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Spells:
Smite
Ghost
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Introduction
Amumu:
Pro's:
- Anti-tank skill.
- Great ganking due stuns.
- Ecic Jungling.
Cons:
- Quite item dependant when it comes to tanking.
- Can't do much against Jungle Ganks.
Marks: Pure health, i find it better than MP since it helps your jungle alot.
Seals: Health per level, again, this is to make you more tanky.
Glyphs: Magic resist per level, because of your Trantum passive you receive less physical damage, that's why i choose these glyphs versus AP carries.
Quints: Pure health, tank tank tank.
Seals: Health per level, again, this is to make you more tanky.
Glyphs: Magic resist per level, because of your Trantum passive you receive less physical damage, that's why i choose these glyphs versus AP carries.
Quints: Pure health, tank tank tank.
Quite basic tanking build, reduced creep damage for jungle, increased minion buff duration for blue buff. I choose not to take the inproved Smite since i believe the other talents are just better.
Another possiblity is to go Ultity, many people find this usefull, but i rather pick more tanky masteries.
Another possiblity is to go Ultity, many people find this usefull, but i rather pick more tanky masteries.
The item-build shown above is just a guideline for how you should end up.
One thing you have to think about ALOT when playing Amumu is to buy counter-items. It starts with boots, you want dodge/magic resist or epic speed ? It all depends on their teams setup.
A couple of suggestions:
- Banshee's Veil. Make sure you pick this up versus Ap heavy teams, gives a nice amount of MR and a bigger health/mana pool.
- Thornmail. This item gives you the armor needed versus an Ad heavy team, plus the passive is very usefull.
- Force of Nature. A good item versus Ap, it gives you some MS aswell which will make you a better chaser.
One thing you have to think about ALOT when playing Amumu is to buy counter-items. It starts with boots, you want dodge/magic resist or epic speed ? It all depends on their teams setup.
A couple of suggestions:
- Banshee's Veil. Make sure you pick this up versus Ap heavy teams, gives a nice amount of MR and a bigger health/mana pool.
- Thornmail. This item gives you the armor needed versus an Ad heavy team, plus the passive is very usefull.
- Force of Nature. A good item versus Ap, it gives you some MS aswell which will make you a better chaser.
Now, for the jungle route:
- Start off with blue golem first, have your mid hero do one spell/auto attack on the creep, toggle Dispair, and finish the golem off with your Smite.
- Head to Wolves, toggle Dispair, and finish them off with 1 or 2 Trantums.
- Go to Wraiths, kill them with Dispair and a Trantum.
- You should be level 3 by now, head to red buff, once again, finish him off with Smite (should have come right off cooldown)
- At last, go the 2 Golems and kill them.
This should take you to level 4. At this point, you can go gank (depending on your HP) or go back to town to get boots.
- Start off with blue golem first, have your mid hero do one spell/auto attack on the creep, toggle Dispair, and finish the golem off with your Smite.
- Head to Wolves, toggle Dispair, and finish them off with 1 or 2 Trantums.
- Go to Wraiths, kill them with Dispair and a Trantum.
- You should be level 3 by now, head to red buff, once again, finish him off with Smite (should have come right off cooldown)
- At last, go the 2 Golems and kill them.
This should take you to level 4. At this point, you can go gank (depending on your HP) or go back to town to get boots.
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