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-   -   The Jungler's Guide to the Galaxy (http://forums.na.leagueoflegends.com/board/showthread.php?t=101976)

nicosharp 04-28-2010 11:38 AM

The Jungler's Guide to the Galaxy
 
(Massively updated on 6-17-2010)
Have you ever wanted to Jungle in LOL?
Have you ever asked yourself, How is it done?
Do you ever wonder who can really do it?

Here is a complete guide to how, why, and who is capable of performing this task for your team.

Some preconceptions before we get started:
1) Your Summoner level should be 30. You are going to need those masteries, and runes to be effective
2) The Champions must be viable Junglers at lvl 1, meaning they can solo jungle from 1-6 without assistance
3) Champions that jungle effectively are either very sturdy, and can survive a gank, or have a few escape mechanisms to survive a gank.


Lets start with Jungling Masteries and Runes - the basics:
You want Masteries and Runes that compensate your champion, but that also compensate the art of Jungling.

Masteries
The most important aspect of early Jungling is XP. You want to lvl as quickly as possible, because levels mean hp/mana and new skills to use, and for a lvl 1 jungler this is very important. Most people lean to at least 8-10 points in Utility for EXP and Utility Mastery.

The best Masteries for Jungling are the 9th and 10th mastery point in all trees currently:
Offensive Mastery
Defensive Mastery
and most importantly Utility Mastery (for longer rune buffs (lizard/golem))

For Masteries, depending on your champion choice you should build them to fit their role.. If you are jungling with a tank, you may want more points into the Defensive Tree, for survivability.

Typical mastery builds on jungle champs would be
9/0/21 - smite, xp, utility
0/9/21 - dodge, xp, utility
10/10/10 - balanced jungler
21/0/9 - offensive, xp
9/21/0 - smite, defensive
0/21/9 - defensive, xp

Runes
The general rule to Runes is they should support your champion's early game. So per level runes are typically out of the question. Good things to focus on are flat HP, Flat Armor, Flat CDR, Flat Mana, Flat Attack Speed, Flat Critical Strike %, Flat Armor Pen, Flat Dodge, Flat Magic Pen all depending on the champion you pick. Remember that most minions do physical damage, so prioritize armor when in doubt. Also the faster you swing the faster they die, so prioritize attack speed when in doubt.


Summoner Spells:
While some lvl 1 junglers can get away without having a Jungling specific summoner spell, it is to your advantage to have one. Jungler specific Summoner skills are:

Smite
With 1 point into offensive masteries, it provides extra gold on use, and will deal a ton of damage to the targeted minion to drastically improve your jungling speed. Speed is a big factor in jungling effectively, and gold farm is equally as important. I completely recommend this on every champion that you plan to jungle with at lvl 1. You can also steal another Jungler's last hit on minions/Dragon/Baron to really swing things in your favor, and your teams.

Quote:

The Art of Smite

There is an art to using smite effectively as a jungler, some rules apply
- If you can see everyone on the map, it is safe to use smite early, and not save it for a last hit. This will speed up smite's recharge timer, so you can use it again to keep jungling quick, and gold flowing.
- If not everyone is visable on the map, you should pull your creeps back to brush or a safe fighting position with 2 escapes, and work it down in HP to where it can be smited for the kill.
- Make sure you pay attention to Smite's damage, the minions health and your level to assure you time smite perfectly for the last hit
Rally
This is good for team pushing so is not a bad summoner skill but not necessary. It can help quickly farm a tougher creep camp, but no longer provides HP regen.

Ghost and/or Flash
It's safe to say, you should take either 1 or both of these skills for jungling. The exception is champions with good mobility built into a skill (Gragas perhaps). These skills allow you to effectively gank, and get out of trouble if you are surprised while jungling. It is pretty popular to go full utility masteries so the cooldown of these skills would be shorter, and also full utility masteries benefits smite c/d which is very nice.

Clarivoyance
Rarely seen, but could be a very nice tool for a tank/support jungler, that can use it to steal kills with smite, and set-up ganks.

Few not really worth mentioning -
Teleport - Now it can take you to any tower that could shorten jungling a bit, or help you gank with allies after a red buff, etc.
Heal - Its not good, but could help the team on a push, and help a bit while jungling
Ignite - Not bad on Mage type junglers, that can benefit from an early AP advantage (if specced)
Cleanse - Great skill, will be dependent on champion, and need for smite + escape
Fortify - Could be decent for the bonus damage, but is typically a wasted skill in many's eyes
Exhaust - I don't think it contributes much to jungling, although its great for teamfights
Clarity - I don't think anyone that can jungle now would need to run with this
Revive - No, just no.


