To Ammumu:
9/21/0 or 0/21/9 Masteries, both are Ok. You want to grav 21 in Def. because you are the Tank.
Quints: MS -> stick to People with your AoE, makes landing Q much easiar and better roaming.
Seals: Flat Armor, Standard.
Glyps: MR Per Level / Flat Armor / Mix of Both depending on how AP heavy the enemy Team is
Marks: Hybrid Pen -> Armor Pen works fine while clearing jungle creeps and increases the damage in ganks and even later because you will use your AAs to proc your passive and the M Pen for well... your skills. Works better than normal M-Pen on him.
Noc:
9/21/0 for a Bruiser/Tank Noc or 21/9 for an assassin Noc, depending on your Team.
Malmortes is good if you need MR, Last Whisperer is always nice for Penetration, same with Black Cleaver (especially if there is a lot of AD in your Team) and Locket gives great stats and Buffs for your Team and Support usually don't have so much money to spent to get this item so early.
Mundo:
Flat MR or scalling Glyps depending on the team, the Hybrid Pens are the right choice. I personally like to run flat armor Quints on him because he really drains a lot of his life in jungle early and it also makes it easier to fight most junglers early which mundo can do pretty well.
Get a Locket if you can, it's always good on Junglers. x3
9/21/0 or 0/21/9 Masteries, both are Ok. You want to grav 21 in Def. because you are the Tank.
Quints: MS -> stick to People with your AoE, makes landing Q much easiar and better roaming.
Seals: Flat Armor, Standard.
Glyps: MR Per Level / Flat Armor / Mix of Both depending on how AP heavy the enemy Team is
Marks: Hybrid Pen -> Armor Pen works fine while clearing jungle creeps and increases the damage in ganks and even later because you will use your AAs to proc your passive and the M Pen for well... your skills. Works better than normal M-Pen on him.
Noc:
9/21/0 for a Bruiser/Tank Noc or 21/9 for an assassin Noc, depending on your Team.
Malmortes is good if you need MR, Last Whisperer is always nice for Penetration, same with Black Cleaver (especially if there is a lot of AD in your Team) and Locket gives great stats and Buffs for your Team and Support usually don't have so much money to spent to get this item so early.
Mundo:
Flat MR or scalling Glyps depending on the team, the Hybrid Pens are the right choice. I personally like to run flat armor Quints on him because he really drains a lot of his life in jungle early and it also makes it easier to fight most junglers early which mundo can do pretty well.
Get a Locket if you can, it's always good on Junglers. x3
DillButt64 wrote:
you can go 21/9/0 with nocturne and still build bruiser/tanky
Yeah, forgot about that. 08
But I would only do that if you want to increase your gank damage early because you want or can increase your lane preassure early or if they have a reather weak jungler early if you want to invade more.
It really depends on the champion you're playing.
When im playing the tankier junglers such as Maokai/Nautilus/Nasus i go for 0/21/9 for the extra sustain/defensive bonuses early game to help me sustaining my jungle with those fairly slow camp clearing champs. (atleast for the very first levels)
For Champions like Xin Zhao i'd go 9/21/0 for the defensive masteries with a bit of offensive for the Arpen/faster clear time.
While Tryndamere, i'd go 21/9/0.
As for runes, well.. Runes depends on the champions really.
My personal runes for Maokai/Nautilus is Scaling magic resist blues, Flat armor Yellows, Movement speed Quints and last Attack speed Reds. (This sounds odd, but as for maokai it really helps you getting that last passive off. and nautilus, it helps you clear faster early game with your W)
Champions like tryndamere, i go with Scaling magic resist blues, Flat armor yellows, Lifesteal Quits (To help hes early sustain, and the lack of defense from masteries) and Attack speed reds. (To clear faster)
My Nasus/Shyvana page is basically the same as before, Scaling Mres blue, Flat armor Yellow, Movement speed Quints, 8x Attack speed reds, and 1x crit chance reds. The crit chance, is simply more efficient than 1% extra attack speed on those champions, and .. You never know if u get lucky in that gank =p
For the AP Carry junglers (Diana, Elise etc.)
i go with Flat AP Quints, Flat armor Yellows, Mpen Reds, and Scaling Ability power blues.
Hope this helps mate!
When im playing the tankier junglers such as Maokai/Nautilus/Nasus i go for 0/21/9 for the extra sustain/defensive bonuses early game to help me sustaining my jungle with those fairly slow camp clearing champs. (atleast for the very first levels)
For Champions like Xin Zhao i'd go 9/21/0 for the defensive masteries with a bit of offensive for the Arpen/faster clear time.
While Tryndamere, i'd go 21/9/0.
As for runes, well.. Runes depends on the champions really.
My personal runes for Maokai/Nautilus is Scaling magic resist blues, Flat armor Yellows, Movement speed Quints and last Attack speed Reds. (This sounds odd, but as for maokai it really helps you getting that last passive off. and nautilus, it helps you clear faster early game with your W)
Champions like tryndamere, i go with Scaling magic resist blues, Flat armor yellows, Lifesteal Quits (To help hes early sustain, and the lack of defense from masteries) and Attack speed reds. (To clear faster)
My Nasus/Shyvana page is basically the same as before, Scaling Mres blue, Flat armor Yellow, Movement speed Quints, 8x Attack speed reds, and 1x crit chance reds. The crit chance, is simply more efficient than 1% extra attack speed on those champions, and .. You never know if u get lucky in that gank =p
For the AP Carry junglers (Diana, Elise etc.)
i go with Flat AP Quints, Flat armor Yellows, Mpen Reds, and Scaling Ability power blues.
Hope this helps mate!
~A champion never quits.
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