General Guide by TehLlama42

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

League of Legends Build Guide Author TehLlama42

Manaless AD Jungle Bruiser Guide

TehLlama42 Last updated on November 3, 2012
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Within the current metagame, a potent off-tank with some crowd control and the ability to pass the blue golem buff to an AP Carry in mid lane is too potent to be overlooked. If you're looking to develop as a more rounded player for competitive play, or be stronger in this role if this is already something you're good at, keep reading!

In order to do this, it usually requires fairly substantial resistances with a decent health pool, and in order to have a major impact in early ganks and mid-game fights this still usually requires some crowd control and a significant amount of damage output.

While this isn't intended to be a be-all end-all rigid build to follow when filling the role of manaless jungler, the focus of this guide is about leveraging the clear speeds of most of these junglers and the potent mid-late game item sets such as Mercury's Treads, Wriggle's Lantern, Heart of Gold, Phage, Hexdrinker, and Wit's End or Warden's Mail stacked on jungling rune and mastery pages to be a dominating map-wide influence in all stages of games.

Included above are 5 example builds for different champions, and hopefully the text below will provide an outlined and in-depth explanation of what common themes work for these champions, as well as explain what changes and situational build items should be considered.

As always, if you have questions, want more information, or have critiques for parts of this guide, please use the comments section. Hope you enjoy!

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Within the current prevailing metagame of AD Carry/Support bottom, Solo Top, and AP Carry mid, the ability of a jungler to provide the Crest of the Ancient Golem Blue buff to the AP caster in mid lane presents a valuable opportunity when evaluating team compositions, and the majority of champions that can do this are manaless or energy champions that are effective tanky DPS characters.

Shyvana, Riven, Renekton, and Rengar are manaless champions that combine mobility, jungle sustain, and some innate tankiness for suitability in this role, though the former two are the most commonly used.

Lee Sin and Shen are energy champions that excel as junglers, and provide lots of utility in teamfights and ganks. Both are also difficult to counterpick because of their flexibility of roles, and strong crowd control.

Jayce and Udyr can be used in this role as well, since they both have the ability to recoup mana in Hammer Stance or Turtle Stance respectively. Olaf and Volibear can fill this role somewhat as well, but both of them are a bit too reliant on blue buff early to pass off the first one. The strategy and build outlined here won't apply as often to these champs, though all of them have some built-in crowd control in addition to being champions that scale extremely well using items such as Trinity Force, Frozen Heart, Warmog's Armor, Shurelya's Reverie, and Banshee's Veil.

Of course, if you own other mana using champions, but can function equally well without relying on blue buff, you might want to consider applicable parts of this guide for that as well.

If you already own the majority of these champions, keep in mind that you can fill this role exceptionally well with these, but team composition (both friendly and enemy) should be your decision making aspect of this.

For deciding which, you'll want to keep in mind Utility, Crowd Control, and then tankiness and outright damage per second. Being primarily melee bruiser champions the latter two items are almost a given as long as the build makes sense, but what can really set certain champions apart are things like hard crowd control, or utilitarian support functions such as a shield. Also keep in mind that more mana intensive junglers can often be a better choice - so if anything use the contents of this guide as an addition to your toolkit as a versatile jungler, instead of a rigid set of instructions that must be adhered to.

Parts of this guide are applicable to other resource-less bruiser champions (such as Dr. Mundo or Tryndamere, especially sections such as Roles and Teamwork, and the Jungling Routes, as well as certain situational items, but the core builds for these champions are focused on very different things, and playstyle for each of them is also quite distinct. There are already some excellent guides available for both those champions as dominant forces out of the jungle, but anything you can take away from this can still be valuable - just realize that this guide is intended to fill a niche of using a manaless jungler as an attack damage tanky bruiser, and excelling in every associated task that comes with that job.
I had initially left Rengar out of this, but since the recent nerf to his trademark Bonetooth Necklace anymore I've found that whenever you can't get away with the glass cannon build on Rengar ( The Brutalizer, The Bloodthirster, Maw of Malmortius, that going with a slightly tankier mid-game (HoG, Phage, Hexdrinker) is a much stronger proposition for effectively using an Oracle's Elixir equipped Rengar.

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Roles and Teamwork

In general, the job of any tanky melee bruiser in teamfights is fairly simple - get into the middle of the fight, and start destroying priority targets. There is an art form to doing it well, but the same can be said of a defensive lineman in American football, for the same reasons. Crashing through their front line a wreaking havoc is the goal, but to be really great at doing this out of the jungle usually means there are collateral duties you have to excel at in order to make those encounters go your way.