General items to have always for jungling:
HP Pots
It never hurts to pop 1 to keep hp lvls high, and to be effective early on

Wards
Both Sight, and normal wards are very key to being a awesome team player and jungler, it can keep a stealther like Twitch/Eve/Shaco from jacking an important buff, can net you a kill, and normal wards set by a jungler are very good because more than likely your opponents have no idea you planted one, or where.

Elixir's
Red Pot Especially adds to early jungling ease. Great to make the jungling smooth early on and are nice 1st items on Junglers like Olaf and Gragas (both tier 1 because of Red pot)

LifeSteal Items
Leech Items make it really easy to stay up in HP while Jungling, they do not immediately provide speed, but do provide survivability.

Madred's Razor and Madred's BloodRazor
Both are like free smites over and over again. They hit really hard and are perfect additions to certain jungling builds - especially warwick and Shaco


Basic Minions - Who are they, what do they do?
Spawn Timers: 1:40 for basic minions on all maps, respawn 100seconds (I believe) after being slain.

On SR:
3 Wolves

2 Golems

4 Spectres

On TT:
Golem and mini lizards


Jungle Buffs - What are they, who gives them, and what do they do for you? (Thanks to MatadorRED for some timers)
On SR:
Red Lizard Buff (Spawns at 1:55, and respawns 5minutes(I believe) after slain) - Red buff that provides a slow and damage over time to targets when hit, and adds bonus damage. buff duration = 2.5mins

Blue Golem Buff (Spawns at 1:55, and respawns 5minutes(I believe) after slain) - Provides 15% CDR(can i get a check on CDR %), and increased mana regen over time, also increased energy regen overtime for ninjas. buff duration = 2.5mins

Baron Nashor Buff and Global XP + Gold (Spawns at 15 minutes, then 8 minutes after slain) - 40 Ability Power, 40 Damage, 3% increase in Health Regeneration, 15 increase in Mana Regeneration, 900 Experience Points, 250 Gold. - buff duration = 5minutes (thanks Excession)

Dragon Global XP + Gold (Spawns at 2:30, and respawns after 6minutes) - provides 130 bonus gold to each team member, and team xp.

On TT:
Red Lizard Buff and Global XP (spawns at 2:20) - provides 50 bonus gold to each team member and 100 to killer, and team XP.

Orange/Gold Dragon Buff and Global XP + Gold (spawns at 4:40) - Not sure on gold think its +150 bonus gold to each team member and +25 to killer, and a buff to each team member that increases all damage by X, where X = Champion level.

White Spectre Buff (Not 100% on spawn timer or respawn) - Movespeed buff by 30% for a short time

Green Wolf Buff (Not 100% on spawn timer or respawn) - Attack speed buff by 20% and 10% CDR - lasts a bit longer than white buff

Jungling XP and how to get lvl 6 (Thanks to Anthalas for this great detail)
To hit lvl 6 you have get 3300xp total
Solo lane hits lvl 6 after clearing 10th wave. If no other xp is gained.
10th wave spawns at nexus at 6 minute mark
Xp starts at 280 to get to 2nd lvl and is +110 for the next. I.e. 280,390,500...
Xp gained in purple above your champ does not reflect xp gained from masteries, runes and Zilean passive.
Xp for minions starts at 32, 64, 100 (melee, caster, cannon) and is increased by 3,5,7 every 3rd minute.
Xp for Small Wolf is 50
Rabid is 90
Small golem 140
Small lizard 30
Small wraith 20
Forgot Big wraith
Ancient Golem is 220
Big Lizard is 200


Champions:
So the part everyone was waiting for:
Who can do this, and what are their strengths and weaknesses?
I'd like to break this down into classes, so lets do that below:

* but first a quick note --- You may look at the below and wonder why aren't there any ranged Carries or more Mage's listed? Please refer to the 3 preconceptions above.


