[Champion] Amumu - Page 2
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arnath
United States1317 Posts
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R04R
United States1631 Posts
Udyr - Q Olaf - Q or W? I don't play him Trundle - Q Yi - Q Nasus - Q Nunu - Q | ||
Dgiese
United States2687 Posts
On February 19 2011 08:22 arnath wrote: Yeah I've never understood the "predictable" argument. Everybody runs basically the same path (Blue -> small golems) on every jungler but Shaco unless they get counter-jungled or something. The two major things holding Amumu back were his dependency on blue and the fact that he got pretty low on HP while doing the usual path and both of those were helped somewhat by this latest buff. I run at least a wraith jack when I jungle. Only a miniscule amount of junglers at 1200-1400 actually counter jungle. If Amumu doesn't get his jungle disrupted then he is an absolute pimp. I loved seeing Amumu jungle on the enemy team before the buff because it meant free first blood, haven't jungled against him since the patch though. | ||
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TheYango
United States47024 Posts
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ManBearPig
Belgium207 Posts
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Tooplark
United States3977 Posts
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WaveofShadow
Canada31494 Posts
On February 20 2011 01:01 ManBearPig wrote: Wow watching jiji's stream just now, Lilballz on mumu cleared jungle in 4:00 (with some help at blue tho) and had enough hp for double buff gank and got fb for his team. Maybe it was because of the help at blue, but if I recall correctly, before minions MR buff mumu couldnt rly do complete jungle and have enough hp for safe gank? did his recent buff change that much? I've never ran armor runes on him tho, but I did go 1-14-15, think that might make a difference? If you read the guide I outlined this specifically...he has a VERY fast jungle clear now and a very safe one. The buffs did make a difference to the damage he takes and the amount of mana he uses to dish out damage. Armor runes are the way to go to further reduce that damage. Personally I prefer a safer gank so I go back and grab boots after clearing, but a quick gank after clearing is definitely viable. | ||
Rho_
United States971 Posts
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TheYango
United States47024 Posts
Masteries: 0/21/9 Runes: ArPen marks, Dodge seals, MR/lvl glyphs, HP quints (obviously a bit awkward for Amumu--it's a general page for tanky champs, could probably be tweaked a bit for better results) Item start: Sapphire Crystal + 2pots Route: Wraiths->Wolves->Blue->Minigols->Wraiths->Wolves->bluepill I was extremely surprised by how much the path cleared off only two HP pots. It delays your gank for quite a while, as you don't pick up red buff until after your first bluepill, but lets you stay on-level with the solo lanes for quite a good length of time. Probably the one thing that bothers me is that it doesn't seem doable with more utility-centered masteries--I tried completing it with 1/14/15 masteries, and had to bluepill after minigols. It also seems relatively resilient to counterjungling compared to a normal start, in part because of how unexpected it is, and in part due to how the route works out--you can stop wraith jacks by being there at the start, you spend less time doing blue than if you did it at level 1, delay minigols long enough that if they get jacked at the start, they'll respawn by the time you get there, and do red safely because you do it after you bluepill and come back with full HP, items, and pots. | ||
WaveofShadow
Canada31494 Posts
Lately I've been opting for the fastest gank routes every time because I'm used to having to save bad top/bottom lanes, but this one seems like an excellent way to prevent counterjungling. I guess with all the extra mana from mana crystal you can spam E more? That's the only way I could see this doable on 2 hp pots... | ||
Juicyfruit
Canada5484 Posts
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Aduromors
United States279 Posts
On February 20 2011 13:47 TheYango wrote: I think some discussion needs to be done with Dan Dinh's Amumu path: Masteries: 0/21/9 Runes: ArPen marks, Dodge seals, MR/lvl glyphs, HP quints (obviously a bit awkward for Amumu--it's a general page for tanky champs, could probably be tweaked a bit for better results) Item start: Sapphire Crystal + 2pots Route: Wraiths->Wolves->Blue->Minigols->Wraiths->Wolves->bluepill I was extremely surprised by how much the path cleared off only two HP pots. It delays your gank for quite a while, as you don't pick up red buff until after your first bluepill, but lets you stay on-level with the solo lanes for quite a good length of time. Probably the one thing that bothers me is that it doesn't seem doable with more utility-centered masteries--I tried completing it with 1/14/15 masteries, and had to bluepill after minigols. It also seems