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Team Guide by Be4stM0d3

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Not Updated For Current Season

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League of Legends Build Guide Author Be4stM0d3

MF+Malphite Carry, Shen+Sona Support Tank, Jungler Amumu

Be4stM0d3 Last updated on November 28, 2010
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Team 1

Ability Sequence

1
4
5
7
8
Ability Key Q
3
14
15
17
18
Ability Key W
2
9
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


This is a pretty standard 2 carry build with Amumu Jungling and Shen and Sona paired up.

Early Game (Laning):
For the laning phase Malphite should solo top lane and Miss Fortune should solo mid.
Shen and Sona should pair into bottom lane. Amumu should start with Lizard.

Mid Game (Ganking):
Not having Shaco doesn't mean not having gank. Each champion in this lineup has a solid CC with which to set up the gank. MF's E slows, Malph's Q slows, Amumu's Q stuns, Shen's E taunts, and in a pinch Sona's R makes them dance. MF or Malph combined with any champ is an easy gank.

Against the gank:
Malphite is difficult to gank, so unless they dedicate 3 or more champions to the gank he should be fine for a while. Miss Fortune, being a squishy ranged carry should not be too far from an ally, so mid game Amumu should stay alert to MF's status while he's jungling, since he'll most likely be the closest and the most useful against the gank. However it works both ways, especially if playing against a Shaco. MF and Malph should both be alert to Amumu's position and status, either could be called in for an escape.

Late Game (Team Fights):
This lineup takes advantage of a combo between Amumu and Malphite. Malphite's ulti (Unstoppable Force) is a powerful initiate that causes him to dash to a location and knock his surrouding enemies airborn. Amumu steps in and activates Curse of the Sad Mummy for 2 seconds of heavy AoE damage. If that doesn't do the job, during this time their team is lined up perfectly for MF's Bullet Time, which should finish them off. If executed perfectly your team should have plenty of time to push what's left of a lane and break at least 1 inhibitor or win the game.


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