Who is jungler




















Your other buff should be protected and controlled by the remaining lane. Once you clear your first buff, start clearing the smaller camps, such as the Wolves, Wraiths, Krugs or Gromp. Read about ganking below and in the main article Gank. Or, if the opportunity aries due to an enemy overextending or staying in lane on low health.

Learning when to stop jungling to gank ultimately comes down to which champion you're jungling. For instance, weak ganking junglers such as Shyvana shouldn't gank unless the enemy laners are extremely overextended. Below are some factors to consider when looking to gank.

Most Important Considerations I Read the mini-map and check out the general situation. Just because enemy bot lane is over-extended does not make it the best place to gank IF your allies are OOM or low health. II Know your cooldowns. If your allies are not OOM and high health, but they no longer have their summoners, or their abilities up, your gank may fail.

III Know your enemy. You need to keep track of when top lane has last used Flash , or when bottom lane has wasted Exhaust. Main Ganking Factors 1.

What champion am I playing and what can I do to kill this lane? Is this lane warded? Is the person I'm ganking strong enough to fight 1v2? During Season One , the jungle was a highly profitable source of gold, so much so that often a Jungling champion could even obtain more farm than the lanes with some effort, eventually letting them afford expensive and deadly items if their farming efforts were not halted. This was offset by the enormous difficulty of the jungle monsters of the time - there were extremely few junglers who could even clear effectively in such an rigorous environment and even fewer junglers who could begin the game with anything other than a Cloth Armor and 5 Health Potions.

The jungle rework of Season Two reduced the difficulty of the jungle monsters and the gold and experience that they gave out in an attempt to open the jungle to more prospective champions. Despite the decreased monster health, however, it was found that the decreased gold meant that dedicated farming was simply no longer an economically viable strategy, and many junglers were forced to find alternative solutions to the resultant gold starvation most often amounting to early stacking of gold generating items such as Philosopher's Stone and Heart of Gold , while other junglers whose core item builds often demanded a high gold income to be feasible simply could not function in such a low-gold environment.

The jungle in Season Three attempted to compromise between the high farm of Season One and the low difficulty of Season Two. The introduction of Hunter's Machete allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly gold efficient items it built into in case of a poor early game, and the increase to passive gold generation saw most junglers in possession of at least passable amounts of gold.

These changes saw the number of viable junglers increase greatly. Season was built upon the framework set by Season Three, with several gameplay refinements aimed at combating issues seen at higher levels of play. Of particular note, all of the high-tier jungle items provided benefits exclusively involving killing monsters and an entirely new jungle monster, Wight , was introduced, enabling much higher potential profits to both farming junglers who are sufficiently fast to keep up with the respawn times of the four camps and ganking junglers who do not perform well early on.

These buffs to farming junglers were boosted further with the addition of Feral Flare , which provided massive bonuses to junglers who could farm fast enough to acquire the upgrade early on. On the flipside, the addition of Quill Coat kept slower utility junglers useful during a metagame period dominated by heavy early offense.

A jungle route is: the order the team's jungler will take each of the camps scattered around the map during their first clear. Routes tend to vary from hyper aggressive to very docile and passive, depending on the playstyle of the jungler in question certain champions are more efficient with some routes than others. Regardless of the route, each route is optimized to provide the jungler with the best balance of health and time invested - crucial during the earliest stages of a game - where many junglers are at their weakest, most vulnerable states.

Ganking refers to the act of ambushing one or more players with the intent of scoring a kill. It is one of the most important aspects of the jungle role, as, while anyone in a match can effectively gank to some extent, the jungler is the champion who has the greatest capacity to do so as he is not bound to any particular lane, allowing him to freely roam across the map to appear wherever he is needed.

As the game progresses and more and more champions begin to roam the map and band together as opposed to extending out alone, ganking becomes less limited to the jungler and less of an important factor to success overall, but it nonetheless remains a valuable element of team strategy all the way up until a game's end. Some champions are better at ganking than others. In particular, champions with very powerful or plentiful crowd control tend to be stronger at ganks than those without.

