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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.
_________________________________________________ Thanks to: Slayer91, ZERG_RUSSIAN, Simberto, Sandster, sylverfyre, DURRHURRDERP and some more for providing info+insight+grammar check. Special thanks to WaveofShadow for suggesting I do this+making the pictures :3
Note: This guide is for the S2 jungle. Once season 3 starts, this guide will be completely useless BUT I will attempt to update it as soon as possible.
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I like it, nice and detailed. Well done.
One question - 6 minion dmg return mastery. I've been avoiding it, because if there's ever a case where it randomly steals a buff or some such, it can be pretty bad. Only needs to happen every so often for me to dislike the mastery. Pretty small chance, maybe I should be better at kiting the buff for the last few steps... But I've always preferred to simply stop and hold the buff still, so the AP doesnt miss, and its over quickly. Do you think that the extra damage is truly worth the (potential) buff steal and have you had it happen?
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Czech Republic11293 Posts
Compared to the 3 alternatives, which are +2MR, 0.5% damage reduction and 1HP5 I'd say that it's better than all of those. The AP middle should arrive in time to take the blue buff, so this kind of steals shouldn't really happen.
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The kind of steal I was thinking of was the incredibly clumsy ones where by they underestimate their burst, by 6 damage, and the golem hits you straight after. Although I guess you can just laugh at them for being bad? :/
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It's probably just me, but I feel the 3 HP5 is more important than the initiator mastery. Initiator is rarely useful (hard to keep above 70% health in jungle first clear and in teamfights), but 3 HP5 provides you with an extra 36 health per minute through regeneration, making his early game slightly better.
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On November 11 2012 01:30 Wetty wrote: The kind of steal I was thinking of was the incredibly clumsy ones where by they underestimate their burst, by 6 damage, and the golem hits you straight after. Although I guess you can just laugh at them for being bad? :/ most people have the philosophy that if you can't take a blue that your jungler is trying to give you, then you don't deserve it in the first place.
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On November 11 2012 01:42 Sufficiency wrote: It's probably just me, but I feel the 3 HP5 is more important than the initiator mastery. Initiator is rarely useful (hard to keep above 70% health in jungle first clear and in teamfights), but 3 HP5 provides you with an extra 36 health per minute through regeneration, making his early game slightly better.
except, when you know, initiating.
and who keeps below 70 % when ganking? wtf
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I dunno where you're getting that pros "only" start w and not e, when it's usually the reverse.
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Czech Republic11293 Posts
On November 11 2012 03:15 Craton wrote: I dunno where you're getting that pros "only" start w and not e, when it's usually the reverse. Hmm, I actually don't know what pros start, that was badly worded by me (that sentence was as to what pros max first). From experimentation though I think it's more or less confirmed that W first is better if one of your first 2 camps is a red or blue buff, regardless of whether you get a pull or not.
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W is much better than E at level 1 you lose a lot less hp on the wolves-->blue route i used to start e as well but scip started w and i tested it its much better and basically no disadvantages
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From the amumu games i have watched so far, i distinctly recall them starting e. I think it was mostly MLG.
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Czech Republic11293 Posts
I will run extensive tests in Monday to cover all the different possibilities and figure out which one is better. Maybe it's just pros leveling the wrong thing again, like they did with E on Skarner at lvl2/4 :3
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well, maybe they go E because they have their team damaging the jungle creeps a LOT, so Ws better damage doesnt count for much over E "burst" and damage reduction. Or they just level the wrong thing, its not like those pros have excel spreadsheets of this stuff.
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On November 11 2012 05:16 Scip wrote: I will run extensive tests in Monday to cover all the different possibilities and figure out which one is better. Maybe it's just pros leveling the wrong thing again, like they did with E on Skarner at lvl2/4 :3
I'm 95% sure the koreans do E first, and koreans don't fuck that shit up. But they also leash flawlessly down to every auto attack.
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On November 11 2012 02:42 Slayer91 wrote:Show nested quote +On November 11 2012 01:42 Sufficiency wrote: It's probably just me, but I feel the 3 HP5 is more important than the initiator mastery. Initiator is rarely useful (hard to keep above 70% health in jungle first clear and in teamfights), but 3 HP5 provides you with an extra 36 health per minute through regeneration, making his early game slightly better. except, when you know, initiating. and who keeps below 70 % when ganking? wtf
Amumu has a very long gapcloser. If you can't reach your target by your Q and have to play the catch up game with your MS, you probably shouldn't be initiating.
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But usually people start running when you walk towards them, so moving faster can give you the few cm needed to get in range to q.
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On November 11 2012 03:40 Slayer91 wrote: W is much better than E at level 1 you lose a lot less hp on the wolves-->blue route i used to start e as well but scip started w and i tested it its much better and basically no disadvantages Except, again, you can't gank until level 3 so if your top laner is pantheon or someone who goes really hard at level 2 you can't really back them up in a gank like you can with EQ
I take E first on Amumu because E helps survive counterjungling easier and it allows for ganks lv 2. If you want to be a few seconds faster in exchange for those small advantages it's your choice, I just think E is superior.
Also, on the gank topic, walk in from behind when you gank and close on them by walking up until you're relatively certain they won't dodge your bandage. If you can actually auto them before landing q that's the best case scenario. If you blow their flash, just leave the lane and come back through the same path unless you think it's risky. So what if you aren't 100% efficient in jungle? Jungling right now is more about winning lanes the lanes than it is clear speed.
