Can i jungle amumu without runes




















If so please give them a vote or leave a comment. You can even win prizes by doing so! I liked this Guide. I didn't like this Guide. Vote Comment. Comment Would you like to add a comment to your vote? Thank You! Sort: Date Popularity.

New Comment You need to log in before commenting. Thanks for the guide. But you forgot one thing. What do I take as second slot in the secundary rune? Thank you for reminding me, guess I forgot to put that last rune slot. I actually switched the secondary branch over to Precision since those runes seem to synergize well with little Amumu.

Presence of Mind is great since Amumu can be very mana-dependent at times and additionally Curse of the Sad Mummy has a huge cooldown. As for Coup de Grace , I think this mainly works well after Amumu uses his ultimate and the enemies are brought to fairly low health so he can finish them off. The level 3 Dragon doesn't work as I think, at least not with every Dragon, the most are too hard for a weak level 3 Amumu without any items.

I'm aware of how fast chickens die, though I thought sentinels always spawn first, did they change it back to how it was before? You want to get help at red so you don't waste a lot of mana and have a faster clearing. Ban suggestions. Jarvan IV.

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About Contact Privacy Terms Site. All Rights Reserved. After that, you will finish your core build path by buying an Abyssal Mask followed by Ninja Tabi. After that, the last three items of the build are up to you!

If you want to be more tanky, you should build Thornmail and Gargoyle Stoneplate. Essentially, the first three items of the build path are a must, but the last three are up to you! If you still unsure, the picture above shows a reliable item build that is good in most games. This image illustrates what jungle camps you want to kill in what order for your first clear.

A quick tip though is to focus on your own jungle camps over trying to steal enemy camps, while prioritizing the Raptors and Wolves camps. There are two jungle paths drawn in the image above, one for each side of the map your team may be on. Note that in the most recent patch, the highly prioritized Rift Scuttler now spawns at instead of Create and share Champion Guides and Builds. Login Social Login.

Create Account Social Register. Vote Vote. Build Guide By ak 6,, Views 75 Comments. Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so! I liked this Guide. I didn't like this Guide. Vote Comment. Comment Would you like to add a comment to your vote? Thank You! Spells: Jungle. Ranked 34 in Jungle Role. Emberknife Hailblade Refillable Potion.

Boots options. Mercury's Treads Plated Steelcaps. Into AD Threat s. Force of Nature Gargoyle Stoneplate. Liandry's Anguish. Offensive Favorites. Defensive Favorites vs. Bandage Toss Q Q. Despair W W. Tantrum E E. Curse of the Sad Mummy R R. Extreme Major Even Minor Tiny. Show All. None Low Ok Strong Ideal. Extreme Threats. Ideal Synergies. Ideal Strong Ok Low None. Amumu counters well. Amumu gets countered. Hey everyone, and welcome to my Amumu guide! For any newbie, I would recommend Tank to either the game or the champion.

It's a safer build, often times more useful to your team. You'll be able to help carry the game with a better knowledge of the skill shots on Amumu.

Main reason I'm saying this is because you need to know how to land Bandage Toss as it's a primary source of damage. There's a new rune page that allows you to be pretty sufficient in early trades and excel during team fights. What's also good is that you can flex either Sustained AP or Tank with this rune page, meaning you can decide what build to go after the game starts.

I don't recommend going Burst AP with it since Electrocute is a better option for that. Cursed Touch.

Bandage Toss. Curse of the Sad Mummy. Visual Improvements are on the way! Special thanks to 00FF00Parsley for creating this! Sunfire Aegis. Abyssal Mask. Demonic Embrace. Rylai's Crystal Scepter. Mejai's Soulstealer. The optimal routes are listed right below. There are constant changes to the jungle therefore when things settle down I'll be sure to implement them into the latter of this section in a visually appealing way.

Check lane states as you finish your Wolves. It could also work to do 6 camp and then Scuttle if you start opposite side of the enemy jungler. You should definitely use Smite and Refillable Pots, and focus the Gromp with your auto attacks and Q. I currently do not recommend a Blue start, however there will be certain games where it is optimal. If for some reason the above clear is not the best clear your destination will not have the best plays you want to be ganking volatile matchups e.

I'll still list a Blue clear below. Keep in mind that you want to be as active as you can on the map. Farming is just as important, however. Find the right balance, and ignore what your teammates say if you find yourself that farming more is better for the game turnout.

Dealing damage to any monster besides the Red Brambleback and Blue Sentinel under 60 health will be burned to death by your jungle item! We always will almost always start our clear with the Red Brambleback. Starting on the Red Brambleback side is great since it allows you to sustain yourself health-wise in case of an invade. It also allows you to keep up tempo, which is a fancy term for being active on the map and doing things. You are at Level 3. However, players will realize that Amumu is reliant on his first Blue, so just keep an eye on that.

You will probably not need a ward since you reach your Blue fast with this clear. Losing your Blue will make your early game difficult as this pathing is dependent on it. Take RED. Level W and then take RED. You are Level 3. After 3-camping top, look to go to your Blue and you can then copy Clear Option 2.

It's best to be ready when the game starts as opposed to rushing things up when the game starts. Also be sure to have 45 minutes allotted for the game! If you don't, then don't play! This gives you an idea of who to gank. There are a few exceptions, like Ezreal even though most Ezreal players take Flash because they have reliable blink abilities such as Arcane Shift. This means you can GANK that lane for an almost guaranteed kill!!