DPS:
Warwick, Shaco, Udyr, Olaf, Master Yi, Jax, Evelyn, Tryndamere, Mundo, Akali

Mage:
*Twisted Fate, Fiddlesticks, Nunu, Morgana(* = untested)

Tank:
Amumu, Gragas, Malphite, Shen, Rammus, *Nasus, *Cho'Gath, *Garen (* = untested)

Jungler Tier Levels:
Tier 1 = Fast Jungler, very viable:
Tier 2 = very viable, mediocre jungler:
Tier 3 = not as viable, slow jungler:

Detailed How:

Warwick - Tier 1
strength - one of best junglers in the game, due to natural lifesteal, and ability to stay in jungle for a long time
weakness - Late game can be bad based on enemy team comp and cleanse, only real advantage is his ult, and cleaning up low hp targets.
item start and build - Cloth Armor, 5x hp pots --> rushing Madred's BloodRazor + boots
jungle pattern -


Shaco - Tier 1
strength - Tons of escape mechanisms, and fast damage with traps
weakness - Traps can be exposed by enemies making his jungling slow, low hp
item start and build - versatile builds are possible, but typically the same as Warwick
jungle pattern - Blue Golem, Small Creep camp, Wraiths, Lizard, Small Creep Camp (From here, score a kill or port home because you will be low on health) Wraiths, Small Creep Camp, Golem. (Thanks Daegen)


Udyr - Tier 1 (Long but great post on how Page 9 from JohnCataldo)
strength - Early Shield can absorb most harassment and minion damage, nice movement speed with bear form
weakness - Mana reliant early on, golem buffs are vital for mana and cdr.
item start and build - Sapphire Crystal 2x hp pot --> Triforce, or the safe route innervating locket.
jungle pattern -


Olaf - Tier 1
strength - Can be built to tank
weakness - Best when at low HP, can lead to easy ganks
item start and build - Red Pot +5 Hp Pot
jungle pattern - Can be modified to preference


Gragas - Tier 1
strength - Can be built to tank, great to gank with and good speed to jungling
weakness - Pretty Golem dependent
item start and build - Red Pot +5 Hp Pot
jungle pattern - Best to get Blue Buff at Lvl 1 or 2, then can be modified, is not good at soloing Dragon prior to 6.


Master Yi - Tier 2
strength - has nice early damage output, and can really dish damage and farm jungle fast
weakness - not the best choice when it comes to melee dps
item start and build - Cloth Armor, 5x hp pots --> rushing Madred's BloodRazor + boots
jungle pattern -


Jax - Tier 3
strength - Very strong late game, can mitigate a lot of minion damage with dodge, and is hard to gank.
weakness - Fairly mana reliant, and also reliant on RNG Dodge procs for farm, is a late game champ
item start and build - Doran's Shield + HP pot, or Doran's Blade --> build to Guinsoo's
jungle pattern -


Evelyn - Tier 3
strength -
weakness -
item start and build -
jungle pattern -


Mundo - Tier 2
strength -
weakness -
item start and build -
jungle pattern -


Tryndamere - Tier 3(Thanks to MuffinLung)(Variation page 4and5 of thread by Madawc & Madrid King)

strength - Great survivability with Bloodlust (don't even need lifesteal).
- Spinning slash's AoE is very effective against wolves and ghosts especially.
- Spinning slash lets him move through terrain to jungle faster.
- His Ult and Spinning Slash can be used as escape mechanisms if you get into trouble with enemies.
- Mocking shout helps Trynd with ganking.
- Don't need to worry about mana.

weakness - Relies a lot on Crits for bloodlust early on (if you don't get any crits when fighting two golems at level 1 or 2, it will be a very close fight)
- Spinning Slash costs Health to use, which is limiting when jungling, ESPECIALLY early on. Use it wisely.
- Managing when to pop your Bloodlust stacks can be tricky. It is risky to wait for another crit to build one more stack for more health.
- While Mocking Shout is effective for ganking, Trynd doesn't really have an amazing ability to surprise enemies from coming out of the bushes... He doesn't have a battle-changing ult like Warwick has.

item start and build - Smite is HIGHLY recommended as a summoner spell. Ghost is also good, as it allows you to move from camp to camp quicker.
- Starting items should be cloth armor + 5 potions. Go straight for Madred's claws. Then attack speed boots. Then get Recurve Bow, then pickaxe and finish off Madred's Razor. Executioner's calling next (this is optional, but the lifesteal can help late game). Then 2 Zeals and then Infinity Edge.
- Another option would be to get Elixir of Agility to help with Bloodlust Crits, and then go straight for 2 Avarice Blades, but that's a build I'd have to test more.

jungle pattern - Do NOT go straight for Lizard, way too risky for Trynd. Instead, go to the 2 golems/3 wolves. After this you should be level 2. Then go for 4 ghosts (with Spinning Slash it will be much easier). Keep doing this for every section until you are at 700 gold, then upgrade to Madred's Claws and then go for Lizard (you will need Smite ready).
- Trynd can get the Dragon by level 5, but level 6 is more realistic and safe.