First is the jungling component - you're still competing directly and indirectly with the opposing jungler for getting farmed, as well as impacting the game by making your presence felt in lanes and at map objectives. When opportunities for ganks aren't present, and no lanes require your assistance to defend, or hold while that teammate recalls, then your job is to empty your jungle and be best prepared for when the above situations do emerge. There are already excellent guides on how to purely jungle, but those focus on the entire spectrum of viable junglers. The strength of manaless junglers is that their sustain in the jungle is good, and isn't tied to any particular loci on the map. That means you need to make use of your flexibility in the jungle (see below), be unpredictable about emerging from your jungle, and apply pressure where it's most needed at the map.

The second role is ganking. It's a bit obvious, but it goes farther than even coming into a lane a picking off a double kill for your team. A bigger impact can be made by affecting HOW a laning opponent or enemy jungler goes about farming and attacking. This can mean making unusual approaches to an extended lane, this can mean setting up shop in one patch of brush and camping that enemy out of commission, or it can be as simple as making frequent visits to all three lanes even if it only draws out summoner spell cooldowns from those lane opponents. Even if you 'fail' to get a kill or assist by appearing in a lane, displacing a laning opponent, burning their summoner spells or ultimates, and disrupting their rhythm can be enough to push that lane in favor of your teammates.

The third role is map awareness. This is arguably the most important, as it provides an early warning system to protect friendly lanes, sets up opportunities to single out individual opponents, and leads to control over map-wide objectives. Wriggle's Lantern provides an excellent active ability, but this isn't enough. At best, one ward can inform you about one intersection on the map - instead, if each team member maintains one warding location, and you as a jungler maintain one more using your Wriggle's throughout the early game, those 6 wards cover the river, tribrushes, and jungle entrances - and those wards will pay for themselves in kills, assists, and limiting the effectiveness of enemy ganks.
More HERE from Panglot's excellent warding guide

The fourth role is part of map awareness, but being a tanky roaming character makes you a candidate for picking up an Oracle's Elixir, and using that to render the opposing team blind in key areas. In many cases this effectively makes you a priority target for the opposing team, but if you're surviving teamfights and ganks, often the oracle's is more effective on a tankier character that roams than on a squishier support who could use that gold to buy more aura items, wards, or vision wards.
The other note is about play style when picking up an Oracle's - being more conservative should be the rule, since in essence you're protecting an investment worth about as much as a Long Sword that disappears on death, but your job is still to be in the middle of fights when the break out. If you can take two enemies with you, it's worth losing your Oracle's. If you can protect both of your carries and allow them to keep gaining gold and experience while the other team has to go lick it's wounds, it's worth it. Conditionally, taking Dragon or an opposing turret and putting yourself at risk to do it is still worth it - 750 team gold for a turret or 950 team gold for Dragon adds up, but in the same breath, it's still foolish to hand yourself to the enemy team and lose not only your 400 gold investment, but provide the opposition with another 400 or so gold means it's a poor trade to suicide just to accomplish these [750 gold for a turret, but ~800 gold swing to make a 0-1 trade - and importantly the other team is up 5v4 while you await respawn and hoofing it back into the fight].

Finally, a role you may find yourself needing to fill is that of the organizer and initiator. Selecting the time and place of a skirmish is usually much more important that the particular item/rune/mastery builds present - a poor initiation at the wrong time usually means getting aced, while a good initiation at the right time can mean an epic turnaround. Keeping smite as a summoner spell up to last-hit important minions, having the beefiness or abilities to check hostile brush, and having spent most of your time from mid-game onward focusing on map control means your team will rely on you, and look to you for controlling map objectives and dictating a lot of ensuing fights.
The key is often communicating prior to expected encounters - things like deconflicting crowd control abilities (i.e. pulling or pushing somebody out of an area of effect nuke), arranging carries in the back line, and listing enemies by priority of focus in order to kill or remove them from the fight. Even if this means you find yourself in a leadership role for the team, embrace it - do the best you can with what you have, and the best way to do that is to communicate.

Now, onto some detail oriented aspects of building champions...

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Runes and Masteries

The two sets of runes I consider as non-optional for an AD Jungler would be the 9 Greater Seal of Armor and 9 Greater Glyph of Scaling Magic Resist.

The Flat Armor Seals (9x 1.41 Armor) provides 13 Armor to soak damage from minion camps, along with 6 Armor from the Hardiness Mastery already provides as much armor as one Cloth Armor. More on this later.
The Scaling Magic Resist per Level Glyphs (9x 2.7 Magic Resist at Level 18) on junglers are standard, because in early levels junglers face negligible magic damage, but by level 18 those Glyphs provide 24 Magic Resist - as much as one Null-Magic Mantle.
If you already have a full set of Flat Magic Resist Glyphs - 9x Greater Glyph of Magic Resist will still net you a solid 12 Magic Resist, then use them, however I'm very much a fan of scaling magic resistance because every champion starts out with 31 Magic Resistance at Level 1, and the majority of melee champions already have scaling magic resistance that reaches ~52MR by Level 18.