For example, Shaco can gank a lane as early as level 2 possessing only a Red Brambleback buff - the slow it provides and the fear from a Jack in the Box can lock down an enemy champion for several seconds, potentially allowing Shaco or a teammate to kill him.

Conversely, champions who have little to no crowd control such as Shyvana or have crowd control that can be difficult or unreliable to use effectively such as Dr. Mundo will often find themselves hard pressed to obtain kills during ganks.

A few specific junglers may have very poor initial ganking, but upon obtaining their ultimate can later gank with much more success. In such cases, the jungling champion will often focus solely on farming for the early game and later transition to ganking more heavily once level 6 has been reached. One of the quintessential examples of this is Fiddlesticks , who has very weak ganks from levels 1 to 5 but becomes one of the game's most lethal gankers after they reach level 6 and acquire the use of Crowstorm which serves as a powerful gap closer and greatly increases lockdown potential.

Zac preparing to jump in on a dueling Sejuani and Jax through a river gank. River ganks are the most common type of gank and involves the jungler approaching a lane through the river, entering the bush there and beginning his assault on the opposing team once correct positioning is established.

This type of gank is the most readily available to any jungler and, depending on the mobility of the ganking champion, can work successfully even against opponents who have not extended significantly beyond their own side brush. As a tradeoff for this ease of use, however, river ganks are among the easiest to spot ahead of time for a competent team - a single Ward in the river bush can quickly warn a laner of the jungler's intentions and allow them to back off and avoid danger.

The other types of ganks most often occur to bypass this vision of the river. Nautilus waiting for a side gank opportunity on Pantheon. Side ganks also known as a lane gank involve the jungler entering the side brush in order to get very close to his targets before initiating the gank. This type of gank has many more limitations than a simple river gank, as it can only be done in bot or top lane and relies on a lack of vision on both within the bush from the enemy team and of the jungler as he enters it in order to maintain the element of surprise.

This gank is much more commonly done at top lane than at bot lane, as the latter contains a support champion who has the responsibility of keeping the side brush warded, but when pulled off in either case it can be extremely deadly due to the sheer proximity of the ganking champion allowing him to almost immediately lock down his target and prevent them from fleeing.

Xin Zhao sneaking up on an unaware Katarina in a loop gank. Loop ganks involve the champion entering the enemy jungle from near the mid lane, and for bot or top lane loop ganks walking around the Dragon or Baron Nashor spawning pit and entering the target lane through the tribush or for mid lane loop ganks making use of the entrances to the lane on the same side as an enemy turret. Volibear and Twitch attempting a tower dive gank on Ezreal.

The riskiest gank to perform, this type of gank involves the jungler collaborating with allies to trap and kill enemies who are under the apparent safety of their turret.

This gank can be done on any laner through use of the jungle - bot and top lane for red and blue team respectively uses the path and small brush directly behind the turret and the opposing side makes use of the grass near the Ancient Golem camp.

Mid lane tower dive ganks make use of the path near the Greater Murk Wolf spawns. Hecarim assisting an allied Dr. Mundo in a lane gank against Yorick. A lane gank involves the ganking champion dispensing with all form of subtlety and approaching his targets by walking directly down the lane towards them, and are usually done only as a last resort against enemy lanes that are heavily fortified with wards as they do not have an especially high chance of success.

A counter gank is the unique act of a champion entering a lane where an enemy gank is already in progress with the intent of turning the fight to their favor. Counter-Jungling is a broad term which generally refers to the act of delaying the progress of an enemy jungler in some way. The reason to perform this is always the same - it is an attempt to reduce the influence the jungler has on the game in the next several minutes by depriving him of gold, experience and neutral buffs.

It is usually a strictly solo affair with one particular exception being invasions, which are covered below and typically involves a jungler entering enemy territory to either steal unattended camps, ambush his opponent with the intention of killing him or driving him off, or both. As with ganking, some champions are better suited to Counter-Jungling than others. Champions with abilities that let them rapidly destroy camps, and escape if discovered, can easily deny gold and experience by stealing camps.

Champions who pack powerful offensive steroids that let them quickly overwhelm an opponent in a duel, as well as the means to prevent them from escaping, can ambush the enemy as they're taking a camp and kill them. Cho'Gath and Trundle are two examples of champions well-suited to Counter-Jungling.