*Twisted Fate - Tier 3
strength -
weakness -
item start and build -
jungle pattern -


Fiddlesticks - Tier 1 (Thanks to Excession & FuYA)
Strengths - Drain allows you to take close to no damage, Darkwind's bounces do lots of damage
Weakness - Needs Golem Buff, Vunerable to ganks
Starting Items/Build - Brilliance Elixir or Amplifying Tome
Jungle Pattern - Blue Golem, Small Creep camp, Wraiths, Lizard, Small Creep Camp, Golem, Small Creep Camp, Dragon


Nunu - Tier 2 (Thanks to Exoh)

strength - good base run speed
- one point in ice blast at level 2 makes for a perfect escape mechanism
- base health and armor lend well to opening with blue buff
- very little mana concerns due to passive
- built in attack speed buff to amplify ice blast spam
- if the opposing team looks like it will overrun one of your lanes, Nunu makes an excellent lane harrasser even built for jungling, so you can just leave the forest and join a lane

weakness - health fluctuates significantly during jungling meaning a few unlucky crits can ruin your timing
- Madred's and some luck is required for quick clearing
- Overall, pacing will not be identical game-to-game, so this is definitely not easy mode jungling
- Smite is required, so you are stuck with a choice between cleanse and flash, which are both required to make your ult barely useful in team fights

item start and build - Cloth Armor, 5x hp pots, Madred's trip before crossing river
or
- instead of Madred's/crossing river, build catalyst and start ganking/join a lane

jungle pattern - blue buff (golem first, pull to grass with smite, start hp pot, wait to use point in consume in case gank comes and you need ice blast to run)
- wolf/golem near blue buff
- red buff
- wolf/golem other side
- banshees
- gank mid or pick up a few last hits to go back for Madred's (to jungle their side) or Catalyst if you're laning here on out


Amumu - Tier 2 (Thanks to roninsm)(Strong Variation also available on page to of thread from HawksGoCaw)
strength - Good ganker. Not a great laner.
weakness - Can't do dragon early without help. Vulnerable to early ganks in jungle.
item start and build - Doran's shield + HP pot. 3 HP pots first trip back, boots on the next one. After that, follow your normal build (AP or Tank). MPen runes and HP quints are very helpful, but not necessary. Need smite and experience mastery.
jungle pattern - Get despair as first ability and do golem then the small camp next to it (careful if they're golems), then go back. Get 3 more HP pots and go do lizard. At this point you are lvl3 and can do any camp. Keep in mind that you will run out of mana quickly without golem. Gank as often as possible once you hit lvl4.

Ability order - Despair (W), Tantrum (E), E, Bandage Toss (Q) (for ganking) then R > E > W > Q.


Malphite - Tier 2(Thanks to MatadorRED)(Page 6 by Radchek as well, and XMadMageX page 8)
strength - passive shield regenerates between camps, W and E are both aoe and help to do small creeps quicker, after you get ninja tabi + dodge runes, you dodge enough that your shield barely breaks
weakness - smite is required to be able to jungle quick enough, no good escape mechanism, low mana pool (lives off of golem until you get mana manip)
item start and build - Cloth Armor, 5x HP pots --> ninja tabi (dodge), soul shroud (CDR/need 1 mana item), then build sunfire capes
jungle pattern - start at golem --> small creeps, recall at ~1000 gold so you can buy tabi + mana manip (in solo q, golem buff gets stolen, even from your own team, you need your own supply of mana)


Shen - Tier 1(Thanks to Churchy - more details page 6)
strength - one of best junglers in the game due to natural regen from q. ganker by level 4 and COUNTER ganker at level 6, most powerful character late game compared to other junglers (arguably udyr tho) because he is one of the best tanks
weakness -jungling is slightly slow levels 1-3
item start and build - Cloth Armor, 5x hp pots--->ninja tabi into leviathan into aegis into GA
jungle pattern- blue buff small camp into ghosts into the other small camps. Once you have a second level of Q, you can kill a buff monster with smite OR a potion.
skill build- Q-W-Q-E-Q


Akali - Tier 2 (Thanks MercuryRed)

Strengths: Ridiculous damage output in burst and persistent, pusher, ganker, carry.

Weaknesses: Very squishy early game, needs to port back once to get hp pots during jungle. Tier 1 or 2.

