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Czech Republic11293 Posts
About Amumu: Amumu is a strong jungler picked semi-regularly in tournament games (post-S2 championship finals). His main strength is his teamfight, doing tons of damage and having massive CC. In the early game he can offer strong ganks, especially in middle lane. Amumu is considered weak to counterjungling, but usually he can manage.
Amumu has particularly good synergy with other AoE heavy champions like Orianna, Malphite, Zyra and Karthus, combined with them doing the Wombo Combo, locking down doing massive damage to several champions at once. Because of his slight weakness to counterjungling, you should consider other picks when something like jungle Nunu is on the enemy team. Even then he can be the best pick though, depending on your team composition.
Skills: Passive: Cursed Touch (Innate) Amumu's autoattacks reduce the target's magic resistance by 15 / 25 / 35 for 3 seconds. The debuff doesn't stack but it refreshes with every autoattack. A decent passive, though quite uninteresting. Another good reason to autoattack people in teamfights and ganks. When killing small golems, you should autoattack the small golem once to increase your damage against him.
![[image loading]](http://imgur.com/Z160w.png) Q Skill: Bandage Toss (Active) Amumu tosses a sticky bandage in a straight line. If it contacts an enemy, Amumu will pull himself to it, dealing magic damage and stunning the target for 1 second. Cost: Cost: 80 / 90 / 100 / 110 / 120 mana, Cooldown: 16 / 14 / 12 / 10 / 8 seconds, Magic Damage: 80 / 140 / 200 / 260 / 320 (+0.7 per ability power) Range: 1,100, Projectile speed: 1800 for ganking, fighting, and hopping over walls in the jungle if you don't need the mana for whatever reason. You can use this skill to initiate teamfights, just hit an important target and ultimate. During a teamfight, use this skill to stick to and stun an important target, usually the enemy AD or AP carry. When your carries are significantly stronger than theirs, you can use this skill to peel for them. When ganking, you can either shoot this skill from the fog of war (from a brush or from behind a wall) or you have to get in a position where hitting this skill is guaranteed/almost guaranteed. Try to walk up to your target from side or from behind before shooting, dodging from very short range is impossible without flash. Nothing ruins ganks more than a premature shot that ends up missing.
![[image loading]](http://imgur.com/YqxQU.png) W Skill: Despair (Toggle) 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. Cost: 8 mana per second, Cooldown: 1 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 ability power) Radius of AoE: 300 A nice damage skill. Turn this on when killing jungle creeps or enemy champions, unless you want to conserve your mana. It is not very mana expensive at all though. Not much to add, very straightforward skill.
![[image loading]](http://imgur.com/x2FvM.png) E Skill: Tantrum (Passive) Amumu takes reduced physical damage from autoattacks and abilities. Physical Damage Reduction: 2 / 4 / 6 / 8 / 10 (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. Cost: 35 mana, Cooldown: 10 / 9 / 8 / 7 / 6 seconds, Magic Damage: 75 / 100 / 125 / 150 / 175 (+0.5 per ability power) Radius of AoE: 200 A great damage/sustain skill. The passive significantly decreases the damage you take from both jungle creeps and lane creeps when ganking. The active is your primary way of jungling and also a very nice damage skill in general. When jungling, just use this skill whenever off cooldown. When killing buffs, pull the big creep a little bit, so that the small guys aren't hit with your Tantrums, it will speed up killing the buff quite a lot. When ganking, remember that this skill has a short casting animation, so you might want to delay using this skill in favour of autoattacking with red buff, though that is usually not the case. Also remember that you take no damage from lane creeps at higher levels, so try to aggro them to increase your damage output. When fighting, you generally want to mash your E button to maximize your damage output, unless you want to conserve mana for Bandage Toss and/or ultimate.
![[image loading]](http://imgur.com/dn9sl.png) R Skill: Curse of the Sad Mummy (Active): Amumu entangles surrounding enemy units, dealing magic damage and rendering them unable to move or use autoattacks for 2 seconds. Cost: 100 / 150 / 200 mana, Cooldown: 150 / 130 / 110 seconds, Magic Damage: 150 / 250 / 350 (+0.8 per ability power) Radius of AoE: 600 A brilliant ganking and fighting skill. After aquiring this skill, you should generally look for a gank, best in middle or bottom lane. When ganking, try to use this skill before you use Bandage Toss, in order to guarantee the hit on your Q. Use your Q first only if you can't get close enough to cast your ultimate. In fights, this skill is best used to initiate. Use your Q to close distance and lock down an important target, then ultimate to lock down most of their team. This is especially effective if your team has AoE ultimates of their own, most notably Orianna and Malphite, creating an AoE rape known as "WOMBO COMBO". If the enemy team is the one to jump on your first, walk/Q/flash in a position to hit as many people as you can.
