How "pre-30" are we talking? Cause there's a big difference in masteries and runes between a level 1 and 29.

Thanks to The_Nameless_Bard for the sig!
Pre-30 usually have the usual stuff.
Start with cloth armor 5 pots (Usual)/Long sword 5 pots (If your sustainability is good enough)/Elixer of Fortitude + Pots (Not sure, but seriously, it doesn't sound good)/ Vampiric Scepter (If your damage rocks) Etc.
Masteries :
LEVEL 13 - 20
Tankers take
1) Take Defensive Masteries. Preferably take max Armor, 1 on magic resist, then add Dodge chance unless you have a reason not to (Amumu dodge = Less tantrum hits). Add dodge mastery. Take the minion damage reduction if you realllllyyyy have problems. Take extra health.
Others/Tankers with little problems usually take
2) Take Good hands (Almost always > Perseverence). Then get EXP gain so you'll reach higher levels faster, then add buff mastery.
LEVEL 21 - 29
Tankers take
1) Pure defensive masteries. You'll rarely get buffs anyway. The only problem is with your exp not going up that much
Others
2) Taking 21 0 0 may be good. The damage is almost always better in your game after jungling.
Runes :
Tankers usually rely on magic damage, so, Insight is usually better for marks.
Others usually rely on physical damage, so, Desolation is usually better for marks.
Seals should be Flat Armor for easier jungle. Exceptions include Jax for dodge etc.
Glyphs can be anything you want. It doesn't help much though.
Quints
Carries take Desolation for better late game, Fortitude for better early game.
Tanks take Fortitude usually for overall help.
PS : Checking the runes for their background colour (Marks = Red, Seals = Yellow, Glyphs = Blue) helps. Those that don't match usually suck, and should NOT be used.
Start with cloth armor 5 pots (Usual)/Long sword 5 pots (If your sustainability is good enough)/Elixer of Fortitude + Pots (Not sure, but seriously, it doesn't sound good)/ Vampiric Scepter (If your damage rocks) Etc.
Masteries :
LEVEL 13 - 20
Tankers take
1) Take Defensive Masteries. Preferably take max Armor, 1 on magic resist, then add Dodge chance unless you have a reason not to (Amumu dodge = Less tantrum hits). Add dodge mastery. Take the minion damage reduction if you realllllyyyy have problems. Take extra health.
Others/Tankers with little problems usually take
2) Take Good hands (Almost always > Perseverence). Then get EXP gain so you'll reach higher levels faster, then add buff mastery.
LEVEL 21 - 29
Tankers take
1) Pure defensive masteries. You'll rarely get buffs anyway. The only problem is with your exp not going up that much
Others
2) Taking 21 0 0 may be good. The damage is almost always better in your game after jungling.
Runes :
Tankers usually rely on magic damage, so, Insight is usually better for marks.
Others usually rely on physical damage, so, Desolation is usually better for marks.
Seals should be Flat Armor for easier jungle. Exceptions include Jax for dodge etc.
Glyphs can be anything you want. It doesn't help much though.
Quints
Carries take Desolation for better late game, Fortitude for better early game.
Tanks take Fortitude usually for overall help.
PS : Checking the runes for their background colour (Marks = Red, Seals = Yellow, Glyphs = Blue) helps. Those that don't match usually suck, and should NOT be used.
Amumu Guide :D
Eve guide :D
Hope whatever I say helps! :D
PS : Not all my criticism is good. Most of the time, I just talk like that anyway. So forgive me if you get offended, unless you just can't look from my angle, or at least close enough.
Eve guide :D
Hope whatever I say helps! :D
PS : Not all my criticism is good. Most of the time, I just talk like that anyway. So forgive me if you get offended, unless you just can't look from my angle, or at least close enough.
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