The former boasts heavy area of effect damage and a powerful true damage nuke from his Feast , letting him quickly destroy major and minor camps alike.

The latter boasts enormous single-target damage from Chomp and Frozen Domain affording him incredible dueling power against lone opponents, as well as a means to chase down and prevent their escape with Pillar of Ice.

Counter-Jungling is usually a very risky tactic due to the potential hazard of being discovered, cornered and killed by the enemy team. As a result, being able to do well consistently with it will necessitate a strong sense of map awareness and knowledge of champion matchups. Champions who do not wish to be caught stealing a camp must often ensure that their opponent is elsewhere at the time, such as when the enemy jungler is covering a lane for someone or has recently ganked and been forced to retreat at low health.

Likewise, champions who wish to catch the enemy jungler in turn will often need to utilize their knowledge to determine their whereabouts at a specific time and whether it is safe to attempt to kill them. Invasions are a very specific type of counter-jungling, usually undertaken by all five members of a team in an attempt to deprive the enemy jungler of their very first buff before the minion waves have begun to spawn.

This usually involves the team utilising the bushes to stealthily approach the enemy Blue Sentinel or Red Brambleback camp. Most commonly, this is done for the former camp as several junglers must start with the Crest of Insight buff in order to clear effectively early on, but for the same reason stealing the Crest of Cinders usually has the lesser chance of an early engagement. The presence of this strategy often dictates a team's actions during the first 90 seconds of a game and is the reason why many teammates will guard around the river area of the jungle to provide an advance warning in case of an invasion.

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. League of Legends Wiki. League of Legends Wiki Explore. Runeterra Locations Factions Species Timeline. Short stories Video lore Books Alternate Universe.

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League of Legends is a team-based game, which is why it is important to have good synergy with your teammates. The goal of this guide will be to help laners understand the jungle role a little more, as well as giving tips and information on how they should be playing with their jungler.

Firstly, it is important to understand that your jungler is a member of your team as well. You should not look at them as someone who is only there to gank lanes and press Smite on objectives. Helping your jungler gain leads will allow them to influence the rest of the map, which in turn leads to the rest of the team gaining leads.

Giving your jungler leads does not always mean giving them kills, minions or turret plating gold. For example, it is common for the enemy jungler to look for ganks if you are pushed up and exerting lots of pressure on your lane opponent.

They want to do this because doing so may net them advantages by either killing you or forcing you to use your summoner spells, which relieves pressure from your lane opponent at the same time. But if you happen to spot the enemy jungler through wards in this scenario, you could try wasting their time rather than backing off or trying to outplay them in a 1v2. Immediately backing off will tell the enemy jungler that you are aware of their presence, this allows them to leave quickly without losing much time or resources.

Going for the outplay is extremely risky as you might end up dying without getting a kill. Instead, you could try positioning yourself in a way where you are far up enough in the lane that the enemy jungler is interested to stay.

But it is also important to make sure that you are far back enough that the enemy jungler will not immediately gank you. The main objective in this scenario is to waste as much time as possible. While you are wasting their time, your jungler can gain leads by farming camps, counter-jungling or ganking other lanes.

Even if you do not have vision of the enemy jungler, you are still exerting a lot of pressure on your lane opponent. This will eventually force a roam or gank from the opponents in order to relieve pressure, which is why it is important to position yourself in this way even when you do not have vision or information regarding the whereabouts of the opposing jungler.

Another way you can help your jungler is by directing them away from your lane when you are losing. Sometimes junglers might feel the need to gank losing lanes in order to alleviate some pressure and help their laner get back into the game. Most of us have probably had moments where we ask for ganks when behind in lane, but this is usually not the right decision in many cases.

Most players have probably also experienced moments where things go wrong when the jungler comes to help a losing lane. The gank ends up becoming a disaster as the fed enemy laner outplays your team and scores multiple kills for themselves; this could easily cause your lane to be completely over if your lane opponent gets a jungle buff from killing your jungler. If you find yourself in a situation where you are losing lane or know that your matchup is incredibly tough, you should tell your jungler to leave your lane alone and try ganking other lanes.



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