Table of Contents
- LEGAL DISCLAIMER:
- Introduction to Amumu
- Snapshot- Runes, Masteries, Skill Order & Items
- Before you Begin- Runes, Masteries & Summoner Spells
- Early Game- Jungle Routes
- Mid and Late Game
- Jungle Matchups
- Version History
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Introduction to Amumu
Hello! Today we are going to talk about everyone's favorite sad mummy, Amumu! Amumu is one of my favorite champions, and plays well in a role that is near to my heart- The Jungler.
Amumu is defined by League of Legends as a Melee Tank, but in today's competitive environment, he is best utilized in the role of Tanky AP. This role involves combining AP with armor/magic resist/ health. This allows Amumu to inflict a surprisingly high amount of damage with his W and E while also being durable enough to stand in the middle of everything to do that damage.
Amumu's role in the current metagame is that of Jungler- by that, I mean a champion who does not commit himself to any one lane, but instead starts his game gathering gold and XP from jungle creeps. Your job is to efficiently kill jungle monsters to keep up a steady supply of resources for youself, but you also are responsible for "watching" the other lanes and providing ganks (ambushes) on the enemy champions in each lane. Because Amumu has both a stun in Q and a disable in R, his ganks are quite effective when played correctly. Not coincidentally, Amumu is banned at a very high rate in the Seaon 3 ranked ladder.
Amumu is not an effective lane champion. While he sees niche use in the middle lane and in the bottom lane as a zero-CS support, it is not a particularly good use of his resources. As a consequence, I am not going to be covering those strategies in this guide- we will solely focus on how to best utilize Amumu in the jungle.
Snapshot- Runes, Masteries, Skill Order & Items
For those of you that are simply looking for a quick-and-dirty guide to Amumu without explanation, here it is:
Red Magic Pen Runes x9
Yellow Armor Runes x9
Blue Scaling Mres Runes x9
Movement Speed Quintessence Runes x3
|Q- Bandage Toss||X||X||X||X||X|
|R- Curse of the Sad Mummy||X||X||X|
Start: Machete & 5x Red Potions
Early Game Goals: Boots of Speed, Spirit Stone
Mid Game Goals: Sorcerer's Boots, Spirit Stone, Haunting Guise
Late Game Goals: Sorcerer's Boots (Enchanted), Spirit of the Ancient Golem, Abyssal Scepter, Liandry's Torment
Situational: Frozen Heart, Rylai's Crystal Scepter, Sunfire Cape, Banshee's Veil, Randuin's Omen, Runic Bulwark
Before you Begin- Runes, Masteries & Summoner Spells
OK, for those of you who aren't just looking for the "What", but also for the "How and Why", we can start here.
There's a lot to discuss even before starting a match- how are you going to customize your summoner? By that, I of course mean your runes, masteries, and summoner spells.
Runes can serve two purposes- First, they give your champion a bit of an edge in the early stages of the game. Second, they can provide some pretty critical stat bonuses late-game that you may not already have. We will be getting runes for both purposes
9 Marks of Magic Penetration
First there are the Marks (red runes). These are designed for offensive power; as a result, you will get the largest bonus from marks if you are buying things such as attack damage, attack speed, or in our case, magic penetration.
Magic Penetration is a terrific stat to have- whether it's early or late game, you are removing 8 Magic Resist right away. This will make your ganks stronger and will make your late-game damage stronger as well. Combined with Amumu's passive and sorcerer's boots, you will be dealing true magic damage to everyone early game. Then once you get to late game, any enemy that's been hit once by you will have a staggering -93 Mres modifier if you opt for an abyssal scepter.
I've seen people go with Marks of Armor instead, but the rationale there would be to help with Amumu's early jungle. While it's true that Amumu has a rather weak early jungle, armor reds become a drop in the bucket when you look at the massive armor that you get from something like Frozen Heart or Randuin's Omen. And we're going to take armor yellows later on, which gives a much better bang for your buck.
9 Seals of Armor
Seals (yellow runes) are mostly meant for defensive stats; you will get your best bonuses from armor, health, and passive gold regen. Armor Yellows are the staple rune choice for nearly any build, and this is no exception. At 1.4 armor per rune (versus 0.9 for armor marks), you get a noticeable boost that will help your first clear tremendously.