Masteries:
![[image loading]](http://imgur.com/LEnri.png) 0/21/9 are really the only viable masteries on Amumu. The extra tankiness, reduced damage from jungle creeps, cooldown reduction and movement speed are more useful than anything else you can get in any other tree. The 9 in utility are mostly for the buff duration, which is very valuable if only for the first few levels.
Runes: Marks: Armor or Magic Penetration Seals: Armor Glyphs: MRes, Mres per level, flat Cooldown Reduction, flat AP Quintessences: Movement Speed For Marks, Armor is especially useful early game, negating a lot of damage from jungle creeps. Magic Penetration is used by some to improve your combat strength in later levels a little bit, but remember it is at the cost of first jungle clear and sustain in jungle. Armor Seals are absolutely necessary for jungling, as they reduce the damage from jungle creeps. There are many options for Glyphs. Flat AP speeds up your jungling a bit, both early and midgame. Flat Cooldown Reduction speeds up your jungling a little less, but more significantly it shortens the extremely long cooldown on your ultimate, allowing for more strong ganks. Magic Resistance or Magic Resistance per level do not help with jungling at all, but they can still be used if you will take large amount of magic damage throughout the game (specifically when enemy team runs double AP). Movement Speed Quintessences speed up your jungle significantly and increase your combat strength a great amount. Do not underestimate the power of post-mortem jogging.
Skill Order: The only (known) skill order used by pro players is WEQEER R>E>Q>W The reasoning is simple. 1 level in W speeds up jungle significantly, especially buffs, so it is taken very early. E is the best skill to max for both killing jungle creeps fast and taking less damage from them. One level in Q is essential for ganking for the gapcloser and stun. After maxing E, Q is maxed second in order to reduce its cooldown. In teamfights, the ability to stun and jump twice as often is way more valuable than the minute difference in damage from W, so W is maxed last.
Item Build: Boots+3 are the starting items for obvious reasons: faster jungling, better ganks and sustain from pots. The standard build is as follows. Philosopher's Stone is the first item built, the HP and mana regen are important for staying in jungle without having to back too often. It also builds into Shurelya's Reverie, which is one of your core items. The gold per 10 is a small bonus added on top of an already great item. The standard Amumu core build is Shurelya's Reverie, Aegis of Legion and Boots2. Boots are usually either Mercury Treads or Ninja Tabi depending on how much CC and physical/magical damage enemy team has. Though Sorcerer's shoes are useable for slightly more fighting strength in smaller fights, they are generally not recommended. Mobility boots generally don't help Amumu's ganks enough to justify them. Without an escape skill, Amumu needs all the fighting strength he can get. In what order to finish your core items is up to debate. Aegis of the Legion gives you the most fighting strength for the least cost, Boots2 speed up your jungling and help your ganks a little bit, Shurelya's Reverie allows you to initiate teamfights and ganks even better. Generally, build Shurelya's first if they are necessary for your team to follow up your initiate effectively. Otherwise, Aegis+boots2 first are better.
Three items outside of your core that can be built after Philosopher's Stone are Heart of Gold, Doran's Shield and Doran's Ring. All of these items delay your core items quite a bit. Heart of Gold allows you to get Randuin's Omen after you finish your core much faster, but it does weaken your early and midgame in the process. Doran's Ring and Doran's Shield both make you significantly stronger early and midgame, but delaying core items is often not worth it. Doran's Ring gives extra manaregen so that you save on manapots, Doran's Shield is particularly good when you want to towerdive some. However, sticking to your core build is a fine choice in all circumstances.
After your core items there are quite a few options. For extra armor, Frozen Heart or Randuin's Omen are both a fine choice. Randuin's offers more survivability and an amazing active to follow up your ultimate and is generally the preffered choice. However, Frozen Heart aura and Cooldown Reduction are both more useful in spread out, messy teamfights. So if you expect large amount of kiting from both teams, Frozen Heart is better. However, do not get FH if you already have one on your team, that is a bit of a waste.
For magic resistance, a Negatron Cloak a the most cost efficient choice. The items it builds into are better bought when you run out of itemslots. Banshee's Veil is stronger in simple, cluster-y teamfights that are decisively initiated, so that the spellshield can block a meaningful spell. Force of Nature is better when there is a lot of poking and kiting going on, that is when the HP regen and movement speed are the most helpful. Abyssal Scepter is good when you can spare little bit of gold on damage and you have a lot of magic damage on your team, like Karthus or Katarina.
As for pots, Wards and Oracles. HP pots are a necessity in the first jungle clear and a good buy for the 2nd one. After you get Philostone they should be unneeded. Mana pots are a very good buy throughout the early game. They should be used in case of emergency, when you are low on mana but a fight breaks out or an opportunity presents itself. Buy them in advance then. Wards are great and should be bought throughout the game. Place them to scout for ganks and enemy jungler position. The most vision you have on a map, the safer ganking and farming is. Because Amumu doesn't have an escape, Oracles shouldn't be bought early. Early game, pink Wards should suffice. Later in the game however, after finishing an item or 2, if everyone but you has a habit of dying or you want to attract some extra attention, Oracles is a good buy.