Item Start, Quick Rough Build, and Jungle Pattern: Start with a Doran's Blade and a Health Pot. You MUST get smite as a spell and HAVE to get the %5 exp mastery. Go to golem, spell up Q, and spam Q on golem. smite golem to kill. Kill the next creep camp and then the camp of wraiths to level up to 3. Go back and get 3 health pots. Kill lizard with help of smire. Kill the creep camps surrounding it. Go kill enemy golem and lizard and surrounding camps. You are now level 6. Get lifesteal and work towards a rageblade. At level 8 you can kill golem from full health. You might want to use a pot during the fight but your spell vamp and lifesteal will probably keep you alive. At this point start ganking. gg.


Rammus - Tier 2
strength -
weakness -
Smite, and Denfensive ball Curl. It's pretty easy tbh. I did it with a 10/10/10 mastery, flat armor yellow, flat armor quints, armor pen reds and flat cdr blues(or magic resist) You start with a cloth armor + hp pots, your base damage is pretty insane due to your early armor from masteries and runes, and your cloth armor. Also from your defensive ball curl skill. It makes jungling remarkably quick. I typically try to get powerball second, and then will max out taunt first. Sometimes I get defensive ball curl to 3 first if I want to speed up jungling a bit, but a high lvl taunt is so much better for ganking. You want to rush a heart of gold, and be going for a fairly early warden's mail, or a second heart of gold. The other option is to rush a ninja's tabi. both are nice on rammus, if u feel u can get by without merc treads. (Nico's lazy post on how)


*Nasus - Tier 3
strength -
weakness -
item start and build -
jungle pattern -


*Cho'Gath - Tier 3
strength -
weakness -
item start and build -
jungle pattern -


Alistar - Tier 3(Thanks to xahhfink6)
strengths - High HP + Heal, normally weak laning phase
weaknesses - Does not build jungle items (only good jungling early)
item start and quick rough build - Cloth armor + Hp pots, then build as normal
summoner skills/runes/masteries (1 line quick list) - Flash + smite, Dodge, HP Quints
jungle pattern - Golem, camp1, wraiths, lizard, camp2 END JUNGLING


Morgana - Tier 3 (Thanks to Jumper & railgunftw)
strengths - Ganking with low cd 2sec Bind, can range Blue Wraith thru wall while unhit by smaller ones.
weaknesses - Mana problems if denied Golem
item start and quick rough build - Cloth(>FrozenHeart), 5HP
summoner skills/runes/masteries (1 line quick list) - All defensive. Smite/Flash
jungle pattern - Golem first


Ezreal - Tier 3 (Thanks to Jumper)
strengths - ATK SPD buff, only ranged carry able to jungle, can range Blue Wraith thru wall while unhit by smaller ones. Q Applies Lizard for early ganks.
weaknesses - a bit slow
item start and quick rough build - Vampiric Scepter (Later built into BT or Starks)
summoner skills/runes/masteries (1 line quick list) - Offensive, Smite/Ignite
jungle pattern - 3 small camps -> recall -> golem 3camps lizard->Gank


*Garen - Tier 3
strength -
weakness -
item start and build -
jungle pattern -


Sion - Tier 3 (Thanks to aLogan)
strengths - Good ganks with ranged stun. High damage with E. Shield to mitigate good amounts of damage. Diverse champ that can be built tank, AP or DPS. If building Madred's you open up early baron options for your team with your ult. Not item dependant to jungle safely, only quickly.

weaknesses - VERY blue buff dependant, high mana costs make it required for any repeated jungling. Jungle slows down if you don't buy DPS or AP items, but by this point you should be almost done roaming jungles alone so tank builds can still jungle.

item start and quick rough build - Fort pot is the easiest and best, but can also use cloth armor to start. Any build further than that is entirely up to the player.

summoner skills/runes/masteries (1 line quick list) - Smite + Ghost / I run armor pen reds, health per level yellow and CD per level blue with MS quints. These are largely just preference and any can work. / 9/0/21, 9/21/0, 0/9/21

jungle pattern - Start with golem. Shield first. With Zilean or utility masteries you will get level 2. Put a point into E, now move down to camp below. Whether it is golems or wolves you can do it. run health potions to keep health high in case of a gank. Afterwards move across to Wraiths. Make sure to pop your shield for damage. I believe (haven't done this in a bit, may be wrong) this should get you 3. Another point in shield is nice but you can start building how you like at this point. You can get stun at 3 and still do the lizard after wraiths since smite will be fresh off of cooldown. At 6 you can do dragon with just about any build if you use your ult.