9 Glyphs of Scaling Magic Resist
Glyphs are typically used for magic-related bonsuses (Be it Magic Resist or Ability Power). For a tanky champion like Amumu, the question is nearly always whether to get flat MRes or Scaling MRes. Scaling runes give less magic resist for levels 1-8, and from level 9 onward they scale past the flat runes, ultimately giving double the magic resistance of flat runes.
The logic behind scaling MRes is that at levels 1-8, you're not likely to be facing a lot of magic damage, whereas lategame you are going to be hit with magic damage pretty constantly. My rule of thumb is to always use scaling MRes on a jungler; I save my flat MRes for laning champs that are up against an AP champion.
4 Quintessences of Movement Speed
4.5% movement speed means you will clear the jungle faster, gank better, and in the case of being counterjungled, escape better.
Most junglers want a heavy investment in Defense in order to help survive ganks and the clearing of minion camps. Amumu is no exception.
No points. Amumu benefits too much from the other trees.
Tier 1: Summoner's Resolve, Perseverance, Durability, Tough Skin
Summoner's Resolve: Increases the duration of Cleanse's crowd control reduction to 4 seconds; Heal passively grants the champion +5 health per level; Smite grants 10 gold on use; Barrier shields for 20 bonus damage.- 0 points Junglers often put a point here for the extra 10 gold per smite. I've never been a fan- an extra 10 gold every minute is worth almost nothing in the scheme of things, and there are other places to spend that point.
Perseverance: Grants up to 2 / 4 / 6 health regen based on missing health. - 0 points Not a terrible thing to have, especially for early jungling. But there are better options.
Durability: Grants 27 / 54 / 81 / 108 health at level 18 (1.5 health per rank per level)- 4 points This is worth having four points in, if only for Veteran's Scars. It also does give a sizeable chunk of health at level 18.
Tough Skin: Reduces damage from monsters by 1 / 2.- 2 points This doesn't seem all that impressive until you think about the fact that you're being hit hundreds of times over the course of a game. The first Wolf Camp, for example- two points here means you're taking 6 less damage each time the camp attacks, and you're easily negating 30-40 damage by the time you've cleared the camp; more if you don't get a good leash. Now add that to every camp you clear and you can see how it quickly stacks up!
Tier 2: Hardiness, Resistance, Bladed Armor
Hardiness: Grants 2 / 3.5 / 5 armor.- 3 points More armor for clearing the jungle early on.
Resistance: Grants 2 / 3.5 / 5 magic resist- 0 points There are better options; it won't help your early jungle at all and 5 MRes won't make a difference late game.
Bladed Armor: Deals 6 damage to any minion or monster that attacks you- 1 point For one point, you get a huge boost to your jungle clear damage in early game. Take the point.
Tier 3: Unyielding, Relentless, Veteran's Scars, Safeguard
Unyielding: Reduces damage taken from champions by 1 / 2- 2 points Tough Skin, but for champs. Makes you more durable when you gank, and also stacks well with Tantrum to make you tankier in team fights.
Relentless: Reduces the potency of movement slows by 7.5 / 15 % (stacks multiplicatively with Boots of Swiftness)- 0 Points Actually a fairly good mastery. The only reason I don't put points here is that if he's going in, he's got a HUGE gapcloser in Q, and his Q/R allow him some mobility to get away.
Veteran's Scars: Grants 30 health- 1 point 30 health for one point? Yes please.
Safeguard: Reduces damage taken from turrets by 5- 0 points Do you plan to be under turrets often enough for this to matter? I thought not.
Tier 4: Block, Tenacious, Juggernaut
Block: Reduces damage taken from champion basic attacks by 3.- '1 point Hugely useful. Excellent use of one point.
Tenacious: Reduces the duration of crowd control effects by 5 / 10 / 15 % (stacks multiplicatively with other sources of crowd control reduction).- 3 points One of the ways that Amumu can be shut down is to be hit with a CC before he can get his CC off effectively. Reducing the amount of CC that you take by 15% (up to 50% with Spirit of the Ancient Golem) is a huge step in avoiding this.
Juggernaut: Increases you max health by 1.5 / 2.75 / 4%.- 3 points Comes out to quite a bit of health at end-game.
Tier 5: Defender, Legendary Armor, Good Hands, Reinforced Armor
Defender: Grants 1 armor and magic resist for every nearby enemy champion.
Legendary Armor: Increases bonus armor and magic resist by 2 / 3.5 / 5 %.
