Mauramana is quite underrated

z63XnLCMwX··1 votes·342 views

I've started to play around with this in my build and I must say it's a sleeper item. It has a god-awful start where it takes a morgana snare duration to finally charge up to 750 mana, but it's quite worth it if you can delay the game that long. The only downside is you have to have your build revolving on this item to benefit but I will compare it to a mainstream build in terms of DPS.

Champion - Kog'maw Stats at level 18: AD - 98.43 Mana - 1002 0.964 (0.665 base)

His highest % winrate build is item 3085 item 3124 item 3006 item 3026 item 3139 item 3153 Stat on this build will be 2.35 AS 296 AD 74 AP His DPS with W active, AA alone, average crit damage on a 0 resistance target will be 905 AD damage + 53 AP damage + 28% of target current health in AD + 25% of target max health in AP Factoring his burst damage by landing his Q E R spells he would deal an 923 extra damage

His build around Muramana will be item 3042 item 3124 item 3153 item 3078 item 3006 item 3165 Stats on this build AS - 2.35 Mana - 2652 AD - 294 AP - 174 His DPS with W active, AA alone on a 0 resistance target, and 2600 mana because I'm to lazy to factor in mana reduction will be 844 AD damage + 53 AP damage + 28% of target current heath in AD + 28% of target max health in AP + 131 from average spell blade Proc Factoring his burst damage by landing his Q E R spells he would deal an 1109 extra damage

That said, not every champion can benefit from Muramana but there's a decent amount of champions that would scale well with it into late game despite it not in their popular build.

10 Comments

Rathar Dashing2 votes

You seem to not notice the importance of Runaan's on Kog'maw. Being able to hit 3 targets with his %max health damage nearly (if not completely) triples his damage output, and it gives him much needed waveclear ability. Also, his lack of safety item really jeopardizes his role as a hypercarry. GA and QSS allow him to ignore several mistakes, on top of giving him plenty more sustain and resistances.

z63XnLCMwX1 votes

[{quoted}](name=Rathar Dashing,realm=NA,application-id=3ErqAdtq,discussion-id=e8uQa9EW,comment-id=0001,timestamp=2017-10-03T21:10:24.192+0000)

You seem to not notice the importance of Runaan's on Kog'maw. Being able to hit 3 targets with his %max health damage nearly (if not completely) triples his damage output, and it gives him much needed waveclear ability. Also, his lack of safety item really jeopardizes his role as a hypercarry. GA and QSS allow him to ignore several mistakes, on top of giving him plenty more sustain and resistances.

I would disagree, you say he needs waveclear ability but as an AP kogmaw player, morello gives more than enough waveclear with his E at max level. Runnan is only effective if there are targets close enough to be hit by the bolts, in a 1v1 scenario it is outclassed by other items. While GA and QSS gives him a larger margin of error, Triforce allows him to kite easier and make him less squishy in the first place not to mention the support should be the main reason why he's alive.

The reason why you think this build doesn't work is because you're assuming he's playing traditional ADC, if you build him via AP start, it covers his weak early game problem. I'm not saying his popular build is bad, I'm saying there's more than one viable build.

Paroe1 votes

{quoted}

I would disagree, you say he needs waveclear ability but as an AP kogmaw player, morello gives more than enough waveclear with his E at max level. Runnan is only effective if there are targets close enough to be hit by the bolts, in a 1v1 scenario it is outclassed by other items. While GA and QSS gives him a larger margin of error, Triforce allows him to kite easier and make him less squishy in the first place not to mention the support should be the main reason why he's alive.

The reason why you think this build doesn't work is because you're assuming he's playing traditional ADC, if you build him via AP start, it covers his weak early game problem. I'm not saying his popular build is bad, I'm saying there's more than one viable build.

tbh your build could be better as an off-tank. item 3042 item 3006 item 3124 item 3071 item 3110 item 3069

A sort of... pre-rework urgot.

z63XnLCMwX1 votes

{quoted}

tbh your build could be better as an off-tank. item 3042 item 3006 item 3124 item 3071 item 3110 item 3069

A sort of... pre-rework urgot.

HIs offtank build would be something like item 3078 item 3022 item 3124 item 3153 item 3102 item 3047 or item 3812

Done this build before, and it was quite cancerous for the enemy team. Kited them to oblivion but the DPS sucked. You'd need a second ADC if you're going to play him offtank.

Rathar Dashing2 votes

The reason why you think this build doesn't work is because you're assuming he's playing traditional ADC, if you build him via AP start, it covers his weak early game problem. I'm not saying his popular build is bad, I'm saying there's more than one viable build.

Don't tell me why I think the build is bad. I said why I think it's bad. Of course Runaan's is outclassed in 1v1 scenarios, it's an AoE item. Runaan's bolts benefit from his increased range from his W, meaning there's plenty of generosity in terms of where the bolts land, and the passive 7% movespeed outclasses Triforce's movespeed buff both out of combat AND when basic attacking. On top of that, the resistances gained from GA and QSS make every point of existing health he has more valuable, thus increasing the value of his support's heals, shields, and his own lifesteal.

Don't get me wrong, I'm not trying to say your build is bad, but I'm saying I think the other one is better given most scenarios he'll be in.

z63XnLCMwX1 votes

[{quoted}](name=Rathar Dashing,realm=NA,application-id=3ErqAdtq,discussion-id=e8uQa9EW,comment-id=000100000001,timestamp=2017-10-03T22:18:00.370+0000)

Don't tell me why I think the build is bad. I said why I think it's bad. Of course Runaan's is outclassed in 1v1 scenarios, it's an AoE item. Runaan's bolts benefit from his increased range from his W, meaning there's plenty of generosity in terms of where the bolts land, and the passive 7% movespeed outclasses Triforce's movespeed buff both out of combat AND when basic attacking. On top of that, the resistances gained from GA and QSS make every point of existing health he has more valuable, thus increasing the value of his support's heals, shields, and his own lifesteal.

Don't get me wrong, I'm not trying to say your build is bad, but I'm saying I think the other one is better given most scenarios he'll be in.

I doubt the 2% MS difference between Triforce and Runnans makes Runnans better, especially since Triforce gives extra movement speed from phage's effect as well. The only reason why tear isn't good on him or any other champion is because most game end before they reach the 6 items build. I've tried both build couple of times and in no way is muramana inferior to his popular build.

Rathar Dashing1 votes

You just explained what I was trying to say, most games end before the 6 item mark. I'd rather have the instant triple damage output item right off the bat, then go into my rageblade for even more damage access as an ADC than waste time stacking up a tear. Tear stacking really only works on spell spammers like EZ, Sona or Anivia. Part of what holds EZ back as an ADC is his need to get Tear early, losing out on over 20 AD worth of gold, for an item that only really is useful late game for him. Again, usually as an ADC you're looking to hit a powerspike as early as possible, and while it is fine to spec into the lategame with this tear build, it's usually best to go for something with more immediate power, and of course keeping safety in mind is also a good thing to do.

Doozku1 votes

Agreed but not on ADC's. You spoke way too late for it to be good on them and you don't need the mana.

Now, if this were double tear ryze...

Rathar Dashing1 votes

item 3070 Ryze item 3070

This isn't even my final form...

z63XnLCMwX1 votes

{quoted}

Agreed but not on ADC's. You spoke way too late for it to be good on them and you don't need the mana.

Now, if this were double tear ryze...

I'm using Kog as an example. You don't go ADC route if you build tear on Kog. You go AP by maxing E first for harass and waveclear before shifting to AD. Build path would be item 3070 ->item 3802 -> item 3165 -> item 3153 -> the rest with TLD as the keystone.

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