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Optimal Jungle Amumu Runes

Creator: Kokobeast October 16, 2012 9:47pm
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Kokobeast
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Looking for opinions of Jungle Amumu Runes. How tanky should the runes be, AP or MPen for jungling or late game, MS quints or GP 10 or others... etc. Please just voice your opinion! :D
PsiGuard
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Thanks to Fatelblade for the sig!
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Kokobeast
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^ The guide I am using ^^. Thanks though!
That Trev Person
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Referring to my guide that you linked, I'm currently working on an update where I use a combination of only two Greater Quintessence of Armor and one Greater Quintessence of Movement Speed. Just thought I'd clear that up, and it will be reflected in the guide this weekend.
Kokobeast
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Awesome! I'll check it out.
PsiGuard
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You really don't need armor quints with a proper leash. I play Amumu as one of my primary jungle picks and have never had problems with MS quints. You can even start boots3 instead of regrowth and still be perfectly fine.
Thanks to Lugignaf for the sig!
Embracing
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PsiGuard wrote:

You really don't need armor quints with a proper leash. I play Amumu as one of my primary jungle picks and have never had problems with MS quints. You can even start boots3 instead of regrowth and still be perfectly fine.


It's not "you dont need"

armor quints are pretty much useless on jungle amumu

Go MS quints

also, regrowth is generally bad

boots is often superior in most situations.
Kokobeast
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Just curious, I understand the use of Resil Quints... However, how much would AP quints affect your clear time and would they be useful compared to Resil Quints late game?
jhoijhoi
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Armour Quints are pretty much useless on Amumu due to Tantrum, which is what you should start with in the jungle in addition with Tough Skin and Indomitable . Amumu already has a pretty decent clear time without AP Quints, and the MS Quints are far more useful for junglers.
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