Around late game objectives the role completely changes, but these jungle paths will get you started. What should we cover next? Join the discussion on social media or our Discord!
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This was the point we made over a year ago and it continues to be a problem plaguing Riot and League of Legends when it comes to their approach to the jungle.
Right now, Riot seems to be constantly tinkering with the jungle, flip-flopping between hard farming or hard ganking. The biggest problem with the jungle right now is that Riot still does not know what its function in League of Legends is. This is a gross oversimplification, but the fact remains that junglers have a tremendous burden of juggling these three objectives in the early game and Riot cannot seem to find the proper balance.
It should stop trying to. Instead, I would propose that Riot answer five fundamental questions about what it wants the jungle role in League of Legends to be and balance the game accordingly. If the jungler is meant to farm, they should not be able to duel laners early on and play a defensive, PvE role. If gank, the jungle should only be a source of gold and experience as a last resort. Should almost all League of Legends champions be able to complete a full first clear of the jungle?
If yes, the jungle should become an open pool of champions, meaning that you are not balancing a discrete group of champions for the jungle role. If no, you have a small pool of champions that you can then balance around the jungle role itself similar to ADC and support.
If not, junglers should not be heavily punished for being unable to contest dragon, herald, or scuttle crab. Should laners be able to influence the jungler in the same way a jungler can influence laners? If yes, laners should have some way to either neutralize a bad jungle gank, prevent a jungle gank either with vision or some other mechanism , or duel junglers early on when they are weaker.
This is the most important question, and will largely result from the answers to the previous four. Using the answers to these questions, Riot should have a fundamental understanding of what the jungle should look like going forward.
Regardless of the decision, Riot needs to stick to that decision. Stop rebalancing the role itself, but rebalance the champions within that role to make the pool of junglers healthy. Successful invasions can have great payoffs, granting the beneficiaries an extra neutral buff for the first five minutes, buff camp experience, and potentially the First Blood bonus and early kills. Even invasions that are thwarted by good scouting can still often be successful as the enemy team may not always be in a good position to drive off the invaders.
Some team compositions can encourage or dissuade invasions more than others. Teams that have a higher chance of a successful invade are most commonly teams made of champions with strong level 1 crowd controls such as Zyra's Grasping Roots or Blitzcrank's Rocket Grab who can lock down off-guard opponents and allow for their team to quickly destroy them.
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Play Sound. For the plants, see Jungle plants. Monster camp locations on Summoner's Rift. This article was last edited by Shinonsnipyou on Jun Ganking Junglers. Examples of farming junglers include Udyr and Master Yi.
Examples of control junglers include Nunu and Trundle. Level 2 Gank. End level: 2 Route: Red Brambleback camp Smite. Gank a nearby lane. This extremely aggressive jungle route is the riskiest out of all jungle routes. Commonly used in an attempt to obtain the First Blood bonus before opponents have had a chance to acquire all of their spells yet. Starting at the Red Brambleback is optimal as it rewards the jungler with the Crest of Cinders buff when taken.
The buff provides a slow and a true damage debuff on your auto-attacks, making it easier to secure kills. Don't take too much time! Solo laners can get to level 2 quickly so you have to be fast. For some junglers this sacrifices farming potential for increased early offensive prowess. Failure to acquire a kill can be fatal, leaving the jungler dangerously behind on experience and farm and vulnerable to harassment for several minutes. This can become an insurmountable disadvantage.
Pay attention during the gank. The opposing jungler may show on vision attempting to counter-jungle your camps. End level: 3 Route: Blue Sentinel camp. Gromp camp Smite. Red Brambleback camp. Gank a nearby lane, invade the opposing jungle, or Recall.
Alternatively: Red Brambleback camp. Blue Sentinel camp. This is a common opening route, done strategically to prevent theft of the buff camps by the opposing team. This route leaves multiple transitions open for the jungler including being able to: gank a nearby lane, invade the opposing jungle to steal their camps with a transition into taking the spawning Rift Scuttler , or to continue farming their own jungle camps.
Most junglers finish this route at about Knowing this, most laners will use the Warding Totem or a Control Ward at or earlier to protect themselves from a possible gank. Despite only taking the single-target monster camps, some champions are too low on HP at the end of the route. Playing safe, they Recall to recover health and spend their gold before impacting the map; however, this is considered a passive move that is likely giving tempo time to take the first action to the opposing jungler.
This means you should follow-up with an aggressive action. Furthermore, this makes recalling into power-farming a very weak transition on most champions. Another option for junglers who get low on health is to take the nearest Rift Scuttler using the health regeneration capabilities of Hunter's Machete , Hunter's Talisman , or even Smite.
Note: Rift Scuttler spawns later than other monsters, and thus this is more useful on champions with slower clear speeds. End level: 6 Route: Blue Sentinel camp. Greater Murk Wolf camp. Crimson Raptor camp. Red Brambleback camp Smite. Ancient Krug camp. Rift Scuttler closest to Gromp Smite if contested.
Gromp camp Smite if not used on Rift Scuttler. Rift Scuttler Smite if contested. Ancient Krug camp Smite if not used on Rift Scuttler. Ancient Krug camp Smite. Blue Sentinel camp Smite. Gromp camp. Rift Scuttler closest to Ancient Krug Smite if contested. This passive route is chosen to maximize gold and experience income from the jungle at the expense of supporting the lanes. This route is usually used by very fast farming junglers who want to earn their gold through farming, but can also be used with junglers who have high level requirements to be able to gank effectively and wish to speed themselves to that point.
Note that with standard runes it is impossible to reach level six without either taking at least one of the Rift Scuttlers or taking experience from outside your own jungle i.
While this sacrifices a small amount of time efficiency, it can mean the difference between a successful clear and an execution. End Level: 4 Crimson Raptor camp. Gank a nearby lane or Recall. This route is a variation on the buff to buff route granting more gold and experience than the common route.
Killing all the Raptors before the Crimson Raptor grants you level 2 and is the most efficient clear for the camp at level 1. Champions with aoe damage are recommened for this clear as you are fighting 6 monsters.
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