A very specific item build has been popularized by Azingy and it goes like this. The first 2 items after Boots of Speed are 2 Doran's Rings, followed by Sorcerer's Shoes. This gives you great fighting strength and extremely fast jungle clear. Azingy then build Abyssal Scepter and Sunfire Cape in whatever order, presumably to deal even more damage. However, it should be noted that this itembuilds requires specific teamcomps and great amount of coordination with teammates, and knowledge of both seems to be exclusive to Azingy's head. Rest of the guide shall assume that you are going the tried-and-true standard itembuild.
Jungling: The most standard jungle path for both sides is Wolves-Blue-Red. Amumu has very good ganks middle lane thanks to a 1100 range gapcloser, so staying close to mid is generally a good idea. For blue side specifically, Wraiths-Red-Blue is a viable path to countergank the expected gank toplane at that time. However, you will need a smiteless leash on red buff to do that. After killing your buffs, most of your time will be spent clearing small jungle camps. Pushed lanes are good places to gank, so you can try to walk in and get a kill. Make sure to check where wards are though, walking into lane just to be seen from a mile away will likely just slow down your farm. After you hit level6 (standard benchmark here is about 8 minutes, maybe slightly after) your ganks get way stronger. You should seek gank opportunities more aggressively, so at this point don't get mad at middle lane for taking your Wraiths. If you get a kill in middle or bottom lane and are level5+, you can often take Dragon uncontested.
Ganking: As mentioned above, there are usually 2 different ways to gank before you get your ultimate. First and most common option is to just walk into a lane from side or behind, get close to the enemy and when they are too close to dodge, shoot your Bandage Toss. If your lanemate has a stun, you can cut all the walking close parts and just jump in after the enemy has been stunned. The other option is to throw bandage toss from a brush or from behind a wall to hit an unsuspecting enemy. This can only rarely be pulled off though, since getting unseen into brushes that people are close to is no small challange. In ganks you should turn on your W and mash your E and autoattack for maximum damage. Because of Amumu's low fighting strength and no escape skills, you are vulnerable to counterganking. Preferably make sure that enemy jungler isn't close or that you can burst down the enemy laner in time. Otherwise it is a risk, often worth taking, but still a risk.
After you get your ultimate, the run-close gank gets even stronger, since you can guarantee your Bandage Toss will hit by using your ultimate first, for a total 3 seconds of hard CC. Bandaging in gets significantly stronger as well, simply for the extra damage and CC. When you ultimate is up, you can also countergank extremely well by bandaging in from 1100 range and hitting ultimate on all people present.
Dealing with counterjungle: The most common place to be counterjungled is your red buff. The enemy jungler can do his blue buff and then run straight to your red. If that happens, you will probably need your laners to come help. Buy time for them by damaging the enemy jungler a bit, attack him and E him when he's attacking the buff, run away when he turns to attack you. Hopefully your teammates arrive in time, if not, you will be forced to try smitesteal. Bigger problem is if enemy jungler started at your red buff. Have your support or solo laner (depending on what side you are) check your red buff at about 1:56 to see if they are starting there. If they are, tell your middle lane and the lane closer to their red buff push. After finishing your blue go straight to their red, the enemy jungler won't be there in time or you will have a much better position. If the enemy jungler is just stealing your small camps randomly, there isn't much you can do early on. Try to take your camps, especially your Wraiths, right after they spawn. Taking your small creeps slows down the enemy jungler as well, since they are far away from his own jungle, so you aren't as behind as you might think.
Teamfight: Again, as has been mentioned above, your role in teamfight is usually to initiate by Qing in onto an (important) enemy and pressing R to lock them down. Initiate when your teammates will be able to follow up, so they need to be close enough. Do not initiate teamfights when you know or it is likely that the enemy will win, either because they have the numbers advantage or have a large gold advantage. If the enemy initiates on your, use your Q and flash to position quickly and hit your ultimate on as many people as you can. Do not delay your ultimate too much though - CCing the enemy isn't very useful when only you and the support are still alive.
After you use your ultimate, use your Q to stick to an important target like AD or AP carry. Mash E button and autoattack to do damage. Amumu is a very strong teamfight champion, so this is your time to shine.
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ALRIGHT DID I MISS ANYTHING also grammar check please and general coherence check if you guys would be so kind, I wrote the last half or so some time after the first so it may be disconnected a little bit. Seems alright-ish on the first glance.
Once I get a few grammar + late quality checks it's gonne be finished. Should I make a new thread or make Wave substitute his OP for my own?
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lol@ 'make Wave' At this point, it really makes more sense to just make your own thread and have Neo close this one. You have my blessing and my permission, good sir (not that you need it, considering how horribly out-of-date mine is and also the fact that you have like 3k elo on me). Oh for formatting and whatnot, if you want you can use my pretty pictures as well.
