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[Champion] Amumu - Page 2

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arnath
Profile Joined May 2010
United States1317 Posts
February 18 2011 23:22 GMT
#21
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.
R04R
Profile Joined March 2009
United States1631 Posts
February 18 2011 23:34 GMT
#22
I would say he doesn't have the burst damage that other junglers have to secure the buff. He just has w, which is easy to interrupt without protection

Udyr - Q
Olaf - Q or W? I don't play him
Trundle - Q
Yi - Q
Nasus - Q
Nunu - Q
ô¿ô
Dgiese
Profile Joined July 2010
United States2687 Posts
February 19 2011 01:38 GMT
#23
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.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-02-19 19:18:44
February 19 2011 01:47 GMT
#24
I think people honestly overstate how "predictable" Amumu is. While starting at blue certainly is ideal, he can reasonably wraith jack, start at your team's wraiths, or minigols while maintaining decent speed. He can't start at red or do more aggressive counterjungling starts, but he doesn't need to, because he's definitely a stronger mid/lategame champion than junglers that are stronger than him early.
Moderator
ManBearPig
Profile Blog Joined July 2007
Belgium207 Posts
February 19 2011 16:01 GMT
#25
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?
Tooplark
Profile Joined October 2008
United States3977 Posts
February 19 2011 17:29 GMT
#26
Mumu is pretty much the easiest champ to fit on a team, solo queue wise. Stun, AoE disable, can jungle, can tank...
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
Last Edited: 2011-02-19 21:57:22
February 19 2011 21:56 GMT
#27
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.
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Rho_
Profile Blog Joined January 2009
United States971 Posts
February 20 2011 04:22 GMT
#28
I definitely think that base for boots is the better play unless there is a good follow up disable in the lane you're ganking. So many amumu ganks turn into chasing with w/e for the final bit of hp that boots are very key.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2011-02-20 04:51:13
February 20 2011 04:47 GMT
#29
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.
Moderator
WaveofShadow
Profile Blog Joined April 2010
Canada31494 Posts
February 20 2011 04:57 GMT
#30
I'll have to give that one a try.
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...
twitch.tv/waveofshadow ||| Winner of AHGL's So You Think You Can Cast! ||| Juicy Dad for lyfe ||| 'idk i get a kick out of stupid things' - Jarms Yarng
Juicyfruit
Profile Joined May 2008
Canada5484 Posts
February 20 2011 05:01 GMT
#31
The biggest advantage is the fast catalyst.
Aduromors
Profile Joined July 2009
United States279 Posts
February 20 2011 09:26 GMT
#32
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
Profile Blog Joined March 2009
United States2395 Posts
February 20 2011 10:06 GMT
#33
On February 20 2011 18:26 Aduromors wrote:
Show nested quote +
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..


What are you running in yellow? Mitigation yellows make a huge difference in jungling, regardless of whether they're armor or dodge.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
-Kato-
Profile Joined June 2010
Spain1146 Posts
February 20 2011 13:36 GMT
#34
I think armor yellows are much better than dodge yellows. Amumus E makes you take less damage, and reduces cooldown when hit right? So when you dodge you dont get that 0,5 sec E reduction, that makes you jungle slower.
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
February 20 2011 14:00 GMT
#35
from what i know, armor is better and more importantly consistent in jungling, whereas dodge is better in teamfights and overall use
"come korea next time... FXO house... 10 korean, 10 korean"
HeavOnEarth
Profile Blog Joined March 2008
United States7087 Posts
February 20 2011 14:00 GMT
#36
Btw with amumu, it helps a lot to have mid "leash" the blue buff
"come korea next time... FXO house... 10 korean, 10 korean"
TheYango
Profile Joined September 2008
United States47024 Posts
February 20 2011 16:08 GMT
#37
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).
Moderator
Tooplark
Profile Joined October 2008
United States3977 Posts
February 20 2011 16:18 GMT
#38
I just run my armor page (with mp5 blues). Start with 70something armor gg
WHAT POW'R ART THOU WHO FROM BELOW HAST MADE ME RISE UNWILLINGLY AND SLOW
Eiii
Profile Blog Joined April 2009
United States2566 Posts
February 21 2011 04:47 GMT
#39
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?
:3
UniversalSnip
Profile Blog Joined July 2010
9871 Posts
Last Edited: 2011-02-21 05:01:29
February 21 2011 04:58 GMT
#40
I use attack speed red, armor yellow, mr blues, flat health quints, basically a standard jungle page. I don't run magic pen because it doesn't help your jungle whereas attack speed does, a lot.

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.
"How fucking dare you defile the sanctity of DotA with your fucking casual plebian terminology? May the curse of Gaben and Volvo be upon you. le filthy casual."
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