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New Amumu masteries

Creator: Searz November 17, 2011 3:09am
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Searz
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Permalink | Quote | PM | +Rep December 2, 2011 9:14am | Report
That would explain it as well >.>
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Freddy Shopan
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Permalink | Quote | PM | +Rep December 4, 2011 7:11pm | Report
hooooomyyyyygooooooshhhh. Not gonna lie. I actually hadn't played Amumu since the jungle changes... but played him today... whaaat the heeelllll? It's so easy! lol. With 0/21/9, I've actually started running boots first. He clears so fast, so now it's harder to counter-jungle him (which is great). I mean, he does have to take blue first, but with a single ward, you can run in and out of your opponent's jungle so fast. Also, I find it a great way to speed up an Amumu jungle (because adding ap is just not reasonable, and Amumu can actually use the mag pen later, so as runes aren't recommended...) Also, if someone wants to start cloth armor or something, it lets your runes (cough quints cough) become more flexible. I honestly haven't tried out much of anything, but so far this looks exciting. Lots of doors are opening for Amumu jungle.
Nighthawk
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Permalink | Quote | PM | +Rep December 5, 2011 5:27am | Report
What do you mean the ap doesnt benefit you but the mpen does freddy? Runes, items, what?


Freddy Shopan
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That was more a slip of tongue than anything. Still, mpen runes are reds (where there's no real relevant defensive runes), but ap is only in blues and quints, where, imo, there are simply better rune choices that are more helpful. (I was referring to runes. Obviously, some AP is probably not a horrible idea to itemize if you aren't gonna die. You stay relevant post-ult). Anyway, sorry for the confusion. Actually, on second thought, maybe I should try it... I suppose you could actually surprise in ganks, which could be helpful (ps I was thinking flat ap, not ap/lvl. If you're gonna get ap, I figure it should speed up your jungle at least. Making a difference at the beginning is more important for a little more damage at the end)... :P
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