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Things i noticed: The first part obviously needs formatting, as you are probably aware. You might consider making the headlines bold or underlined in general for better readability.
You could also consider adding a small paragraph about how to react to getting invaded, as people especially at lower elos love to invade amumu, so beginner amumu players will have to deal with it a lot.
Spelling errors i noticed marked in bold:
Jungling: The most standard jungle path for both sides is Wolves-Blue-Red. Amumu has very good ganks in middle lane thanks to a 1100 range gapcloser, so staying close to mid is generally a good idea. For blue side specifically, Wraiths-Red-Blue is a viable path to countergank the expected gank toplane at that time. However, you will need a smiteless leash on red buff to do that. After killing your buffs, most of your time will be spent clearing small jungle camps. Pushed lanes are good places to gank, so you can try to walk in and get a kill. Make sure to check where wards are though, walking into lane just to be seen from a mile away will likely just slow down your farm. After you hit level6 (standard benchmark here is about 8 minutes, maybe slightly after) your ganks get way stronger. You should seek gank opportunities more aggresively, so at this point don't get mad at middle lane for taking your Wraiths. If you get a kill in middle or bottom lane and are level5+, you can often take Dragon uncontested.
Ganking: As mentioned above, there are usually 2 different ways to gank before you get your ultimate. First and most common option is to just walk into a lane from side or behind, get close to the enemy and when they are too close to dodge, shoot your Bandage Toss. If your lanemate has a stun, you can cut all the walking close parts and just jump in after the enemy has been stunned. The other option is to throw bandage toss from a brush or from behind a wall to hit an unsuspecting enemy. This can only rarely be pulled off though, since getting unseen into brushes that people are close to is no small challange. In ganks you should turn on your W and mash your E and autoattack for maximum damage. Because of Amumu's low fighting strenght and no escape skills, you are vulnarable to counterganking. Preferably make sure that enemy jungler isn't close or that you can burst down the enemy laner in time. Otherwise it is a risk, often worth taking, but still a risk.
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Ganking you should walk up from behind and auto/e/w them before trying to q in certain spots, a lot of the time it's bad to blow a q to gapclose in the opposite direction because they can just flash out (instead of being able to q and catch them after they flash) and getting an auto/applying your passive makes a big difference in damage output at early levels where things like gank damage are relevant.
You can take E first if you're going to be in a fight level 1 or if you have to take wraiths at level 1 because they successfully invaded your blue, I think it's terrible to say "only known skill order" because that's just limiting yourself, e clears small camps faster (especially wraiths).
You should also talk about pulling the buffs out so that the small lizards don't get hit by your e but still damage you for the cdr reset.
Glyphs you want scaling ap not flat, if you're gonna take flat take them on quints.
Most pros have been building Amumu with sorc shoes lately (see snoopeh in recent MLG) but nobody reading this guide is going to be a pro.
HoG is usually pretty standard on Amumu as well, you can omit it if you like but I think it's worth mentioning since like 90% of the time it's good for you, seeing as you're a gank-dependent champion and you won't be farming quite as much.
As far as negatron goes it's also quite useful as an Abyssal Scepter because it stacks with your passive and sorc shoes if you get them, that's not just something azingy does because he's azingy, it's actually pretty standard.
You should probably mention that you should only buy a pink ward if you're going to force/sneak a dragon because buying pink wards in general on Amumu is terrible.
Probably add the best non-smiteless no-gank path, the best path if you're not ganking until 4 and not taking a smiteless blue is wolves -> blue -> wraiths -> wolves -> red -> wraiths -> evaluate with doublebuffs and level 4.
I think it's generally really bad to ult before q in ganks because stunning them while they're rooted is just a waste and you'll miss ults sometimes if they just happen to flash, just get better at aiming/hitting q because if they flash that big deal, you traded an 8-16 sec cd for a ~3 min cd.
Otherwise just grammar "CCing the enemy isn't very useful when only you are support are still alive." etc
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On November 05 2012 21:51 Slayer91 wrote:Show nested quote +On November 05 2012 20:22 ZERG_RUSSIAN wrote:On November 05 2012 19:51 Slayer91 wrote: I can't remember the last time I've seen a level 2 gank that wasn't part of some kind of invade and roam support/2v1 lane that ended up as a 3 man surprise gank. Everytime my jungle level 2 ganks when I'm top it just pisses me off because he wastes time and checks off one gank top in his head and puts me in a worse position than I was (top lane vs purple side sucks). I don't really think "people at my skill level are shitty and piss me off" is a good argument against my point. I'm talking tournaments, you think people lane swap in solo queue lol Lee sins don't level 2 blue gank either, they start red and level 3 gank/countergank top. They also tend to W and E before trying to land Q, since trying to land skillshots that will make/break your gank is a messy business. Even denying him last hits will cause the lane to push, which means your laner will likely be denied when you leave. Just feels like the cons outweigh the benefits massively. A) Okay, so I quoted a bit extra, obviously I didn't say anything about that, but B) Yes, people lane swap in solo queue, it happens above 1700 quite often. I've tanked low as fuck and I'm in 16xx right now but it happens from time to time in my ranked games and quite often in my normals, too. C) Lee Sin level 2 red ganks, if you're really too dumb to grasp the analogy I'm making then I'm seriously wasting my time D) Just because you're bad at skillshots doesn't mean you have to be bad at skillshots and push the wave/take xp as well, you can be bad at skillshots and not take any xp/not push wave. E) What the fuck are you talking about if that was the case then not last hitting on the first wave would be OP and would cause everyone to be denied from that point on, just get better at last hitting and it won't push the wave.
