth about every jungle camp. Epic monsters and more!:
Amumu is a great team fight champion in the late game. Amumu wants to stay with his team at all times as he has great abilities to help the team. As a jungler, your main objective is to keep track of when Dragon's, Rift Herald, and Baron spawn. Taking these epic monsters will give you and your team an advantage in the game. When a team fight happens Amumu is great at being in the front line protecting his team. Amumu is a tank that has a lot of crowd control and as mentioned before a great ability called Curse of the Sad Mummy that can change a team fight.
Overall Amumu is a great starter champion if you want to play jungle! He has some easy abilities that you can learn straight away and you can have a big impact on the game with his abilities and playstyle.
Thank you for reading this guide! Feel free to follow me and ask any questions on:
Good luck on the rift summoners!
Copyright © 2021 WildRiftFire | All Rights Reserved