Good Hands: Reduces time spent dead by 10%.
Reinforced Armor: Reduces damage taken from critical strikes by 10 %.
-0 points in all of them
These are all kind of silly situational points. There are better ways to invest.
Tier 6: Honor Guard
Honor Guard: Reduce damage taken from all sources by 3%.- 1 point HUGE benefit for only one point!
Tier 1: Summoner's Insight, Wanderer, Meditation, Improved Recall
Summoner's Insight: Revive grants bonus health for 120 seconds after reviving; Teleport's cast time is reduced to 3.5 seconds; Flash's cooldown is reduced by 15 seconds; Clarity restores 25% bonus mana; Clairvoyance grants persistent sight of enemies revealed for 5 seconds- 1 points Flash Cooldown. It's awesome.
Wanderer: Grants 0.66 / 1.33 / 2 % movement speed when out of combat- 3 points Even more movement speed! You'll move quickly through the jungle with this.
Meditation: Grants 1 / 2 / 3 mana regen." alt="Meditation: Grants 1 / 2 / 3 mana regen- 0 points You've only got 9 points in utility, so there are other ways to spend the points.
Improved Recall: Reduces cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds- 1 point One second can be the difference between life and death. Take the point and save yourself from all of those "ALMOST!" moments.
Tier 2: Scout, Mastermind, Expanded Mind, Artificer
Scout: Wards see for 25% further for the first 5 seconds.- 0 points Yeah, no explanation needed here... no points.
Mastermind: Reduces the cooldown of Summoner Spells by 4 / 7 / 10 3 points Smite more often, flash more often.
Expanded Mind: Grants 72 / 144 / 216 mana at level 18 (+4 per rank per level)- 0 points You don't need it; the points are better spent elsewhere.
Artificer: The cooldown of activatable items are reduced by 7.5 / 15 %. -0 points Great on champs with item actives. Amumu isn't one of them.
Tier 3: Greed, Runic Affinity, Vampirism, Biscuiteer
Take your point in Runic Affinity; you're a fairly blue-dependent jungler early game, and that extra time is quite helpful.
Smite & Flash
Smite allows you to secure jungle buffs, Dragon & Baron. Mandatory on every jungler.
Flash is an instant blink. It can be used offensively, defensively, however you want. The uses are numerous, and the value is unmatched. Get this one every time, too.
Amumu has an incredible skillset that makes him one of the best champions in the League.We'll cover each of the skills in detail first, and then discuss skill order afterward.
Passive: Cursed Touch- Amumu's attacks reduce the target's magic resistance by 15/25/35 for 3 seconds.
In order to use this passive at its best, you need to distribute your autoattacks around the enemy. If you jump in and hit R, follow it up with autoattacks on several champs so that they all get their Magic Resist shredded. Used correctly, it's pretty boss as it lowers their MRes against your entire team, making your AP Carry hit harder too.
Q: Bandage Toss- Amumu tosses a sticky bandage in a straight line towards a target location. If it contacts an enemy, Amumu will pull himself to it, dealing magic damage and stunning the target for 1 second.
Range: 1100 Magic Damage: 80 / 140 / 200 / 260 / 320 (+70% AP) Cooldown 16/14/12/10/8 seconds Cost 80/90/100/110/120 mana
Amumu's Bread & Butter ganking skill. A one-second stun that also hits quite hard. It's a fairly long-range skill which means that you can position yourself away from wards and still hit a poorly positioned laner. The downside is that it's a slow projectile, which means that you need to lead your target or you will miss. It takes a lot of practice to get right- you'll know you're getting good with Amumu if you're landing most of your Qs.
We max it second for the cooldown reduction.
W: Despair- While toggled on, Amumu will be surrounded by a small damaging area of tears. Enemies in the area will be dealt a percentage of their maximum health plus a base amount as magic damage each second.
Range: 400 Cooldown: 1 Cost: 8 mana per second Base Magic Damage: 8/12/16/20/24 Max Health to Damage Ratio: 1.5%/1.8%/2.1%/2.4%/2.7%(+1% per 100 AP)
This toggle can stack up to a pretty impressive amount of damage if you've got AP and magic penetration. Fortunately our build calls for a fair amount of both, and so while it may not necessarily get a lot of kills on its own, it will make you an assist machine as you whittle away targets for your carries to take down.
We max this one last, but take one point at level 1. It's most useful in team fights, which are a late-game affair.