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I think you guys miss the point here, a lot of the time the idea behind ganking isn't to get a kill, it's to put pressure on your opponent so they can't farm and have to play scared, to damage them so your laner can zone them with all-in threats, to blow flashes so they can't play aggressively, and to let your laner get a slight advantage which they can snowball themselves. Ganking isn't about killing people, that's just best-case scenario.
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Czech Republic11293 Posts
Alright, noted what Simberto said going to fix it asap
On November 06 2012 01:08 ZERG_RUSSIAN wrote: Ganking you should walk up from behind and auto/e/w them before trying to q in certain spots, a lot of the time it's bad to blow a q to gapclose in the opposite direction because they can just flash out (instead of being able to q and catch them after they flash) and getting an auto/applying your passive makes a big difference in damage output at early levels where things like gank damage are relevant.
You can take E first if you're going to be in a fight level 1 or if you have to take wraiths at level 1 because they successfully invaded your blue, I think it's terrible to say "only known skill order" because that's just limiting yourself, e clears small camps faster (especially wraiths).
You should also talk about pulling the buffs out so that the small lizards don't get hit by your e but still damage you for the cdr reset.
Glyphs you want scaling ap not flat, if you're gonna take flat take them on quints.
Most pros have been building Amumu with sorc shoes lately (see snoopeh in recent MLG) but nobody reading this guide is going to be a pro.
HoG is usually pretty standard on Amumu as well, you can omit it if you like but I think it's worth mentioning since like 90% of the time it's good for you, seeing as you're a gank-dependent champion and you won't be farming quite as much.
As far as negatron goes it's also quite useful as an Abyssal Scepter because it stacks with your passive and sorc shoes if you get them, that's not just something azingy does because he's azingy, it's actually pretty standard.
You should probably mention that you should only buy a pink ward if you're going to force/sneak a dragon because buying pink wards in general on Amumu is terrible.
Probably add the best non-smiteless no-gank path, the best path if you're not ganking until 4 and not taking a smiteless blue is wolves -> blue -> wraiths -> wolves -> red -> wraiths -> evaluate with doublebuffs and level 4.
I think it's generally really bad to ult before q in ganks because stunning them while they're rooted is just a waste and you'll miss ults sometimes if they just happen to flash, just get better at aiming/hitting q because if they flash that big deal, you traded an 8-16 sec cd for a ~3 min cd.
Otherwise just grammar "CCing the enemy isn't very useful when only you are support are still alive." etc responding in same order as your paragraphs are ok Ill rewrite the gank section to make it clear that's what I mean meh if they successfully steal your blue buff you want red buff first anyway which is way easier to do with W also at that point you are unlikely to get smiteless leash so doing red faster is more important that doing wraiths faster pretty sure I mentioned the buff pull in the guide gonna check it sec movement speed quints are awesome and unrelated to what glyphs you take. flat AP makes your jungle faster, scaling AP doesnt. Ok I'll check mlg VoDs to see that but I'm 99% sure that when he did that he went for DFG which is not viable anymore for obvious reasons WHOOPS forgot HoG. adding. I am pretty sure Abyssal is nowhere near standard. any idea who builds it to check? buying pink wards on amumu is generally about as good as buying pink wards on any other jungler i. e. pretty good. enemy wraiths when you are purple side, bottom tribush if you are blue side, etc. it's a great idea often enough to be mentioned. wolves -> blue -> wraiths -> wolves -> red -> wraiths -> evaluate isn't good at all from what I know because it puts very little pressure on middle lane because any trip towards middle lane will delay your red even more and even then you won't have red buff if an opportunity presents itself. it delays your 2nd red buff and it is a bit dangerous if enemy gets any funny ideas. It's generally outclassed by wolves-blue-red-wraiths for these reasons
no using ultimate before Q is not bad, what? it's like the most standard thing ever, you can stun them just before they come out of the root your teammate should be on them already anyway so the damage department should be just fine. "get better at hitting Q" doesn't mean anything you can aim it better than god but it will still miss 100% from certain distance and also wasting flash is nowhere near as good as getting a kill. he would have to be very very lucky to flash away with your ult wasted because he doesn't have enough time to react unless he has real life hacks and you should have more time to threat your ultimate with because your movement speed should be equal or almost equal to his
gonna add the fancy pictures good idea wave
^^^^^^^^^^ at the above people especially on purple side don't last hit the first one or 2 creeps to guarantee their lane will pull (I think? at least I do). getting better at last hittim will ensure not pushing only if the creep you are killing isn't getting attacked by a melee minion afaik.