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This is kinda beating a dead horse but I think level 2 ganks on amumu are in general a bad idea and if your top laner is pantheon he won't hit level 2 until you hit level 3 so if you want to back up him go smiteless blue-->red or smiteless red-->blue and go top and you'll be level 3, they'll be level 2 and it'll work out.
If by counterjungleing you mean level 1 invades well you don't skill anything until 1:40 and after you get blue you have both E and W so it doesn't matter which you leveled first only which leaves you with the most hp at the end.
Also the more efficient your jungle early on the more time you have to gank. If you level 2 gank and it works but you delay your level 6 by 2 minutes or something then suddenly your bottom lane won't get ganks nearly as fast as it would be getting.
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I like E first on mumu. It gives u the option on getting either w or Q at 2, if there is a gank opportunity, and it does not make that big of a difference in the clearing speed. Mainly because smiteless pulls are so expected now, that i cant even remember when i got a bad leash when playing mumu. :<
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A level 3 gank with double buffs is better in every single way than a lv2 gank.
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I don't think I've started W since season 1.
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United States37500 Posts
On November 12 2012 11:19 Craton wrote: I don't think I've started W since season 1.
I've W since beta. o_o Considering we're talking strictly Wolves => Blue path only, W first makes you lose less life compared to E.
And the level 2 gank reasoning is pretty poor. We're talking a difference of like 50 damage or less from a Tantrum vs walking with Tears on. Level 2 (which is a bad idea to begin with) is entirely based on landing that Q. I don't think W or E is going to make or break you on that gank.
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50 damage at level 1 is like 1/10 of most top champ's hp though =/
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On November 11 2012 12:48 Sufficiency wrote:Show nested quote +On November 11 2012 02:42 Slayer91 wrote:On November 11 2012 01:42 Sufficiency wrote: It's probably just me, but I feel the 3 HP5 is more important than the initiator mastery. Initiator is rarely useful (hard to keep above 70% health in jungle first clear and in teamfights), but 3 HP5 provides you with an extra 36 health per minute through regeneration, making his early game slightly better. except, when you know, initiating. and who keeps below 70 % when ganking? wtf Amumu has a very long gapcloser. If you can't reach your target by your Q and have to play the catch up game with your MS, you probably shouldn't be initiating.
This is horrible logic. Maokai has a long gapcloser and runs MS quints AND has shurelia as a core item.
Initiates don't happen within the 1100 range of bandage toss; they happen when your opponent thinks they're safe then you suddenly cover more ground than they expect. MS is also extremely important for ganks.
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I played 18 amumu games in the past week from 1500 elo ranked 5s to 1842. Rep pack here including some games of other jungle champions. I'm pretty bad with bandage toss and sometimes teamfight logic, otherwise most of the decision making is standard for 5s. My item choices are questionable.
http://www.mediafire.com/download.php?qvvv55fz64es7gw
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Edited up for testing thanks to your guys input.
9/21/0 taking AP in Offense and standard Defense junk
MPen Red, Armour Yellow, Scaling AP Blue, Flat AP Quints
WEEQ R>Q>E>W
Machete + 5Pot Boots 1 Spirit Stone + 2 Drings Spirit of the Ancient Golem Abyssal Bulwark Rylai's/WotA DCap
I like to max bandage toss before E as due to the new camp health distribution it seems to be a faster clear(haven't compared the two but makes sense in my head), you get to do a ridiculous amount of damage while maintaining a pretty decent chunk of your tankiness(helps if you have a tankier top) and on the plus side it makes solo queue games very, very easy to carry with if you get a kill or two early as your level 6 combo with 2 Drings can take out 65%~ of most peoples health.
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Czech Republic11293 Posts
Just informing that I won't be updating the OP for some time, until dominant build orders and play styles emerge. It would really be just a waste of time, especially if any more major-ish balance patches arrive.
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does it really make sense to build sunfire on amumu now? if you can afford the giant's belt, upgrading to the defensive t3 jungling item seems so much more cost efficient with it letting you buy sorc shoes without any of the guilt about not having tenacity.
if you have spirit stone and giant's belt you're paying 600g for 30 armor, 100 hp, and tenacity (+5% monster damage).
compared to 1500g for 45 armor, 50 hp, and the sunfire damage.
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sunfire was always a questionable buy on mumu in most situations IMO. Amumus only mobility is his Q so if you're going to be hitting meaningful targets I always go for CDR or tank stats.
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On November 12 2012 12:19 NeoIllusions wrote:Show nested quote +On November 12 2012 11:19 Craton wrote: I don't think I've started W since season 1. I've W since beta. o_o Considering we're talking strictly Wolves => Blue path only, W first makes you lose less life compared to E. And the level 2 gank reasoning is pretty poor. We're talking a difference of like 50 damage or less from a Tantrum vs walking with Tears on. Level 2 (which is a bad idea to begin with) is entirely based on landing that Q. I don't think W or E is going to make or break you on that gank.
I started E throughout Season 2 because it was the most robust opening. There wasn't a significant speed difference between the two, but you took less damage with E and if you were chased away from your Blue E was better for clearing small camps.
But W is definitely better to grab at level 1 now, without question.
