Do you need to be more of a tank or deal more damage? Your build will change from there. The important abilities when jungling are Viscous Strikes level 1 and Undertow.
Generally Viscous Strikes stays at level 1 for quite some time as the benefits from Reckless Swing and Undertow are greater. Undertow increases your dps and Reckless Swing significantly increases your damage to Champions which is important when you gank as a jungler. In a lane Undertow is probably your best ability as it lets you harass and chase enemy champions. Reckless Swing is also a key ability as no one will be able to trade damage with you at close range and come out ahead since Reckless Swing deals true damage.
Olaf really likes attack damage and health items attack speed and lifesteal are also good. Take note that Olaf is completely incapable of dealing magic damage or using ability power unless he picks up a proc item like malady, wits end, bloodrazor, executioner's calling, sword of the divine and as such it is not advised to spend the gold on items that grant ability power.
His ult provides 30 armor penetration passively at ability level 3 and as such attack damage, attack speed and additional armor pen if required go a long way. Also, it will help to survive against thornmail. The damage output from thornmail before was, typically, greater than the sustain from BORK. Impact: Here is another item affected by the recurve bow changes. It has fallen out of favor in the tank meta. Impact: The enchant remains the same, but it has a slightly different build path now.
Recurve bow costs a bit more, but will put out a bit more damage. I think it could use a bit of love. Not many junglers can use it effectively and it takes a while to become cost effective. It was so good that even some non-mana champions have been taking it.
It is still a fantastic item for various champions, such as Gragas, Nautilus, Skarner, etc. Impact: This is a helpful buff for lane and jungle Mundo, but it will be felt more in lane.
Mundo will now be able to retain more health in lane while last hitting creeps with Q and will have a bit more health while jungling too. His sustain was lacking and this was forcing players to buy more potions to keep alive. This resulted in more gold being spent on pots instead of wards and items.
This buff might seem small, but it will help him in and out of the jungle. Bad time to counterjungle:If your team is not nearby then dont force invade, because you dont have any backup. If you dont have vision in enemy jungle and aint sure about were the enemy team is then dont invade.
Atleast buy 2 Wards if you are going to invade a lot, always ward enemy wraiths. Solo Game: Invading is hard because your team dont go with you and dont know what you are thinking.
Early Game Blue side bottom half of map Early game: Blue side bottom half of map. Start Wolves with help from team, now go to Ancient Golem Blue buff and get smiteless if possibel. Mid Game Mid game:. You should have buff timers and control on dragon, you are about to be at the point were you really see how tanky you can be, but dont overrestimate yourself and be carfully with your R, if you pop it too early then you won't get much healing of it because it cost your own current health to pop it.
But if you pop it too late then you will get bursted before you even started to regen, it is a balance of how long you think you can wait but better pop it too fast than too late. Your cleaver is a really great damage on high hp creations, so you should always try poke enemy team down before a fight, it also benefit good because it damage more the more health they have.
But it doesn't only hit hard on champions it is also really good at chunking down Dragon and Baron. You should get Oracle at this point if your team try to force a fight or Dragon. Ward control means so much, the team with better Ward control and Oracle, almost always get best engage or free objectives like Buffs and Dragons. If you can focus the AD Carry or The Mage mid then do it, but Mundo have no gap closer and can easily get kited, but you will normally be more tanky than the enemy tanks and can hold the enemy AD carry out of teh fight fro a long time, if you get in range of your exhaust then you have a big kill potential, Mundo is so tanky but also have a high amount of damage.
Late Game. Tear of the Goddess. Aether Wisp. Lost Chapter. Fiendish Codex. Blasting Wand. Needlessly Large Rod. Haunting Guise. Hextech Revolver. Hextech Bolt: Hitting an enemy champion with an attack or ability shocks them for 75 magic damage. Oblivion Orb. Void Amethyst. Sapphire Crystal. Mana Charge: Grants 5 maximum Mana per ability cast, up to Triggers up to 3 times every 12 seconds. Amplifying Tome. Guardian Angel. Spirit Visage. Randuin's Omen. Warmog's Armor. Sterak's Gage.
Only applies to melee champions. Iceborn Gauntlet. Dead Man's Plate. Attacks expend all Momentum to deal bonus magic damage equal to the number of stacks. Attacks deal magic damage equal to Momentum stacks removed.
Abyssal Mask. Zeke's Convergence. Harbinger: Casting your ultimate surrounds you with a blizzard and ignites a nearby ally's attacks for 10 seconds. Prioritizes highest Attack Damage ally.
Protector's Vow. Protector: Raise your Guard when next to an allied champion. Winter's Approach. Mana Charge: Increases max Mana by 12 every attack, when Mana is spent or when taking damage from champions, epic monsters, or towers. You may only carry one Tear of the Goddess item at a time. Bami's Cinder. Immolate: Deals magic damage per second to nearby enemies. Spectre's Cowl. Giant's Belt. Warden's Mail. Catalyst of Aeons. Capped at 15 Health per cast. Chain Vest.
Bramble Vest. Jaurim's Fist. Negatron Cloak. Glacial Shroud. Ruby Crystal. Cloth Armor. Null-Magic Mantle. Gluttonous Greaves. Dealing or taking damage from champions removes sprint. Boots of Swiftness. Mercury's Treads. Ionian Boots of Lucidity. Boots of Speed. Stasis Enchant. Stasis Active : Become invulnerable and untargetable for 2. Locket Enchant. Glorious Enchant. Protobelt Enchant. Protobelt Active : Dash forward and unleash a cone of missiles that deal magic damage.
Quicksilver Enchant. Gargoyle Enchant. Redeeming Enchant. Redeem Active : Reveal a position and after 2. Minions and monsters take damage instead. Shadows Enchant. Shadows Active : Summons 2 ghosts that seek out nearby enemy champions. Teleport Enchant. Teleport Active : After channeling for 3. Ninja Tabi.
Frozen Heart. Force of Nature. Absorb: Taking ability damage grants you 6 bonus movement speed and 6 bonus Magic Resist for 5 seconds, stacking up to 5 times, for a maximum of 30 bonus movement speed and 30 bonus Magic Resist. Each unique ability gives 1 stack. Winged Moonplate. Sunfire Aegis.
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