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Gold/10 Runes

Creator: Svingas February 13, 2012 6:35am
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Nighthawk
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DuffTime wrote:



Yes, Halfsies, No.

Poppy needs it, Eve wants it, Mundo sucks with or without gear.


Dyrus wants a word with you then :P

He's not actually -that- bad vs certain matchups and can be annoying as hell late game, IF BUILT RIGHT.


DuffTime
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I think Mundo sucks.
Splitcell
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I feel like they're a waste on any other type besides a support. The extra gold won't be helping when you've gimped yourself out of seals or a set of quints that up your early damage,CS or whathaveyou.
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DuffTime wrote:

I think Mundo sucks.


Mundo can solo baron at lvl 7.

:P


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Odin promised the end of all ice giants.
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Mundo can be very, very dangerous. But if you shut him down early he isn't worth anything. Nothing is more scary then being in the Solo lane level 9 and then all of sudden you see LB get baron buff, because their jungle solo'd it before anyone warded it.
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DuffTime
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I hope he comes back into viability, because I've played probably 400-500 games on that champion.

I just think he sucks. I still think he needs a little more, like 5-15 resistances somehow to free up his item pathing a little more.
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I start the lane with 3 quints of gold / armor +13 / glyphs of warding +13 and the items are a Mana Manipulator + a ward ;)
Searz
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Permalink | Quote | PM | +Rep February 23, 2012 11:35am | Report
Ye, mundo kinda sucks. Needz buffz. So does Urgot.
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The main problem with GP/10 runes is that you are gimping your potential.

They do not help your early game, they are designed to help your late game, but in reality they just hurt your late late game because everyone with 6 items is stronger than you with 6 items.

They are good for supports i guess, but honestly i would rune for lane dominance instead of late game support.
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Temzilla wrote:

The main problem with GP/10 runes is that you are gimping your potential.

They do not help your early game, they are designed to help your late game, but in reality they just hurt your late late game because everyone with 6 items is stronger than you with 6 items.

They are good for supports i guess, but honestly i would rune for lane dominance instead of late game support.


I agree, but lets have some fun to make this viable.

For premade 5v5.
Our setup will look like this,
Mid: Twisted Fate (AP), Top: Gangplank
Bot: Any AD-carry with Soraka, preferably someone with decent mobility, perhaps Caitlyn (Ashe could be interesting to if you decide to skill her E skill first for increased gold per minion, but that would make her totally useless mid game).
Jungle: Strong farmer and counter jungler who can act like a tank mid/late game. Perhaps Skarner or Udyr.

Lets assume, all lanes play really passive, only focus on last hitting. And all got the gold/10 quints.
Take in mind that Twistedfate's passive gives increased gold for each minion and Gangplank get more gold for each last hit with Parrley
Assume we banned Shaco and Lee, (who got really strong ganks early in the game) for more safe defensive play.
Gangplank builds, HoG and Philosopher Stone, and just focus on last hitting with parrley.
Twisted builds a early Philosopher stone and after goes "normal" build.
The jungler builds same as Gangplank, the support does the same.
And the AD carry just go straight out damage.

This setup would generate a high amount of gold/10 (someone care to do the math?), and in theory give a better endgame for your team. Your Gangplank could probably have almost full itemization at 30min with ease if he has focused on farming, Atmogs, Trinity, IE..
Think about the differences for each teams total gold earned, I think those stats would pretty much be superior compared to the "normal" quints, and your team would have a really strong early late game compared to the other team.

But this kind of strategy only would work if you know that it's going to be a long game, and you know that you won't fail your lane.

But the idea is thrilling, isn't it ?
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