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On November 13 2012 03:58 Sandster wrote:Show nested quote +On November 11 2012 12:48 Sufficiency wrote:On November 11 2012 02:42 Slayer91 wrote:On November 11 2012 01:42 Sufficiency wrote: It's probably just me, but I feel the 3 HP5 is more important than the initiator mastery. Initiator is rarely useful (hard to keep above 70% health in jungle first clear and in teamfights), but 3 HP5 provides you with an extra 36 health per minute through regeneration, making his early game slightly better. except, when you know, initiating. and who keeps below 70 % when ganking? wtf Amumu has a very long gapcloser. If you can't reach your target by your Q and have to play the catch up game with your MS, you probably shouldn't be initiating. This is horrible logic. Maokai has a long gapcloser and runs MS quints AND has shurelia as a core item. Initiates don't happen within the 1100 range of bandage toss; they happen when your opponent thinks they're safe then you suddenly cover more ground than they expect. MS is also extremely important for ganks.
But Maokai's gapcloser is targeted, not a skillshot...
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that's not really relevant at all
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On December 21 2012 03:06 Slayer91 wrote: that's not really relevant at all
I think it does matter. If you have a skillshot gapcloser that relies on hitting a target, then moving slightly faster that allows you to get into your gapcloser's range is not that meaningful, because a max-range skillshot is very hard to hit. Maokai's W is targeted, so he can just press W and wait.
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Movement speed is more important if your gap closer is a skill shot, not less. The faster you move, the more time you can spend in range to use your skill shot, the less certain your opponent can be about when you'll use it.
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Having movespeed quints lets you keep up with them while you cry on them if you don't have Ryali's. This is pretty significant. Also, it is much easier to hit a short range bandage toss than a long range one, so if you hit one bandage toss, and you're on top of them they're probably not getting away unless you have to retreat. This is pretty relevant in teamfights and ganks. Initiating is not simply getting on top of someone, it's also the followup.
Also Seuss brings up a good point- having a longer window of time is definitely a big deal, easier to read a juke attempt if you have 2 second window instead of a half second window.
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The discussion was not about MS quints. The discussion was about whether or not with S2 masteries you should pick initiator or the health regen.
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With S2 masteries, definitively initiator. Health regen was not really that useful in the s2 jungle. But why are we talking about s2 masteries?
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Because Sufficiency waited six and a half weeks to respond to Sandster, and in the intervening time Season 3 happened.
Derp.
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On December 21 2012 04:31 Seuss wrote: Because Sufficiency waited six and a half weeks to respond to Sandster, and in the intervening time Season 3 happened.
Derp.
It's not reddit and I don't immediately notice who replied. Derp.
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The best part is I did the exact same thing one post up from yours.
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On December 21 2012 02:47 Slayer91 wrote: sunfire was always a questionable buy on mumu in most situations IMO. Amumus only mobility is his Q so if you're going to be hitting meaningful targets I always go for CDR or tank stats.
This is true I guess, mostly got sunfire due to my liking for it and that abyssal helps with keeping the damage up as well as a bit more armour, will test out the golem item and see how it goes, cheers!
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Czech Republic11293 Posts
I haven't forgot about this thread, just not sure about all the nuances of Amumu yet, specifically things like when to build Shurelyas on him etc. a lot of stuff. Ok as for progress, I made cals for all the creepcamps at different points in the game, and I concluded (dumdumdum!) tham max E is better than max W is. Except for buffs and dragon. But you don't really take either of those very often, so it's not a big deal. Max W can do more damages to champion but that's not as significant.
vvv reduced cooldown taken in account (I am not THAT bad at theorycrafting). Initially thought that W might be better but I forgot to put the damage total on a timeline. Zzz noob scip
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Plus the reduced physical damage and cooldown reduction on E make it better as well.
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I wouldn't worry too much about updating- I've gotten to play Amumu like 6 times in 300 plus ranked games. >_>
He's pretty much the same except the masteries have changed a bit and maybe one or two items. I usually just go mercs/spirit stone/abyssal's/liandry's as my core. Games are usually over at that point (or add a giant's belt/chain vest maybe). :> Getting a fast shurelya's is kind of meh now, because spirit stone fills largely replaces philostone.
With abyssal's+liandry's you just put out some scary damage. Blow up their adc no problem. :>
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Amumu is really strong right now with an 0/9/21 mastery build and flat ap/mpen/armor/scaling ap
You just build him for ult CD and tankiness, it's pretty funny
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Czech Republic11293 Posts
On January 27 2013 19:45 ZERG_RUSSIAN wrote: Amumu is really strong right now with an 0/9/21 mastery build and flat ap/mpen/armor/scaling ap
You just build him for ult CD and tankiness, it's pretty funny If you could provide maybe 2 or 3 replays of you doing this build, where you think the build showed it's strenghts well, that would be ideal :3
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yeh i always go for max cdr with spirit of the ancient golem+cdr boots + kindlegem-->locket+glacial shroud (or aegis if they have too much mr and get glacial later)
I'm not sure what you'd want 0/9/21 on him but I think the mastery set up might be a good idea since it scales well with cdr.
I get CDR mainly for the Q cdr. 4.8 second Q is just so sick. The ult and e cdr is nice too though
Make e is pretty nobrainer and even 3-4 points in e and maxing q first is good if you are doing well. You can't afford to put any points in W it's scaling is meh and it sucks in fights most of the time comparatively.