(more to come)
Quote:

To contribute to this thread/Guide - due to the sheer size of this thread, and the volume of information, I welcome anybody to contribute by listing out jungling options for a champion.. Try to keep it as Short and Concise as possible using the outline I provided above! I will update the original post, and add your name to credit the insert.

Champion Name:
strengths -
weaknesses -
item start and quick rough build -
summoner skills/runes/masteries (1 line quick list) -
jungle pattern -

Thanks in Advance!

Carados 04-28-2010 11:40 AM

Cho'Gath can effectively jungle from Level 1 too, but I haven't been told the secret.

roninsm 04-28-2010 11:49 AM

Nasus can jungle from level 1. I've never tried it, but I've seen TreeEskimo do it in a tournament.

theIatola 04-28-2010 11:54 AM

A good start. I know this might seem obvious, but what buffs do you get from killing each individual minion in the Jungle? I've been looking for exact stats, but haven't been able to find them.

nicosharp 04-28-2010 11:58 AM

good comments!

I will work on this more when i get home, cant dedicate anymore time while at work today. I will add screenshots, descriptions of buffs for both SR and TT, and global XP and gold numbers.

I've added Nasus and Cho'Gath to the list, as well as TF who I've seen jungle at 1.

Goride 04-28-2010 12:08 PM

ucd2 posted a video of morgana jungling. He seemed to do a decent job at it too. You might want to add her under mages.

I'll see if I can find a link.



EDIT:

http://www.livestream.com/ucd2/video...2-57241dd7d9d4

(the title says something like Rammus Jungle tutorial 3/3 or something like that, but it isn't, it is morgana)

Exoh 04-28-2010 12:12 PM

Nico, thank you for creating this thread. Hopefully, this will open some people's eyes to effective jungling champions. I usually have to argue for the first 5 minutes of a pug with two completely competent solo laners why it is beneficial for me to jungle at least until the three of us hit level 6.

Here's my suggestion for:

Nunu
strengths:
- good base run speed
- one point in ice blast at level 2 makes for a perfect escape mechanism
- base health and armor lend well to opening with blue buff
- very little mana concerns due to passive
- built in attack speed buff to amplify ice blast spam
- if the opposing team looks like it will overrun one of your lanes, Nunu makes an excellent lane harrasser even built for jungling, so you can just leave the forest and join a lane
weaknesses:
- health fluctuates significantly during jungling meaning a few unlucky crits can ruin your timing
- Madred's and some luck is required for quick clearing
- Overall, pacing will not be identical game-to-game, so this is definitely not easy mode jungling
- Smite is required, so you are stuck with a choice between cleanse and flash, which are both required to make your ult barely useful in team fights
item start and build
- Cloth Armor, 5x hp pots, Madred's trip before crossing river
or
- instead of Madred's/crossing river, build catalyst and start ganking/join a lane
jungle path (sr):

- blue buff (golem first, pull to grass with smite, start hp pot, wait to use point in consume in case gank comes and you need ice blast to run)
- wolf/golem near blue buff
- red buff
- wolf/golem other side
- banshees
- gank mid or pick up a few last hits to go back for Madred's (to jungle their side) or Catalyst if you're laning here on out

nicosharp 04-28-2010 12:24 PM

thank you, due to the sheer size of this thread, and the volume of information, I welcome anybody to contribute by listing out jungling options for a champion.. Try to keep it as Short and Concise as possible using the outline I provided above! I will update the original post, and add your name to credit the insert.

Thanks again!

Champion Name:
strengths -
weaknesses -
item start and quick rough build -
summoner skills/runes/masteries (1 line quick list) -
jungle pattern -

Najster 04-28-2010 12:32 PM

a recommendation, what are benchmarks to make sure you hit for each character by a given time?

at what time should you have hit level 6?
how often is it acceptable to go back and fountain?

I don't jungle nearly enough to give good answers (just find langing/soloing mid to be a ton more fun). I also recognize they might be different for different heroes. these would help new junglers know if they're "doing it right." Biggest jungling problem is obviously that some think jungling means you can relax and just farm, where it's really the opposite, it's about hustling and going ASAP so you don't get outleveled by the laners.

Louise 04-28-2010 12:37 PM

i just tried heimer and it's not really effective. if you lead with a turret it dies and they reset. if you tank em you can do wolves pretty easily, but the golems and wraiths rofflestomp you at level 1.

i'd say you can do it if you take smite as a mandatory summ spell, but really smite on heimer is just blech.

will do more tests once i get home from work, but i'm leaning towards it's not advisable, especially because he's such a valuable asset in a lane


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