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Triple post really necessary? I don't even know who you're talking to in that last one.
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Czech Republic11293 Posts
On the same note does anyone have any good pictures of tantrum, like of all the other skills there or do I have to make me some new picture meself? also I am pretty sure "strenght" is the correct way to spell it no? any other suggestions about formatting etc dont be shy. writing HoG and Doran's ring in normal build I'll see what I can muster up about what to do against counterjungling
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The difference between a level 2 red gank and a level 2 blue gank aside from the points about amumu specifically having more trouble jungling red buff without his W is that if you level 2 red gank the only risk to your top lane is the red-->blue-->top route which is only common in some junglers and probably a big reason why level 2 red ganks are a lot less popular than smiteless blue-->level 3 red gank nowadays, that way you don't have to worry about being level 2 and running into a level 3 jungle.
I regularly deny myself from last hitting when I'm blue side top because of the fact that if the lane pushes I'm kinda screwed. Unless you are actually stronger than the other laner in which case you can hard shove the lane and go base early but if he's stronger he won't let you do that.
On November 06 2012 01:22 ZERG_RUSSIAN wrote: I think you guys miss the point here, a lot of the time the idea behind ganking isn't to get a kill, it's to put pressure on your opponent so they can't farm and have to play scared, to damage them so your laner can zone them with all-in threats, to blow flashes so they can't play aggressively, and to let your laner get a slight advantage which they can snowball themselves. Ganking isn't about killing people, that's just best-case scenario.
Again this is valid but completely ignoring the impending threat of the follow up gank from the double buff 3 minutes purple side gank which is stronger and has less downsides making all the benefits of the level 2 gank turned around.
The argument isn't that the gank is bad, rather the results of the gank end up negatively for very specific circumstances. (unless your support warded top early but even then if you level 2 gank as amumu it cripples your ability to come top to counter camp because of how long it'll take to get level 4 and come top, whereas if you're getting camped top you can come and countergank when they overextend in the gank.
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On November 06 2012 01:32 Scip wrote: On the same note does anyone have any good pictures of tantrum, like of all the other skills there or do I have to make me some new picture meself? Hmmm I wonder why I never did that one. I can do one later for you if you're just going to use mine and want it to stay uniform for some reason. Otherwise yeah just make a game, hit E next to some enemies and time your screengrab key just right.
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On November 06 2012 01:24 Scip wrote: Ok I'll check mlg VoDs to see that but I'm 99% sure that when he did that he went for DFG which is not viable anymore for obvious reasons
I am pretty sure Abyssal is nowhere near standard. any idea who builds it to check? buying pink wards on amumu is generally about as good as buying pink wards on any other jungler i. e. pretty good. enemy wraiths when you are purple side, bottom tribush if you are blue side, etc. it's a great idea often enough to be mentioned. wolves -> blue -> wraiths -> wolves -> red -> wraiths -> evaluate isn't good at all from what I know because it puts very little pressure on middle lane because any trip towards middle lane will delay your red even more and even then you won't have red buff if an opportunity presents itself. it delays your 2nd red buff and it is a bit dangerous if enemy gets any funny ideas. It's generally outclassed by wolves-blue-red-wraiths for these reasons
^^^^^^^^^^ at the above people especially on purple side don't last hit the first one or 2 creeps to guarantee their lane will pull (I think? at least I do). getting better at last hittim will ensure not pushing only if the creep you are killing isn't getting attacked by a melee minion afaik. Just picking the parts I think are worth debating: He had sorc, 2 rings, and a FH when I saw him on saturday (I think clg vs clg), but sona had aegis so he didn't need it
Abyssal is a situational item, but it's useful when you need to burst vs an AP heavy team. You're not going to find someone that builds it core because it's not, but neither is FoN or Banshee's. I just think you should include it as a possible option because it is.
If you're going to be pink warding to counter-ward their greens then you should usually just grab an oracles instead. Only spot where I think pinks are warranted is at dragon. Let the supports pick up pinks because you really want your gold generation items fast on Amumu (and oracles counts as a gold generation item).
wolves blue wraiths wolves red wraiths is the fastest possible way to get level 4 and both buffs, why wouldn't you mention it? Every camp comes up at the exact time you get there and your smite is up when you get to red. Seriously, bro, do you even lift?
And wtf are you talking about not last hitting 2 creeps in a wave will NOT cause a wave to push towards you. There's enough time in between waves coming that the wave won't push by itself for a LONG time.