E: Tantrum- Passive: Amumu takes reduced physical damage from autoattacks and abilities. Active: Amumu will make an instantaneous tantrum, dealing magic damage to surrounding units. Additionally, each time Amumu is hit by an autoattack the cooldown on Tantrum's active will be reduced by 0.5 seconds.
Physical Damage Reduction: 2 / 4 / 6 / 8 / 10 Range: 200 Cooldown: 10 / 9 / 8 / 7 / 6 Cost: 35 Mana Magic Damage: 75 / 100 / 125 / 150 / 175 (+ 50% AP)
The passive on this gives Amumu a huge armor steroid early-game, while the active is amazing for clearing camps. If you're fed early, some AP and magic penetration also makes it really good for mid-game skirmishes.
For those reasons, we max this one first.
R: Curse of the Sad Mummy- Amumu entangles surrounding enemy units, dealing magic damage and rendering them unable to move or use autoattacks for 2 seconds.
Range: 600 Cooldown: 150 / 130 / 110 Cost: 100 / 150 / 200 Mana Magic Damage: 150 / 250 / 350 (+ 80% AP)
A 2-second root that also stop autoattacks; many less experienced players assume it's a stun and will just sit there until the effect goes away. Stupid for them, but good for you! This is what makes Amumu such a great jungler. Throw your Q to pull yourself into the middle of the team and press R, which entangles all of them. This gives your team the ability to throw a bunch of damage down without a serious retaliation. A well-placed R can win team fights all on its own. Learn when to use it and watch your efforts lead your team to victory.
Level it at 6, 11 and 16.
Take W first; it helps with Wolves & Blue and does more damage than tantrum for less mana. Take E at level 2 and 3 so that you can clear jungle camps more effectively, and Q at level 4 so that you can start ganking. If for some reason you want to gank earlier, you can take bandage toss early. However, I'd make sure that the gank is going to be successful, because Amumu is a slow jungler without a good level investment in Tantrum and you'll set yourself back if you decide to go for a level 2 or 3 gank and come back emptyhanded.
Once you're level 4, always level E (when available), taking R at level 6. When E isn't available, take Q so that you can use it more often. Keep leveling Q (take R at level 11) and the finally, when it's all done, max W.
If your match is leaning towards really heavy teamfighting early on, consider maxing W before Q. It's a judgment call that you have to make- W will give you more damage in team fights and make you a more dangerous asset. If you're not seeing much team fighting or it's mostly 2 and 3 man skirmishes, having Q up more often will serve you better.
As we said at the beginning of the guide, Amumu wants items that make him Tanky AP- they increase the damage that he does while at the same time making him tough to kill. There are quite a few items to consider for Amumu, and we will cover all of them now.
To Start the Game, take a Hunter's Machete & Five Red Potions- The Machete not only increases your auto-attack damage, but also the damage done by W & E. You will clear the jungle with ease this way.
Once you've gotten yourself some gold, your first objectives should be to pick up the basic Boots of Speed as well as upgrading Machete to Spirit Stone. Spirit stone increases your jungle clearing power while also giving you some health/mana regen. With this core, Amumu can safely farm his jungle for quite a while. This is all you need to farm & do basic ganks.
From here we need to increase our damage and our tankiness. The order in which you do this is up to you, but we need three items- "Spirit of the Ancient Golem provides a large health boost as well as armor & tenacity to make you more durable, while stacking magic penetration with Sorcerer's Shoes and Haunting Guise'' will allow your abilities to continue to hit for true damage even as some champs build a bit of magic resistance. Those items represent your mid-game core- with them you'll clear the jungle effectively and you'll also gank effectively.
Your next goal will depend on your needs. If armor or mana are issues, Glacial Shroud is a terrific investment at only 1500 gold. If you need Magic Resistance, invest instead in a Negatron Cloak. With Negatron, you can either build into a Banshee's Veil for some serious bulk, or for those who are more damage-minded, you can pick up an Abyssal Scepter instead. Typically it will be Abyssal because it gives AP, MRes AND a aura debuff for enemy MRes. As I mentioned in the runes section, that's a -93 Enemy MRes modifier!
What about for those people who don't really need tankiness? For those people, upgrading Haunting Guise to Liandry's Torment is going to be the best option. Liandry's provides a Damage Over Time every time you hit an opponent with one of your abilities. This includes W, which means that as your opponent stands in your W aura, you will continually hit them with Liandry's burning passive, which does 1.67% of their current health every second. I said before that W makes you the king of assists- Liandrys only further enhances your ability to wear the enemy down.