Who is experienced mastery and who is not? Similar to above section, you just want to get an idea of everyone's play style. I'd look out for passive laners, aggressive laners, there's also websites that give you some insight on the enemies, check that if necessary. So of course, you want to be looking to gank aggressive enemy laners. What keystones are the enemies running -- are there obvious deviations?

What does this tell you about their playstyle? So this is the idea of Conqueror vs. Predator on someone like Hecarim , or if you see a Darius running Hail of Blades. Also look out for Fleet Footwork , the people running this generally want a safe early game to scale. Possibly means they will play passive. The opposite I would feel are most of the keystones in Domination.

It also gives you some insight on what they will build! For an obvious example, take a Neeko running Press the Attack I know this lost popularity instead of something like Arcane Comet or Electrocute. Especially against champions like Rengar , Blitzcrank , etc.

Bandage Toss may be worth starting if you find yourself in a dangerous position namely an invade! If you do not have Bandage Toss , do not try to contest invade- see if you can steal their buff on the opposite side of the map - you often won't be able to. Leashes help Amumu , so get one where you need it! There is a few pros and cons to this. PROS Your pathing will be hidden - your enemies will not know if you started blue or red etc.

Your allies can reach lane faster and more reliably be able to get all 6 minions in the first wave though this can also be achieved with a leash, it is helpful for offensive laners to pick enemies out You retain near FULL HEALTH CONS This takes longer than getting a normal leash, causing your clear to be delayed and putting you behind most enemy junglers. I've had a game where I did this and the enemy jungler was TWO camps ahead of me at around Know the risks! You will lose slightly more mana as your Despair will be on longer than getting a normal leash.

How it works: Start Despair and walk into the Raptors camp to draw aggro from them. You will experience massive heals from Hunter's Talisman 's passive due to the raptors! Watch the video below. Make sure to have your Blue warded should you do this!

Enemy junglers can so easily invade and punish him, and all you can do is cry about it. All you want to do is farm up! Use Stealth Ward s wisely across the jungle to not only help you but your teammates.

It's not trolling to not gank until 6 or even later! If you have a good offensive laner that does a ton of damage, it may be worth camping them or at least ganking them once in the early game. Hit level 6 and get your Curse of the Sad Mummy. Aside from Bandage Toss and Cinderhulk's passive from proccing Bandage Toss you will not be doing an insane amount of damage in ganks, especially near early game. Champions like Renekton with a reliable stun can help enormously. With the right timing, they can cast Ruthless Predator and you will be able to land your Bandage Toss reliably shortly after.

Beware of over-ccing at least, that's what I call it. For example, consider Riven. She can land the Broken Wings 3rd cast, which knocks up for say 1.

This is a total of 2 seconds of CC, but applying it at the same time can make it only a CC duration of 1. It's important to understand that not all ganks result in kills , and most of the times, won't. As you climb, you'll realize that the enemy laner will be "slippier" and more able to escape from ganks as they can Flash better, they will position themselves in lane better, and they will have vision.

They'll know how to react to ganks, dodge your abilities, and even position the wave in regards to their jungler and where you may possibly be based on your start. And that's ok, most of what this all does is prevent them from getting a kill. A gank should not be viewed as getting a kill. It's what you do to give your allied laner a ledge during the early game. I've outlined scenarios where ganks could fail below and will explain them later.

What happens in an ideal gank? Well, you'd get a "1 for 0" or "2 for 0" if bot by just auto-attacking. That sounds stupid, but it's "ideal". You'd your team would get the kills on the enemies without dying. This gives them a gold lead, as quite obviously, kills grant gold.

This is a snowball. Now, in a more realistic situation, you'd have to use summoner spells such as Flash or Smite and your allies will have to use theirs as well to secure kills. But even then, kills aren't necessary. It's important to note that forcing the enemy laner to back will grant your ally a gold lead, much like getting a kill, as they can farm the wave and back you'd GENERALLY want to help push the wave, I'd just look out for an assist ping on the wave.

By pushing the wave, the enemy laner will lose gold. A kill would grant gold to your ally on top of this, plus a death timer on the enemy, denying them even more cs and as a result gold. Their turret may end up taking damage. Once again, a snowball effect - which doesn't need a kill!

So a kill is simply the "cherry on top". Let's get slightly more into what happens during a gank, what to do and not to do. Often times you'll notice the enemy laner use summoner spells like Flash , Heal , Exhaust , as well as possibly others such as Teleport after backing. That's GOOD! And you probably shouldn't continue to chase them-- wait wait wait Another common strategy is to go in from behind e.

This way, you can save your Bandage Toss for when they use an escape ability or Flash , most likely securing a kill. By blowing a summoner spell, your team gains a pretty big advantage. If you blew Flash or Heal , your next gank within 5 minutes will most likely secure a kill. OR your allies may be able to make a play knowing that the enemy will have limited escape options such as a Blitzcrank Hook. And there's others, but I don't want to get into them and make this too long.

The only way a gank could "fail" is if you lose an ally you want to avoid this- if YOU are low and Bandage Toss is on CD, stay back and let your ally finish them. Losing two allies is even worse. Losing three is just terrible. The main cause of this would be the enemy jungler.



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