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The first point into W is always worth it over 1 point in e that is not the first. If you assume a 1k hp target, 1 tick of lvl 1 W does 23 damage, and one additional point into e does 25 per use. The scaling on W is not really good, but 1 point in w early should be staple in any mummy build. Maybe i just misunderstood your "you can't afford to put any points in W", though. But you can and should always put one point into it.
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On January 27 2013 19:46 Scip wrote:Show nested quote +On January 27 2013 19:45 ZERG_RUSSIAN wrote: Amumu is really strong right now with an 0/9/21 mastery build and flat ap/mpen/armor/scaling ap
You just build him for ult CD and tankiness, it's pretty funny If you could provide maybe 2 or 3 replays of you doing this build, where you think the build showed it's strenghts well, that would be ideal :3 Just watch OGN league, literally every time amumu gets picked they do this
Let me see if I have a replay though 
http://www.mediafire.com/?amccrd23e74um5b,vo6dy4dhohxxmv4
Here are two replays. In one I open philo and the other I open spirit stone, and in one I get warmogs and in the other I rush a sunfire. I guess I'm building him more for tankiness/spell pen than tankiness/cdr, but the 0/9/21 with 4 points in awareness and greed plus the capstone in ms is pretty OP. It allows you to get to 6 a lot faster without really sacrificing much in terms of early game because defensive tree is pretty useless for junglers past armor and the jungling masteries. With the ap page I run it makes clears faster and makes me hit pretty hard during midgame while not really sacrificing anything but MR, which because you have so much HP it doesn't really matter. Just itemize towards it if you need it but you usually don't, and lategame you want something like sorc/sunfire/warmogs/abyssal/liandry's/(rylais/FH/Bulwark) anyway. I think early aegis on mummy is overrated in soloq but i'd probably consider it in 5s.
But ya, this is the standard setup for amumu in the korean leagues as far as i can tell, and it's pretty fun to play burstmumu.
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well i mean after the one at level 1 i probably misread scips post
i still dont get why you go 21 utility on amumu since he doesn't really benefit that much from it from what I can see
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Really? I can't see any use from 21 defense. Awareness gets you to level 6/11/16 faster, which is HUGE on Amumu, and Greed gets you going faster because Amumu's really reliant on items for tank stats, the movespeed capstone is so huge on Amu, you want mana regen and summoner cooldowns for flash/smite really bad on Amu, the buff duration one is a no-brainer, and cdr is cdr. I mean, he benefits from literally everything in utility, but if you think having 5 more bonus armor/mr in teamfights, 3% more hp or tenacity (for when they focus their cc on you as amumu?), or if you need help not dying to jungle creeps I guess defensive tree is more worth it lol .
Maybe if you see it you'll be able to understand: 0/9/21
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hmm 12 points in utiltiy 6% cdr 3% ms 2 gp10 5% xp
12 points defensive 4% hp 3% damage taken ~1-1.5 gp10 from smite mastery 108 hp/lvl 18 + 30 flat hp 15% cc reduction
I guess its somewhat close
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If you think so lol
I just do what the Korean pros have been doing because it's super strong, they're way ahead of the curve right now because of their sponsored leagues
Seriously utility tree is so much stronger than defensive tree in s3 unless you have a hard time vs creeps or something
Also wait wtf are you seriously taking the 3 point %hp mastery in defensive? I don't know the math but I'm pretty sure that mastery is really inefficient. Plus like, did you really have to include "1-1.5 gold from smite mastery" to buff your defensive tree when you get that in 0/9/21 too?
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o shit i didnt see that
Defensive shit efficiency mr/armour 40 gold/point hp/lvl 4 gold/level/point vet scars 95 gold flat
4% hp is 40 at 1k, 80 at 2k, 120 at 3k. 105 gold/210 gold/315 gold/3 points ~35 gold/point
3% ehp ~105 gold a point giving damage reduction a slight edge over hp.
Its harder to value the utility tree 2% cdr is about 65 gold/point 3% ms is 2 move quints which is what, in terms of ad quints 5 ad which is 200 gold 0.5 gp10 is 30 gold/10 minutes/point 5% xp is about 250 gold in terms of quints
so it does seem utility shit is more cost effective but isn't directly related to fighting, but catches up later in the game which seems pretty good for junglers except for very early game duels and stuff.
the only issue is I like the cdr boot+locket+glacial combo so much and it gives 40% cdr+hp+armour+mana which are all very nice and the 6% over caps it. Maybe against squishier teams going utility with shurelyas locket instead of glacial wold be a better idea. Don't need the mana and armour as much.
the % hp is still better than the gp10 for 4 points unless it goes late late late game after you stop getting hp and gp10 keeps ticking.But for 30-40 minutes its better/equal
Oh, also -10% damage from crit strike is one of those things that sucks until ad carry is sporting IE and PD and then its godlike because its like 5% damage reduction then.
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That's probably why we see it so differently. You're valuing it in terms of gold and I'm valuing it in terms of gameflow advantages. Getting your philo on first back and getting 6/11/16 at the same time as the solo lanes is HUGE if you think about how it can snowball advantages. I like to carry with my junglers and this sets me up for timings that allow me to do that.
