Unplayable AP tanky junglers

Janakin··2 votes·398 views

Junglers like amumu are currently unplayable. I've been playing amumu over 4 years and I can't remember him being this incredibly useless ever before. Very squishy, still with a huge mana problems, no summoner spells cooldown reduction mastery (except that possible 5 % which is only 15 secs down from flash, that's kind of nothing) , but especially now you can't do the whole jungle clear in the beginning.

I used to use mostly 2 rune pages on amumu:

Full armor rune page: finishing the first full jungle clear with pretty much full HP, even though slower since there is no AP in runes. If I get invaded, I can easily walk out or at the most, use flash for it. Very great against aggressive junglers like Lee Sin.

25 AP, 8 magic pene, 8 armor (IIRC): VERY fast jungle clear, most of the time blue buff -> wolves -> raptors and ganking top/mid with level 3 at ~2:30, while dealing a lots of damage. Great when you need to gank a lot, while also wanting to have a strong CC tank in the late game.

The situation now:

  • Clear relatively fast 3 camps, then you must go back to fill HP, since you are under 40 % (with recommended starting items)

Alright, mana's always been a problem with amumu. His mana costs has always been ridiculous, that would be for another topic. But with these new runes, the champion is unplayable, I feel like they really aren't designed for champions like amumu.

3 Comments

SM4LLS2 votes

i have the same problem with gragas, his clear is too slow and he gets too low without having any starting armor. i used to run AS reds, AP quints, armor yellows and cdr blues. now he can barely finish first clear before 3 30. this is a huge problem

Janakin1 votes

Yes, I've been playing gragas lately and I can confirm that. I like the idea of new runes, but they should have been done very differently imho.

KazaJhodo2 votes

Agreed. There is also a shortage of jungle things in general in the runes. Many are on champion hit- for instance klepto might be an answer to this mana issue... although it would be chance driven which is really bad... It doesn't seem like many runes are meant for the jungle at all. If some runes could include jungle modifications- for instance klepto could give a high chance of a mana item being stolen if you had smite. Perhaps this could be abused in lanes... but you'd have to take smite which is a huge sacrifice, so it'd probly be fine.

Pretty much any mana driven jungler is, very difficult to play, and can't compete in early ganks. They already were predictable because they MUST start at blue to have a chance to clear efficiently. That was bad enough.

If mana based jungles could be freed up from starting blue- it would allow for some pretty crazy things to go into the jungle. Which would be awesome.

Quick lets look at what key stones are specific for jungle:

Press the attack: champion hit Lethal Tempo: champoin hit Fleet Footwork: viable for healing, ms worthless

Electrocute: champion hit Predator: jungle without gap closers Dark Harvest: Has jungle specific traits.

Sumon aery: champion hit Arcane Comet: champion hit Phase Rush: champion hit

Grasp: champion hit Aftershock: champion hit Guardian: Not for jungle

Klepto: champion hit augment: champion hit spellbook: summoner spell use 0_o

15 keys, 3 could POSSIBLY be used in the jungle with some benefit.

Granted it was this way before for the most part, but because of runes we could cover weaknesses via other methods. Now we cannot. OF course we need to review secondary options as well. Though roughly its the same thing. Theres like... overgrowth. haha

Or if you are movement speed based I could see benefits- lots of ms things to pickup.

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