So in theory, we should have four items now- Sorcerer's Shoes, Liandry's Torment, Spirit of the Ancient Golem, and Abyssal Scepter. Those who needed armor should also upgrade their Glacial Shroud to Frozen Heart when it's appropriate. What's next?
Well, that really depends. Aegis of Legion and its upgrade, Runic Bulwark, provide you with health, armor and MRes. They also provide a passive aura to your team. If your support is buying it, this should rarely be necessary. However, in those games where you find that you're getting a lot of focus, runic bulwark provides a terrific mix of defensive stats.
Typically, however, you want to continue building Tanky AP. There are two items that fit this for Amumu- Rylai's Crystal Scepter and Zhonya's Hourglass. Rylais gives less AP than Zhonyas, but it does something that really helps Amumu's damage- it slows anyone in the aura of his W. If you look at Liandry's description, it says that any target that is slowed will take double the passive damage per second. That means that the 1.67% per second suddenly becomes 3.3% per second. And so while it does give less AP, Rylai's is really the more "Offensive" item choice. Zhonya's is for those Amumu players who have managed to really tick off their enemy and as a result are being focused down very quickly. The active on Zhonya's makes Amumu invulnerable for 2.5 seconds. In exchange, you cannot take any actions either. This doesn't affect W, though- you can jump in, use your ult to freeze everyone in place, and then turn on W and hit Zhonyas to get some free damage on your enemy.
That would make some possible end-game builds look like this:
Offense-oriented: Sorcerer's Shoes, Liandry's Torment, Spirit of the Ancient Golem, Abyssal Scepter, Rylai's Crystal Scepter, Zhonya's Hourglass
Defense-oriented: Sorcerer's Shoes, Liandry's Torment, Spirit of the Ancient Golem, Abyssal Scepter, Frozen Heart, Runic Bulwark
What about Sunfire Cape? Sunfire Cape is an interesting item. It gives armor, health and an extra 40 magic damage per second. It's interesting because while the stats are terrific early game, it's a pretty expensive item for what it offers. And when you get to late-game, it's no longer particularly impressive. As a result, I don't use Sunfire Cape anymore. It was a good choice in Season 2, but it's more or less been replaced by Haunting Guise & Liandry's Torment.
Boot Enchantments? To be honest... It's a complete toss-up. Distortion lets you use flash more often, while Captain provides your team with the ability to follow-up on your initiation when you throw yourself in there. And of course homeguard is the popular choice for faster healing & returning to lane from base. I really don't have any advice here- make your decision based upon how the game is going.
Early Game- Jungle Routes
We've now figured out what runes & masteries to use; we know how to level him up, and we know what items to buy. With all of that knowledge in hand, it's time to start playing Amumu! That means we need to discuss jungling. The information provided here isn't really specific to Amumu- it's mostly general jungling advice.
To start, I will defer to another GameFAQs poster, Stonewall008, and his expertise: www.youtube.com/watch?v=AIxaMKdP6iE
What you should take away from this video is that when you jungle as Amumu, there's a pretty distinct path that you want to take. Your Jungle Route should be Wolves, Blue Golem, Wraiths, Wolves again, Red Lizard, and Wraiths again. This will get you to level 4 and will mark a successful "clear" of the jungle. You also notice that the second runthrough of the video has his partner, Lux, helping him to kill the Wolves & Blue Golem. This is known as "Leashing"; ask your team for help with these first two camps and your first clear will not only be faster, but you'll take a lot less damage early on.
Once you've cleared the jungle once, feel free to take wolves, wraiths and double golems as you move between the lanes providing ganks and general jungler pressure.
Make sure to note the time at which you kill the Golem & Lizard Elder so that you can be there again in five minutes when it respawns! Otherwise you run the risk of giving up your buff to the enemy team.
Mid and Late Game
To start, we need to define what it means to go from early game to mid game, and then from mid game to late game. Generally speaking, Mid Game begins once the first turret falls and champions begin to group up in lanes to push turrets and capture objectives. Late game begins when no one is laning anymore- teams are grouped into 5s and any major action takes the form of a 5v5 team fight. Once mid game hits, you're not ganking at all and so your job as Amumu is to recognize that it's time to shift your focus.