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It's hard to quantify how large the advanages are either side. Philo is 200 gold more expensive than spirit stone and leads to slightly slower clear times and the upgrade to shurelyas isnt that cost effective anymore compared to the spirit stone upgrade so the gp10 is the main benefit.
The faster level 6, and less importantly faster 11 or 16 is nice and worth something, but you can assign a gold value to it because if you can clear faster you can get 6 11 or 16 faster. Same with moving faster. At best you hit 6 1 creep camp earlier wit the 5% and most of the time it'll be on the same camp but I haven't tested this and it depends on incidental creep xp taken or lane taxing.
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All I'm saying is that this is what I do and what all of the pros in Korea and I believe China are currently doing. It might not be as cost-effective in terms of gold valuation as what you're doing, but if that's the case, I'm sure they'll realize that they're playing Amumu wrong soon.
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Actually if you read my post utility spec has MORE gold value, I was just mentioning a few points about it. Anyone who doesn't do exactly the build I was doing might be better off going utility. I just naturally like tankier specs but it mightn't be worth it.
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Also you have to recognize that my goal is for damage output and utility with tankiness as a bonus stat while you're itemizing to get hit a lot and survive. I don't care about surviving. My goal is to get in there and win clutch teamfights on ult CD because I pick spots well, not survive everything and be standing when it's over.
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Amumu has the same utility regardless, the only purpose of your build is to do more damage while I figure I can spam Q more do more damage to important target get more CC and mobility out of it too and invest into tank stats so I can hit the targets I want to hit.
It kinda depends on teamcomp if you have an AOE magic team getting abyssal is really useful and the more damage on the initial burst the more change you get of doing enough damage to win a teamfight with your initial burst. And if everyones stacking warmogs abyssal/sorc boots might be better than getting cdr as well.
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For what it's worth, almost every Amumu I see is going sorcs, Abyssal and Sunfire Cape as their early core. Liandrys is not common in my games, but I could see it being reasonable.
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Does Rylai affect his W? If it does, would a Rylai + Liandry item combo be good on him?
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It does affect his W, but how good that is is something you need to decide. The problem is that with Rylais + Liandry you spend a lot of money not on getting tanky, and the only way to profit from it is by being so tanky that you can just stand in the enemy team for prolonged periods of time. So, you would probably need to be pretty fed for this to work.
Basically, in my opinion you can either be bursty and not that tanky, or tanky and not bursty. Sustained damage and not tanky does not work well together.
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Well Rylai and Liandry would give you 700 health....I don't see how that wouldn't help him get tanky
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On February 01 2013 22:59 GhostOwl wrote: Well Rylai and Liandry would give you 700 health....I don't see how that wouldn't help him get tanky 700 health for 6k gold isn't particularly efficient on tankiness. Even some of the more offensive builds for Amumu, like Sunfire Abyssal, are much tankier than that.
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I think getting Rylai's on Amumu is absolutely hilarious. Your W becomes a perm-slow and if your opponent does not have a gapcloser you will be able to tag him infinitely.....
It's just way too expensive =\.
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I was wondering about Amumu top and I'm sure some of you have already tried it in S3. I know its pretty troll but I want to try it out.
So how would you rune/mastery/build Amumu top? ROA>Sunfire? CDR?
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Amumu top suffered a lot from the removal of the minion damage masteries (and less but still noticeably from the AP ratio nerfs). I haven't been able to make it work consistently, but the runes I'd recommend are mpen or hybrid pen, armor, and armor or CDR for the last two slots. For items some good options are Sheen, Glacial, Abyssal (don't rush this though unless both teams are heavily magic oriented) and pretty much any pure tank items. Haunting Guise is also a pretty ok first purchase.
For the record, my losses have been to Renekton and Rumble, with a victory over Riven, but the latter was mostly due to my jungler.
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On April 16 2013 23:03 -Kato- wrote: I was wondering about Amumu top and I'm sure some of you have already tried it in S3. I know its pretty troll but I want to try it out.
So how would you rune/mastery/build Amumu top? ROA>Sunfire? CDR?
I've literally never seen a game where he isn't banned, so I have no idea if he's still good.
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On April 16 2013 23:33 Crownlol wrote:Show nested quote +On April 16 2013 23:03 -Kato- wrote: I was wondering about Amumu top and I'm sure some of you have already tried it in S3. I know its pretty troll but I want to try it out.
So how would you rune/mastery/build Amumu top? ROA>Sunfire? CDR? I've literally never seen a game where he isn't banned, so I have no idea if he's still good. amumu still a viable jungler he isnt banned as much at higher elo's. i go wraith, sorc, sunfire, abysmal, and then from there the game dictates where to go. liandrys is good to get if paired up with a singed or someone else with a large aoe slow
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So I sat down and started spamming some mumu games recently, and to my surprise i've been doing really well.
I think he is really strong atm in the right comp, since he likes blue buff a bit too much, so manaless or non blue dependent mid is a huge bonus.
In S2 i played him mostly azingy style, sunfire/abyssal and sorcs, but it is really expensive and takes time to get going, so i changed my approach. Spirit of ancient golem and locket, with various boots (mobo or tabis are my favs). Get tanky fast, turret dive all day. Complete with aegis if support didn't rush it, or sunfire otherwise cause it's still f*cking good on mumu. Aby for the lols if you get there
Is the generally accepted skill order still WEQEER then R>E>Q>W? Because i have been going WEQEQR R>Q>E>W to great success. Q max first makes you a monster in midgames skirmishes, even without any dmg items. Your ganks also get that much stronger. Being tanky and having blue does the rest. Even without blue, it is still strong, but i find myself going oom really easily in prolonged teamfights.