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Czech Republic11293 Posts
On November 06 2012 01:37 WaveofShadow wrote:Show nested quote +On November 06 2012 01:32 Scip wrote: On the same note does anyone have any good pictures of tantrum, like of all the other skills there or do I have to make me some new picture meself? Hmmm I wonder why I never did that one. I can do one later for you if you're just going to use mine and want it to stay uniform for some reason. Otherwise yeah just make a game, hit E next to some enemies and time your screengrab key just right.  if you could do one to make them all look similiar and non-bipolar that would be awesome please. it's not gonna be ready until tommorow (european) evening anyways so yes pls :3
other stuff: I don't top lane but when I do I don't last hit last 2 creeps and the lane pulls for me. Idk both you and Slayer toplane just come up with a consensus about what happens what you do that so I don't have to test it myself nyan you have to wait about 10-15 seconds on wolves if you do the wolves blue wraiths wolves path so it's not without wait. gold generation on your is pretty important at least philostone (hog not necessarily nyan Ill finish the write up gimme 10 min) also getting pinks instead of your support means you can use them at places support can't (enemy wraiths/your own wraiths etc) and also the support gets gold generation faster then which means faster Shurelyas which is really awesome. also the wolves-blue-wraiths-wolves path gets nasty if enemy jungler wants to do silly stuff with your red buff. I might mention it maybe but it's like nowhere near standard path or even a generally good path.
edit: also pink ward is a green ward alongside with clearing ward things so its really good for that as well. vvvvvvvv @slayer finally you see reason and stop getting HoG. I'm proud of you *insert slowpoke image* idk we talked about haunting guise a bit ago and it is like, instead of haunting guise you could upgrade your philostone to shurelyas or get 75% of your aegis. FH is legit mentioned that already I think I gave it justice, I mean Randuins is really fkin awesome with your ult so you often don't want to pass that up. can you explain a bit more about when to get abyssal with your standard build guys?
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I think sorc boots are legit, and I'm starting to like HoG less because of all the good shit there is to buy UNLESS you're getting randuins. Abyssal, aegis, frozen heart, haunting guise, all really good items and I'm not sure the small gold advantage of hog is worth slowing down the spell pen/cdr/aura items.
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On November 06 2012 01:37 Slayer91 wrote:The difference between a level 2 red gank and a level 2 blue gank aside from the points about amumu specifically having more trouble jungling red buff without his W is that if you level 2 red gank the only risk to your top lane is the red-->blue-->top route which is only common in some junglers and probably a big reason why level 2 red ganks are a lot less popular than smiteless blue-->level 3 red gank nowadays, that way you don't have to worry about being level 2 and running into a level 3 jungle. I regularly deny myself from last hitting when I'm blue side top because of the fact that if the lane pushes I'm kinda screwed. Unless you are actually stronger than the other laner in which case you can hard shove the lane and go base early but if he's stronger he won't let you do that. Show nested quote +On November 06 2012 01:22 ZERG_RUSSIAN wrote: I think you guys miss the point here, a lot of the time the idea behind ganking isn't to get a kill, it's to put pressure on your opponent so they can't farm and have to play scared, to damage them so your laner can zone them with all-in threats, to blow flashes so they can't play aggressively, and to let your laner get a slight advantage which they can snowball themselves. Ganking isn't about killing people, that's just best-case scenario. Again this is valid but completely ignoring the impending threat of the follow up gank from the double buff 3 minutes purple side gank which is stronger and has less downsides making all the benefits of the level 2 gank turned around. The argument isn't that the gank is bad, rather the results of the gank end up negatively for very specific circumstances. (unless your support warded top early but even then if you level 2 gank as amumu it cripples your ability to come top to counter camp because of how long it'll take to get level 4 and come top, whereas if you're getting camped top you can come and countergank when they overextend in the gank. You're only pointing out the worst possible case scenario when not pointing out the best possible case scenario: you get a kill/opponent's top lane has to b and you have a level 3 top lane vs a level 1 top lane.
Also if you kill them/force them to b/damage them heavily enough then a countergank won't be as strong. And if you time it right, YOU WON'T PUSH THE WAVE ENOUGH FOR IT TO MAKE A DIFFERENCE, all you'll do is force your opponent to get zoned off of xp as creeps die after next wave has squared off.
Your risk/reward analysis is really bad because you're severely overestimating the risk and completely not calculating the reward part of it.
