Amumu Wild Rift champion guide - Jungle

Jungle · Wild Rift Guide

Amumu Jungle

Amumu Jungle Guide

Updated for Patch 7.3E
S Tier

Amumu Jungle Wild Rift overview and best build snapshot

How to play

  • Farm toward your ultimate Clear camps between ganks, and avoid forcing early fights alone.

  • Gank with a clear bandage shot Your 1st ability pulls you to the first enemy it hits. Approach from the side so minions do not block your shot.

  • Catch several enemies with your ultimate Go in when your teammates are close enough to follow up.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • His ultimate locks down multiple targets at once and can decide a teamfight the moment it lands.
  • His percent-health aura and physical damage reduction let him outlast tanks and bruisers in long fights.
  • He scales cleanly, since every item makes the engage stickier, so falling behind early rarely takes him out of the game.

Weaknesses

  • Missing Bandage Toss (1st) removes his quickest way to enter a fight and gives opponents time to disengage.
  • His early jungle burns mana fast and his duel before items is weak, so aggressive junglers can invade and bully him.
  • He has no real escape, so he is easy to collapse on when his stun and ultimate are down.
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Amumu Jungle Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Amumu Jungle, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Early Health gives Amumu room to finish camps with Despair (2nd) and Tantrum (3rd) while contributing to Smite's bonus-Health burn scaling.

BOOTS

Armored Advance

Armor and health let him survive standing in the middle of the fight he just stunned.

CORE BUILD

Sunfire Aegis

Immolate adds steady damage around Amumu while Despair (2nd) keeps enemies close. Health and Armor support his engage.

Liandry's Torment

His W (2nd) never stops ticking, so the max health burn stays applied to everyone standing near him.

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so his aura keeps it on everyone he stunned.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. Amumu's W (2nd) and ultimate already require him to stay surrounded, which reliably activates Twinguard during the fight.

Abyssal Mask

His passive already makes cursed targets take more magic damage, and this increases nearby enemies' magic damage taken by another 12%.

SITUATIONAL ITEMS

Randuin's Omen

Build this when the enemy team has multiple crit champions. Bandage Toss (1st) and Curse of the Sad Mummy (Ult) place Amumu in their firing line, so reducing incoming crits protects the exact position his engage requires.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control. Tenacity gets Amumu back to moving and casting after the first disable, while magic resistance protects the Bandage Toss (1st) entry his kit requires.

Frozen Heart

Build this when the enemy team has several attack-speed carries. Amumu already stands beside them with Despair (2nd) active, so Frozen Heart's aura remains on the targets caught by his ultimate.

RUNES

KEYSTONE

Ice Overlord

He has two bandage charges and a teamfight stun, so he immobilizes enemies more often than almost anyone.

PRIMARY

Unshakeable

His job is standing surrounded, which is when this rune gives the most.

Bone Plating

He walks into the middle of a team to land his ultimate, so the first rotation aimed at him is the one worth blunting.

Overgrowth

He initiates and gets focused for it, and the extra health is what carries him through the answer.

SECONDARY

Sudden Impact

His Q (1st) pulls him to the target, which counts as a dash and sets up the bonus true damage.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable helps Amumu reach Curse of the Sad Mummy (Ult) after committing with Bandage Toss (1st).

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Flash into his ultimate is how he starts a fight the enemy never gets to spread out for.

Smite

Smite

You are playing Jungle, you always take Smite. Monster damage upgrades from 600 to 1000 after 8 consumed Eco-system Protection stacks and to 1400 after 20 total.

SKILL ORDER

Skill Priority Order

  1. 1
    E Ability
    3rd Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    Q Ability
    1st Ability
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Amumu Jungle Wild Rift matchups and counters

Wild Rift matchup guide for Amumu Jungle, covering favorable lanes and difficult counters to prepare for in ranked.

Amumu Jungle Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Amumu Jungle, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Your first clear is steady rather than fast, so route for mana rather than racing a timer you will lose. Despair (2nd) and Tantrum (3rd) clear camps comfortably, but watch your mana, because an empty bar means no gank and no escape. Finish the rotation and take scuttle, which puts you on level five with your ultimate up. Once the camps are respawning, that is your window to walk at a lane: the gank is real the moment Bandage Toss (1st) lands, and the stun chain usually finishes it. Clear again when the camps are back and repeat. Be careful at scuttle, since a strong early duelist will simply out-damage you over the crab, so contest with your laners nearby or give it up and farm. Track the enemy jungler, ward your own buffs, and accept that this phase is about surviving until you matter.

Mid / Late Game

Levels 9+
Curse of the Sad Mummy (Ult) changes your role as soon as teams begin grouping. A clean Bandage Toss (1st) onto their carry, then the ultimate landing on the whole group, is the cleanest objective trade there is, so contest when your team can follow up. If the fight looks even, take Herald and trade away the dragon rather than throwing your ultimate into a coin flip, though a team built to hold long fights is a reason to play for soul instead. You can also invade, because your percent-health aura and area damage win a counter-jungle skirmish when you bring a teammate. Path toward whatever spawns next, since your tempo comes from setting up fights rather than out-clearing anyone. Late game Amumu exists for teamfights, so stop hunting solo plays and position for the one engage that wins the fight. You cannot catch anyone in a footrace and you do not want to duel a fed carry alone, so play around vision and find the angle where your ultimate hits the most people. Baron and the late dragons are ideal: the space is cramped, the enemies are clumped, and one engage into their backline can end the game on the spot. Hold the engage until your team can actually follow it, because a wasted ultimate usually means dying and watching the rest from the death timer. Build to survive the burst long enough to land the throw, and let your team do the killing.

Teamfights

5v5 Combat
You are the engage, and almost nothing else matters until you commit it. Find the flank or the choke where their carries are stacked, go in with Bandage Toss (1st) or Flash plus ultimate, and lock the whole group while your team collapses. Despair (2nd) keeps draining everyone standing next to you, Tantrum (3rd) keeps hitting the cluster, and your damage reduction lets you hold the middle of the fight instead of melting in it. The hard part is timing: engage a beat too early and you are alone, a beat too late and the carries have scattered. Get it right and Curse of the Sad Mummy (Ult) is the most decisive single button a jungler can press.
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