As for mumu's early game woes, I find that starting red against the likes of lee/nunu usually lets me get away with most of the farm/xp i need provided they don't invade.
Any thoughts? I really like mumu and would welcome any suggestions to improve on this
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I don't know how viable this build is when you're even / losing...
but when you're ahead going Shard of True Ice (you know... that AOE slow item) as a 3rd item is a lot of fun on Amumu.
You know how you can't tantrum without getting out of range... well now you can!
Dunno if it's better than rylais or not but it's certainly cheaper and it gives mana regen which mumu definitely needs and it's much much cheaper.
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Pretty sure his bandage toss is glitched right now or has been for a while, watched a Gragas E away from an amumu today, JUST as the animation was finishing amumu E'd where Gragas STARTED his E and it connected. Unsure if its related to the thresh hook on doublelifts stream that went straight through a minion but I also had a ridiculous toss connect the other day and I swear it wasn't hitting.
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Well I had Jax jumping away and Shen tauting away... almost anybody can get away even after my Q hitted so dunno if its supposed to be that way or no, I started playing him recently. If its a bug then thank god. Also I find flask really helpful if ur mid need the blue buffs.
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My friend was watching Qtpie stream and says he either got carried by his teammate top Mumu or he got destroyed by a top Mumu on the enemy team.
Either or, I heard he went Seraphs/Sunfire/FH with Sorc boots. That sounds like an absurd amount of damage while still being relatively tanky. Although I imagine you are pretty hamstringed in lane going Tear, and this build probably takes forever.
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Czech Republic11293 Posts
Meteos has been playing same/similiar style jungle Amumu on his stream. Definitely seems preferable to the traditional tank Amumu atm.
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wtb vods when ppl gonna figure out its all about dat cdr mumu with spell pen
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Liandry's + Rylai's + SV + Sunfire makes for a terrifying mummy. The issue is getting there.
I don't really see any reason why you can't pick up at least a a haunting guise early to help your damage though. His AoE aura is deceptively strong.
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Amumu mid is really fun to troll with in normals, when one for all was active we played amumu and I got like Rod/Rylais/Abyssal/Liandry's/Void/Sorc and was just blowing fools up lol
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I still like running Sunfire/Abyssal seems super strong still
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Do you guys get Spectral wraith?
Maybe I'm just bad at conserving mana in da jangle
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Czech Republic11293 Posts
I don't play Amumu often but when I do I go Spectral Wraith
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i saw meteos playing amumu and he is maxing bandage toss first, of course if u max tantrum first i dont think you will have mana problems
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Czech Republic11293 Posts
The few times I saw meteos he maxed E first maybe he's changing up though
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look at his twitch page for 4 days ago, he played quite a lot of amumu
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Roffles
Pitcairn19291 Posts
Any tips on the legendary support Amumu?
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On January 15 2014 08:08 Roffles wrote: Any tips on the legendary support Amumu? hit bandages
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i'm just imagining sunfire abyssal liandrylais with sorc boots
holy shit
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On January 19 2014 14:49 ShaLLoW[baY] wrote: i'm just imagining sunfire abyssal liandrylais with sorc boots
holy shit
Similar to all other tank builds, it depends on the team.
I think Liandry's Torment is a very strong item but the easiest way to throw a game on a jungler is be greedy and build a damage item. It's kind of like building triforce on Skarner in S2.
Unlike Sejuani who has a lot of different CCs to stick to her target, Amumu only has Q beside his ultimate. With that kind of build you will get kited really hard... unless, of course, you are blowing the enemy team up in 2 seconds because you are already ahead - in which case your item choice really does not matter.
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ive met alot of dps amumus in soloq at plat. they hit early-midgame really hard but fall off like crazy when they proceeded to build offensive items and just get nuked because amumu has no way of defending himself and needs to stand in the middle of the fight to deal damage.
I suggest to build damage early to snowball and speed up his farm. his ganks and skirmishes are really strong with just a bit of ap and a sunfire (dunno about the new one though). then transition into tank items. even with that transition you get blown up under focus fire but you will survive and continue to deal damage if your carries are threats. with a (almost) only offensive build (example: wraith, sunfire, abysmal, liandry) you are an easy to target high damage threat, so people blow you up.
it is common that amumus hit hard and carry during the midgame and then invest into more offense (such as liandrys, abysmal, even deathcap, rilays) then blow up under focus fire and start to flame in allchat how their team sucks etc. the ones that get away with those builds could have built anything and still won so it doesn't count in my book.
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I think Sunfire is still fine on Amumu, because as his second item (surely you need Ancient Golem first) he would be like level 11+ already... by then the difference is minor. The nerf is intended for laners who go Sunfire first.
One thing I never tried yet but should try is IBG on Amumu. I am interested to see how that will turn out.
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IBg is only good with a tank build tho
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sunfire, abyssal, rylais, and liandrys (less so) aren't tank items?
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Really you should just be building Sunfire/Abyssal, if youre getting fed Liandrys and Rylais, otherwise i'd rather just build pure tank personally
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On January 20 2014 05:08 ShaLLoW[baY] wrote: sunfire, abyssal, rylais, and liandrys (less so) aren't tank items?