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On November 06 2012 01:40 Scip wrote:Show nested quote +On November 06 2012 01:37 WaveofShadow wrote:On November 06 2012 01:32 Scip wrote: On the same note does anyone have any good pictures of tantrum, like of all the other skills there or do I have to make me some new picture meself? Hmmm I wonder why I never did that one. I can do one later for you if you're just going to use mine and want it to stay uniform for some reason. Otherwise yeah just make a game, hit E next to some enemies and time your screengrab key just right.  if you could do one to make them all look similiar and non-bipolar that would be awesome please. it's not gonna be ready until tommorow (european) evening anyways so yes pls :3 other stuff: I don't top lane but when I do I don't last hit last 2 creeps and the lane pulls for me. Idk both you and Slayer toplane just come up with a consensus about what happens what you do that so I don't have to test it myself nyan you have to wait about 10-15 seconds on wolves if you do the wolves blue wraiths wolves path so it's not without wait. i'm assuming you haven't tried it or you're jungling a lot slower than me because it comes up almost exactly as you get there assuming you kill them at 1:50 and have a leash on blue
also keep in mind that i take e first so my small camps are faster than yours
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Additional minor things:
You wrote "Skill" in Q-Skill, but "skill" in W, E, R-skill. I personally like "Skill" more.
It's "strength", not strenght"
Amumu is a strong jungler picked semi-regularly in tournament games (post-S2 championship finals). His main strenght is his teamfight, doing tons of damage and having massive CC. In the early game he can offer strong ganks, especially in middle lane. Amumu is considered weak to counterjungling, but usually he can manage.
Passive: Cursed Touch (Innate) Amumu's autoattacks reduce the target's magic resistance by 15 / 25 / 35 for 3 seconds. The debuff doesn't stack but it refreshes with every autoattack. A decent passive, though quite uninteresting. Another good reason to autoattack people in teamfights and ganks. When killing small golems, you should autoattack the small golem once to increase your damage against him.
targets
Q Skill: Bandage Toss (Active) Amumu tosses a sticky bandage in a straight line. If it contacts an enemy, Amumu will pull himself to it, dealing magic damage and stunning the target for 1 second. Cost: Cost: 80 / 90 / 100 / 110 / 120 mana, Cooldown: 16 / 14 / 12 / 10 / 8 seconds, Magic Damage: 80 / 140 / 200 / 260 / 320 (+0.7 per ability power) Range: 1,100, Projetile speed: 1800 A very good skill for ganks, fights and to spiderman in jungle if you don't need the mana for whatever reason. You can use this skill to initiate teamfights, just hit an important target and ultimate. During a teamfight, use this skill to stick to and stun an important target, usually the enemy AD or AP carry. When your carries are significantly stronger than theirs, you can use this skill to peel for them. When ganking, you can either shoot this skill from the fog of war (from a brush or from behind a wall) or you have to get in a position where hitting this skill is guaranteed/almost guaranteed. Try to walk up to your target from side or from behind before shooting, dodging from very short range is impossible without flash. Nothing ruins ganks more than a premature shot that ends up missing. Projectile
Itembuild: Boots+3 are the starting items for obvious reasons: faster jungling, better ganks and sustain from pots. The standard build is as follows. Philosopher's Stone is the first item built, the HP and mana regen are important for staying in jungle without having to back too often. It also builds into Shurelya's Reverie, which is one of your core items. The gold per 10 is a small bonus added on top of an already great item. The standard Amumu core build is Shurelya's Reverie, Aegis of Legion and Boots2. Boots are usually either Mercury Treads or Ninja Tabi depending on how much CC and physical/magical damage enemy team has. Though Sorcerer's shoes are useable for slightly more fighting strenght in smaller fights, they are generally not reccomended. Mobility boots generally don't help Amumu's ganks enough to justify them. WIthout an escape skill, Amumu needs all the fighting strenght he can get. In what order to finish your core items is up to debate. Aegis of the Legion gives you the most fighting strenght for the least cost, Boots2 speed up your jungling and help your ganks a little bit, Shurelya's Reverie allows you to initiate teamfights and ganks even better. Generally, build Shurelya's first if they are necessary for your team to follow up your initiate effectively. Otherwise, Aegis+boots2 first are better.
strength, recommended, Amumus, Without
Since you asked in a post above which i read after writing this, http://en.wikipedia.org/wiki/Strength
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Czech Republic11293 Posts
Its weird, my dictionary has both strenght and strength as words that mean what they mean. But I guess strength is the "better" way to spell it, gonna replace. half of these typos are ctrl+c ctrl+v from leaguepedia. lol. vvvvv yeah my textbook says Amumu's is the correct form to denote possesion. Same for "target's" like, "of the target".
JUST tested the wolves-blue-wraiths-wolves path. Starting blue buff without any leash at all I finishes wraiths and came to wolves at 2:43. You will usually finish wolves at about 1:49, sometimes a second slower on blue side because only middle lane will help you. with leash+some dmg you should be able to do the golem about 3-4 seconds faster. so that's about 10 seconds waiting time. It's right on time when you start regrowth. Trust me, I played at least 150 games as different junglers doing that path, I know the timings.
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Since we're in spelling and grammar class...
Item Build, strength, recommended, and Without should be corrected.
But "Amumu's ganks" is correct.
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True, sorry. I remembered that incorrectly, but after looking it up, you are right. Also applies to "target's" then, of course.
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