relatively resilient to counterjungling compared to a normal start, in part because of how unexpected it is, and in part due to how the route works out--you can stop wraith jacks by being there at the start, you spend less time doing blue than if you did it at level 1, delay minigols long enough that if they get jacked at the start, they'll respawn by the time you get there, and do red safely because you do it after you bluepill and come back with full HP, items, and pots. Bashed my head against the wall for almost an hour in practice games trying to figure out this path, came as close as taking down one twin before dying. Had to take E first, wait until smite cooldown was at 15 seconds before taking golem, and ran 1/21/8, but I don't have dodge seals, only health quints and MR blues. Am I missing something else? Replays would be nice.. | ||
Niton
United States2395 Posts
On February 20 2011 18:26 Aduromors wrote: Bashed my head against the wall for almost an hour in practice games trying to figure out this path, came as close as taking down one twin before dying. Had to take E first, wait until smite cooldown was at 15 seconds before taking golem, and ran 1/21/8, but I don't have dodge seals, only health quints and MR blues. Am I missing something else? Replays would be nice.. What are you running in yellow? Mitigation yellows make a huge difference in jungling, regardless of whether they're armor or dodge. | ||
-Kato-
Spain1146 Posts
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HeavOnEarth
United States7087 Posts
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HeavOnEarth
United States7087 Posts
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TheYango
United States47024 Posts
On February 20 2011 18:26 Aduromors wrote: Bashed my head against the wall for almost an hour in practice games trying to figure out this path, came as close as taking down one twin before dying. Had to take E first, wait until smite cooldown was at 15 seconds before taking golem, and ran 1/21/8, but I don't have dodge seals, only health quints and MR blues. Am I missing something else? Replays would be nice.. I got the path to work with 0/21/9 and my standard runepage. I could probably work with less defensive masteries if I were using armor marks (which seem to be the most sensible marks to run this path with). | ||
Tooplark
United States3977 Posts
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Eiii
United States2566 Posts
On February 20 2011 13:47 TheYango wrote: I think some discussion needs to be done with Dan Dinh's Amumu path: Masteries: 0/21/9 Runes: ArPen marks, Dodge seals, MR/lvl glyphs, HP quints (obviously a bit awkward for Amumu--it's a general page for tanky champs, could probably be tweaked a bit for better results) Item start: Sapphire Crystal + 2pots Route: Wraiths->Wolves->Blue->Minigols->Wraiths->Wolves->bluepill I was extremely surprised by how much the path cleared off only two HP pots. It delays your gank for quite a while, as you don't pick up red buff until after your first bluepill, but lets you stay on-level with the solo lanes for quite a good length of time. Probably the one thing that bothers me is that it doesn't seem doable with more utility-centered masteries--I tried completing it with 1/14/15 masteries, and had to bluepill after minigols. It also seems relatively resilient to counterjungling compared to a normal start, in part because of how unexpected it is, and in part due to how the route works out--you can stop wraith jacks by being there at the start, you spend less time doing blue than if you did it at level 1, delay minigols long enough that if they get jacked at the start, they'll respawn by the time you get there, and do red safely because you do it after you bluepill and come back with full HP, items, and pots. It's resilient to counterjungling to start, but (as far as I can do it) your entire path after minigols is spent at under 250 health... I can't imagine that's safe against someone who would want to gank you normally at red like shaco or maybe fiddle. You're going to be in about the same position at about the same time, doing slightly different things with much less health. I dunno, I haven't ever seen it done so maybe I'm doing it all wrong. Anyone got a VOD of the path? | ||
UniversalSnip
9871 Posts
Mumu does tons of damage natively, your weak point is your early game and getting ganked while farming... so use your runes to cover that. I also assume that attack speed must be balanced to add more raw damage than armor pen because pen doesn't rely on your opponent standing in range and getting hit multiple times. Haven't done the math but I'm pretty sure this is true. 1/17/12 masteries, start whereever. My two most common routes are blue first, start with W and clear, or E first, wraiths --> wolves --> blue -- > twin gols -- > red, and then wraiths again before B if I'm feeling greedy. I always max W first because it's just way better than your other spells. | ||
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