5 years ago
1
Patch 7.3
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Free Agent - NA

Main Build
Build Section
Starting Build

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Mana Potion

Mana Potion

This consumable heals 150 Mana over 25 seconds.

Ward

Ward

This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.

Ward

Ward

This is a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed.

Hunter's Blessing

Hunter's Blessing

+15 Basic Attack Damage +10 MP5 ROLE QUEST: CARRY Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Hunter's Blessing Evolves, gaining 15% Attack Speed and an additional 15 Bonus Basic Attack Damage.

Boots

Boots

+6%
Movement Speed

Notes
This build is used for ADC in dual lane. This will spend your whole 1500 gold at the start of the match. focus on stacking Hunter's Blessing of course and try not to initiate fights early because you are still easy prey yourself. Place your wards in front of your harpies and the enemy harpies. Try to stay behind the enemy harpy ward you placed to counter the enemy jungler or mid-laner if they have blink.
Finished Build
Jotunn's Wrath

Jotunn's Wrath

+40
Physical Power
+150
Mana
+10
Physical Penetration
+20%
Cooldown Reduction

Warrior Tabi

Warrior Tabi

+40
Physical Power
+100
Mana
+18%
Movement Speed

OLD Ichaival

OLD Ichaival

+30%
Attack Speed
+35
Physical Power

PASSIVE - Every successful Basic Attack increases your Physical Power by 10 and reduces the attack speed of your opponent by 7% for 5s. (Max. 3 Stacks)

Fail-not

Fail-not

+30
Physical Power
+15
Critical Strike Chance
+20%
Cooldown Reduction
+10
Physical Penetration

PASSIVE - When your Ultimate ability has finished casting, your next ability or basic attack within 8s that damages an enemy god marks them, increasing the chance you and your allies can land a Critical Strike by 20% for 10 seconds. This can only occur once every 45 seconds.

Sentry Ward

Sentry Ward

This is a ward that allows you to see enemy movements and other wards within 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed. Can only carry one at a time.

Chalice of the Oracle

Chalice of the Oracle

This consumable places a ward that allows you to see normal enemy movements with 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed. Comes with 2 uses that are refilled in Fountain, sells for 0 gold.

Notes
Relics shouldn't be rigid in choice; you should be fluid in your first and final relic decisions; every battle is not the same. Warrior Tabi is preferred to help with early wave clear. Jotunn's Wrath and Fail-not gives Ah Muzen Cab his 40% CDR (CoolDown Reduction). The meat of the build is Ichaival and Frostbound Hammer. With those two items the enemy you are hitting with your basic is slowed and de-powered for a short period of time. sentry ward is used for de-warding resources in the jungle. Chalice of Oracle is handy in case you need to slap a ward down for hotspots in the jungle or to just have an extra ward on hand. Only two wards can be placed down at one time.
Leveling Order
Skills Section
Primary Order
Hive
Hive
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Swarm
Swarm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Honey
Honey
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Stinger
Stinger
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Notes
Healing from your hive is the reason why I didn't use healing potion in the starter build. Ah Muzen Cab is sort of mage like in his abilities where he is heavily mana pendent and his advantages come from laying hives all the time. his best wave clear is honey because of the chip and it is used during aggression in case the enemy dual have a lot of mobility or if they are really aggressive. Swarm is his second best wave clear ability. Hunter's Blessing is also a big help in the MP5 it allows you to use, not only from the basic attack damage it gives. Sneaky tip: put a hive right where your harpy spawns; enemies tend not to look there.
Matchups
Gods Section
Strong Against
OsirisHorusAchillesBellonaAmaterasuJormungandrGaneshaAresSobekChernobogCernunnosAnhurCupid
Notes
Strengths in the starter build is non-existent for the simple fact for the lack of any buffs or items it has. It is completely up to the skill of the player AND knowledge about the god you are playing that negates the lack-there-of in the starter build. Obviously the final build will be in mind for the "Matchups" portion. This build can be used amongst many carries, but for Ah Muzen Cab it works wonders against less mobile gods who has to get close to murder you. Another reason the final build is used for him is because of his hive ability (you should always place hives down in any area you are about to operate.) it gives you so many buffs that without it he is essentially useless. The movement speed is the biggest factor for the effectiveness and the attack speed is an added bonus. allows you to slow the enemy and take sting, see what I did there, out of their punch if they do manage to corral you.
Weak Against
BastetNemesisDa JiArachneRatatoskrLokiAh PuchHeraScyllaZeusHe BoHades
Notes
Sadly every build has it's weaknesses. Largely do to Ah Muzen Cab's inability to escape when in trouble this build is designed to fight his way-out and keep distance. If a high mobility god or mage with high burst damage gets to you first that is it. The bane to Ah Muzen Cab's existence who are Arachne and Loki are still his weakness (unless you see Loki first then slather him in honey before he disappears!).