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Jungle Mundo Runes

Creator: ShenMasterFlash March 17, 2012 9:54am
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DuffTime
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Permalink | Quote | PM | +Rep March 19, 2012 11:14am | Report
40 HP per 60 is less than 5 HP 5 :3
Temzilla
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DuffTime wrote:

40 HP per 60 is less than 5 HP 5 :3


Yes, but you also have the health from cleavers on buffs and W.

The true advantage is that late game that 40hp/60 turns into like 400hp/60 easily.
Tri lane for life.
DuffTime
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Yeah once all your spell damage is factored they sound better than HP regen quints at least. (And scale better)
Hamduden
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Slappiz wrote:

Hmm, I like the idea of spellvamp, with masteries you will start with 9%.. I need to test this.

I'm looking for a high sustained jungle build for Mundo when starting with boots (cloth armor is so ineffective for ganks). It's a shame that his sustain is so poor when going Movement speed quints and boots, so I really need to change those quints for something that will enhance my jungle sustain.


Would you be willing to give up Armor pen % in offensive tree or flat health in defensive tree for the 3 points in Spellvamp mastery?

To ask in another way. What are the best masteries? Solomid.net suggest 9/12/9.
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Hamduden // Ezaculatte (EUW)
NicknameMy
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I go:
Slappiz
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Hamduden wrote:


Would you be willing to give up Armor pen % in offensive tree or flat health in defensive tree for the 3 points in Spellvamp mastery?

To ask in another way. What are the best masteries? Solomid.net suggest 9/12/9.


Your not suposed to hit tanks, so I would probably drop the 10% armor pen.
But I will have to do some jungle test before I decide which masteries to use.
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You need the 10% armorpen mastery becuase you only have 6 armorpen and this. You need it, to even deal damage to squishys.
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