Sunfire yes, the rest are definitely not tank items.
Take Rylai's, for example. You spend ~3k gold for an item that has only 500 HP on it... how is that efficient for tanking stats?
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~75% win rate with amumu here. My standard support build: start dorans shield, full build Mercs,sight stone,ascension ,sunfire,abyssal & rylias. Jungling almost everyone good get golem a few get wraith. I usually go ap offtank but you can go full tank. If you go pure dmg you will have problems against people who can press tab 
I get sunfire abyssal 100% of the games other items are situational/optional. They just stack nicely with his W. The liandries rylias combo is nasty and provide a lot of health.
As support I go 0 13 17 with mpen armour scaling mr & gold quints. Jungle I go 9 21 0 asp/mpen reds depending on my mood and MS quints. You could probably spec 3 in utility for more MS to have better catch since they moved pen so high in the tree anyway.
Kinda like him better as support. You avoid all the nasty assassination attempts at your red. Seen some people start red just to avoid that. The main problem with amumu is that he gets a lot of bans. You always provide good utility with that ult it's game changing especially in lower elo where people tend to bunch.
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As Amumu jungle you need to decide:
1) How much damage to get 2) What tank items to get
I would never ever get dedicated damage items; the most "offensive" things you should ever get are spectral wraith and liandry's.
If you're expecting to have to carry (i.e. you're getting fed, or you're with people you know are less good than you), build things like abyssal, liandry's, rylai's, and wraith. I find rylai's to be a bit of a waste since two of your spells prevent movement anyway.
Ancient golem is good, but you don't really need the tenacity since you don't really care about most CC anyway. So spectral wraith isn't bad; you can use the AP, for sure, especially in the early stage of the game when you're ganking lanes.
Build Abyssal if two of the three are true:
1) You need to carry 2) They have significant AP threats that might target you 3) You have significant AP threats
Build Liandry's if they have a bunch of high-HP tanks and you find yourself wanting damage.
Build Sunfire every game, usually right after your jungle item. Build Ninja Tabi almost always; only get mobis if you are going to have to carry hard.
The rest of your items should be chosen from: randuin's, frozen heart, spirit visage, locket, banshee's, and maybe rylai's. Get tanky first, then decide if you want damage or not. You are not there to blow people up; you are there to engage, peel, and tank tower hits, and only incidentally apply damage (although you do in fact do quite a lot). If you can't take a bunch of punches then you can't do this.
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I don't really see any point in getting Spectral wraith anymore on amumu after the changes tbh.
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On Amumu I believe in CDR boots. The extra CDR makes you clear really fast, and the benefit of more Q and R are self explanatory.
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On January 24 2014 15:18 Sufficiency wrote: On Amumu I believe in CDR boots. The extra CDR makes you clear really fast, and the benefit of more Q and R are self explanatory. Intriguing.
CDR boots->SOTAG->Locket+5% masteries=40%...
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for max cdr amumu i highly recommend glacial early because max rank Q is the main reason you want max cdr (you clear fast with e but thats secondary) and Q burns your mana extremely fast later on you can upgrade it to IBG also (or FH)
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Where do you guys get the mana to be able to max Q first, let alone stack CDR to cast it more often? Do you run mp5 glyphs or something?
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yeah if you could just read the post directly above yours that'd be great (but ofc you put at least 3 points in e b4 maxing q, mp5 glyphs are worthless, just be smart with mana, get mana pots also)
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I read your post, but the 300 mana on Glacial didn't seem enough for me. I'll try the 3 points in E
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you dont spam Q to kill jungle creeps, just for travelling across you use 1 maybe. the 300 max mana is needed for teamfights, where you start at 300 mana more for long teamfights when you dont get a blue from a kill
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On January 24 2014 20:44 Khenra wrote: Where do you guys get the mana to be able to max Q first, let alone stack CDR to cast it more often? Do you run mp5 glyphs or something?
I usually get at least 3 ranks of E first. Depending how desperate I am to gank I will decide to max Q or E first.
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On January 24 2014 16:48 Complete wrote:Show nested quote +On January 24 2014 15:18 Sufficiency wrote: On Amumu I believe in CDR boots. The extra CDR makes you clear really fast, and the benefit of more Q and R are self explanatory. Intriguing. CDR boots->SOTAG->Locket+5% masteries=40%...
The way I see it, CDR boots + Golem + Frozen Heart = 45%.
FH is not a priority item though. By that point i usually already have 3 other items built. So I can either keep the CDR boots for only 10% CDR or sell it for ninja tabi.
ADC in the early game simply isn't powerful enough (iimo) for early ninja tabi.
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if you can get away with buying offensive boots on amumu i don't see why you wouldn't go for the magic penetration
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because you want cdr more?
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On January 25 2014 11:53 Slayer91 wrote: because you want cdr more?
Exactly. CDR -> more damage for most champions; but at the same time, higher CDR brings you higher utility.
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On January 26 2014 03:34 Slayer91 wrote: but less burst
Screw burst. His W is DoT...