Mid game Amumu is going to have a fairly large amount of Spell Penetration as well as a bunch of health courtesy of Spirit of the Ancient Golem & Haunting Guise. As a result, you have the ability to lead your team into skirmishes. Start calling some shots- if you see your top lane is getting pushed by 2 or 3 people, ping dragon and have your mid & bottom lane meet you there to secure the dragon while the other team doesn't have enough people around to effectively contest it. Similarly, if your top lane is having a hard time with things, it's your job to rally the troops to help them out. A well-timed Amumu ult can do a lot to scare people off (not to mention doing a fair amount of damage!)
As for late game, well... Amumu really kicks ass late game. Amumu's Ultimate ranks among the absolute best intiations in the game due to the length of the entanglement and the radius of the AoE. As a result, you can have a very significant amount of impact on the outcome of a team fight by using your ult correctly. The classic setup is to Q into one of the enemy team members, get into position, and let loose! Of course, the caveat to this strategy is that you need to make sure that your team knows that you're going in. More importantly, you need to know when is the right time to go in (and when it's the wrong time). If your team is low health and they're all full health, DON'T throw yourself into them! It doesn't matter if they're all standing around and you can hit them all with your ult- never start a fight unless you know that you can win.
Ganking with Amumu requires a lot of skill to be effective, because while a 1 second stun ensures that you will get to your target, he doesn't have a whole lot of burst. In order to gank successfully, you need to not only deal damage with W/E, but you also need to make sure that your teammate in that lane is going to follow up and deal the damage necessary to get the kill. Either that or you only want to gank when the enemy is low health and you can secure the kill yourself. Since that's not going to happen often, we're going to talk instead about how to make the most of your ganks.
This map shows where the common ward spots are. I include this so that you are aware of the parts of the map where the enemy may have eyes (and therefore will see you coming and avoid your gank).
In order to gank successfully, you need to communicate with your team. Ask them to keep an eye on their lane opponent and to let you know when they move into one of those ward locations, because odds are high that they've just placed a ward there, meaning that you now can't gank from that route for the next three minutes without being spotted.
When you gank, do your best to save your Q. If you find that the wards aren't there, head in and let your lane teammate deal a bit of damage; force their flash, if they still have it. If you are patient, hitting a later Q will catch them off-guard and can be of greater benefit than leading off with it. This is especially true prior to level 6; once you've got your ult, you do have a bit more flexibility. Nonetheless, judicious use of Q will have a large impact on the success of your ganks.
There's not much to say in this section; instead, let's talk about Counterjungling. Counterjungling is where a jungler aggressively pursues the other jungler, whether in the form of stealing their camps or by waiting for them at a jungle camp and attempting to kill the other jungler.
As we discussed, Amumu doesn't burst well- he can lead off a gank and can provided nice sustained damage, but you can't really rely on him to get many kills. This lack of burst also means that relatively speaking, he's not great at clearing jungle camps either. This means that he is particularly susceptible to counterjungling. Within the first 10 minutes, Amumu is fairly weak and does not have much to protect himself if a jungler such as Shyvana or Lee Sin decides to enter your jungle and go for the kill.
Unfortunately, there's really not much you can do about this fact- some junglers are able to counter-jungle you and really put the hurt on you. If they're really aggressive, they'll even start the game by invading your jungle before minions spawn and steal your Blue.
This does not mean, however, that you need to roll over and give up. Instead, take measures to mitigate the hurt that they put on you. If you know that they're likely to enter your jungle, use wards to keep an eye on your jungle entrances; if you know they're coming, you can either avoid them or you can ask your lane partners to enter the jungle and help you to kill them. Counter their aggression with smart aggression of your own and you will come out ahead in the end. Amumu is unmatched lategame; so long as you can stop them from completely shutting you down, you will eventually overpower them and make the difference that leads your team to victory!
The Sad Mummy really doesn't have a lot to be sad about in Season 3. He's an extremely capable jungler who can be a difference-maker on his team in all phases of the game thanks to the combination of tank & AP damage that he provides. I hope that this guide has offered some insight into how to best use Amumu and that you are now better able to be a terror in the jungle when using him!
Thanks to the League of Legends Wiki for housing so much information on this game; all stats come from the wiki. And thanks to GameFAQs for housing another guide for me.
1.0 (1/12/2013)- First Version
Copyright 2013 Sean D'Hoostelaere