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yeah but how many ticks of W are you going to get on a target you Q'd? like 3-4? 4 seconds is a lot of time if you're building squishy already you could easily die in that time
4 seconds of rank 1 W on a 2k hp hp target is like 150 damage or something, its not that high, and thats a real long time
cdr also directly improves the amount of time you are in W range because your Q is a stun+gapcloser
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Exactly. CDR gives you more bandages (which does more damage, makes your W do more damage, and makes your team do more damage), more tantrums (which does more damage), and critically -- more ults.
People ban Amumu in low ELO because they're scared of his ult. They're overreacting, but it is a strong part of his kit, and the ability to have that ult up more is never a bad thing.
The real choice I worry about isn't cdr boots vs. mpen boots; it's cdr boots vs. mobis.
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On January 28 2014 07:15 entropius wrote: Exactly. CDR gives you more bandages (which does more damage, makes your W do more damage, and makes your team do more damage), more tantrums (which does more damage), and critically -- more ults.
People ban Amumu in low ELO because they're scared of his ult. They're overreacting, but it is a strong part of his kit, and the ability to have that ult up more is never a bad thing.
The real choice I worry about isn't cdr boots vs. mpen boots; it's cdr boots vs. mobis.
I really dislike mobi on Amumu. At least not for me when I usually max E first. I can understand putting it on a champion with strong gank potential, like Lee Sin or Leona, but Amumu's ganks are pretty meh when you don't have red nor R. Amumu's damage is also pretty mediocre for ganks unless you are maxing Q first.
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United States11390 Posts
Yeah, I tend to like ninja tabi more (unless I need the magic resist) because I max Q last too.
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On January 24 2014 20:20 Slayer91 wrote: for max cdr amumu i highly recommend glacial early because max rank Q is the main reason you want max cdr (you clear fast with e but thats secondary) and Q burns your mana extremely fast later on you can upgrade it to IBG also (or FH) I'd never get IBG on mummy, ever.
Sotag + Fh + sv are all you need to be obnoxiously tanky. you can even sunfire + abyssal if you want
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you're trading the FH 25 armour and aura and 10% CDR for 30 AP, 100 mana, and the slow obviously you're investing a lot in the slow but its a massively good slow considering how good amumus gap closer is
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On January 28 2014 23:17 Slayer91 wrote: you're trading the FH 25 armour and aura and 10% CDR for 30 AP, 100 mana, and the slow obviously you're investing a lot in the slow but its a massively good slow considering how good amumus gap closer is Much rather have the AS slow than the IBG slow, especially on a character who is basically a walking ult lategame regardless
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he#s a lot more than a walking ult
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Have been feeling fairly underwhelmed with the Defence tree for Amumu so I've been mucking about with a Utility tree build and having a lot of success with it. I run a 0/9/21 setup with MPen>Arm>MRes>AP runes
Start out with the usual Machete+Pots+Sweeper then the core is Spectral Wraith>CDR Boots>Locket, after this is where it generally just becomes situational items where I normally end up going Randuin' > Banshee' > Void Staff or any combination of tanky items with Void at the end to bring your damage back up to par.
Give it a shot it's a lot of fun.
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I don't think there's much point in building spectral wraith over sotag anymore since the changes
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On April 03 2014 10:09 Skithiryx wrote: Have been feeling fairly underwhelmed with the Defence tree for Amumu so I've been mucking about with a Utility tree build and having a lot of success with it. I run a 0/9/21 setup with MPen>Arm>MRes>AP runes
Start out with the usual Machete+Pots+Sweeper then the core is Spectral Wraith>CDR Boots>Locket, after this is where it generally just becomes situational items where I normally end up going Randuin' > Banshee' > Void Staff or any combination of tanky items with Void at the end to bring your damage back up to par.
Give it a shot it's a lot of fun. Going Wraith makes you so squishy its unreal. You should be going Golem stone always, sorcs are good aswell, magic pen reds, armor/l now i guess, mr/l and whatever quints, i like movespeed.
machete pots sweeper -> golem/tabis, then sunfire/abyssal always. then get what you need after that.
Golem/belt(or chain vest)/negatron/boots are your core items, depends on what you really need after that.
you can make almost any non tank -MR with cursed touch + abyssal aura and your magic pen. Building a squishy build liket hat is really bad and you will die before you manage to do anything.
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On April 03 2014 10:09 Skithiryx wrote: Have been feeling fairly underwhelmed with the Defence tree for Amumu so I've been mucking about with a Utility tree build and having a lot of success with it. I run a 0/9/21 setup with MPen>Arm>MRes>AP runes
Start out with the usual Machete+Pots+Sweeper then the core is Spectral Wraith>CDR Boots>Locket, after this is where it generally just becomes situational items where I normally end up going Randuin' > Banshee' > Void Staff or any combination of tanky items with Void at the end to bring your damage back up to par.
Give it a shot it's a lot of fun.
No. Not going Golem/21 defense is simply stupid.
A lot of Amumu's admage depends on him sticking to his target, since his W + E are basically point blank DoT skills. Simply put, Amumu is not an assassin - his damage and utility directly depends on his tankiness.
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I've been playing some Amumu top actually. Playing him with conqueror feels quite nice. You beat tanks, you beat fighters. You don't beat Mordekaiser (but it might be a 'skill matchup' in the sense that you might win if you can dodge his hammer). My go to build is: sunfire, thornmail, abyssal mask, liandries and something that's situational. It's quite fun to just stand in tryndamere's damage with a huge minion wave (they don't damage you becuse I max E) and he just dies lol.
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