The divergence appears on the selection of Marks, and Quintessences. I feel that there are three viable choices for these: Greater Mark of Attack Speed, Greater Mark of Desolation, and Greater Mark of Attack Damage.
9x Attack Speed marks increase your attack speed by roughly 15% - the equivalent of a Dagger. This increases the frequency of procs from abilities, and later from Wriggle's Lantern.
9x Attack Damage marks increase your damage by roughly 8 - almost a Long Sword, and this is an increase of between 15%-17% in DPS. This also scales with certain spells - e.g. Burnout
9x Armor Penetration marks increase your armor penetration by 15 - against targets with 15 or more armor this provides a comparable increase in DPS, but falls off a bit against minion camps with less armor.

Offensive marks on AD champions really are the way to go, but I feel that AS and ArPen really provide the strongest cases. 15% attack speed provides a huge spike in jungling speed after completing a Wriggle's Lantern, and works extremely well when coupled with lifesteal quints and masteries - so much so that a Doran's Blade or Vampiric Scepter start is often preferable. The clear speed with AS marks is THE reason to choose these over other options, as this makes counterjungling or persistent ganking much more viable, and allows your champion to have a big impact on the game. There is a very good reason these are typically the most suggest marks for AD Junglers.
Myself I rely often on Armor Penetration as an alternative, simply because the only other sources of flat armor penetration - The Brutalizer -> Youmuu's Ghostblade and the offensive mastery Sunder - of those the Brutalizer or YM takes an items slot that provides no defensive stats and builds from a Gp10 item that provides only critical strike chance percentage. Late game, admittedly a percentage armor reduction item will do a lot more than these marks, but a Last Whisper or The Black Cleaver compared to a Maw of Malmortius is a difference of role and mid-game build. Simply put, I'd prefer to have a Hexdrinker earlier in the game, and live with reduced damage output against well armored targets, and live with only a 40% attack speed increase from the Wit's End in order to have another 36 Magic Resist and the amazing Spell Shield passive from the Maw of Malmortius, which also provides increasing attack damage (+55 Base AD and up to +39 more AD) as you lose health.
While Flat Armor Penetration may seem useless against some creep camps early (where something with 6 Armor is taking virtually true damage from your attacks anyway), if you find yourself ganking lanes early, especially when leveraging an advantage in leveling up sooner, those ArPen runes are really going to make their presence felt in those fleeting few autoattacks that make up a gank.

Still, any of those three offensive marks, or some combination thereof, will help clear jungles and dispatch enemies.

Quintessences are the other major divergence point. Flat Health, Health Regeneration, Lifesteal, Flat Armor, or Movement speed are great choices. Gold per 10 seconds, attack speed, attack damage, or others can make sense if you have them for other champions, but these are outperformed by equivalent marks, seals, or masteries combined.

Greater Quintessence of Health provides +26 Health each, and is decent all-around for quints. I usually don't feel these quints are all that great, until I'm slinking away from a fight with less than 75 health.
Greater Quintessence of Vigor adds +2.7 Health Regeneration per 5 seconds each, and works well with the inherent sustainability of these champions.
Greater Quintessence of Armor adds +4.26 Armor each, and when combined with Flat Armor Seals, adds up to +25 Armor. This negates a LOT of damage when starting with Boots of Speed or a lifesteal item.
Greater Quintessence of Life Steal provides 2% Lifesteal each, allowing for 9% lifesteal from runes and masteries, which stacks well with AS and AD marks, as well as Doran's Blade or Vampiric Scepter.
Greater Quintessence of Movement Speed increase movement speed by 1.5% each, and are also excellent universal quints - when combined with the Swiftness mastery add over 6% movement speed - almost 10% with Initiator when at high health (0/21/0 Masteries Required). These can make the difference between killing or getting killed in ganks.

Myself, I prefer the extremely flexibility gained by going with flat armor quints (31 Armor starting with +25 armor from runes, +6 armor from masteries), and either a Vampiric Scepter or Cloth Armor and 5x Health Potion start, as both provide the ridiculous amounts of sustain for flexible jungle routes, counterjungling, or choosing to start with Boots of Speed and 3x Health Potions and deliver devastating level 2 ganks after taking red buff.
You may find yourself looking at the gold efficiency of varying quintessences, which is quite instructive, so I've limited these to ones that I've found are not only efficient on paper, but effective in practice.

With masteries, I've found that most any combination of offense and defensive masteries oriented towards early physical damage dealing and mitigation of damage absorbed from creep camps is adequate. Standard or slightly modified 21/9/0 or 9/21/0 mastery builds are recommended, which are listed above throughout the posted builds.

I've had a fair bit of success going with a 16/14/0 page.
16/14/0 AD Hyperjungler Mastery Page Example
Snagging three points in Vampirism from the Offense side along with maximum points in Butcher and Havoc ; and putting one point in Veteran's Scars as well as Bladed Armor to go with three points in Hardiness and remaining points into Summoner's Resolve and Resistance provides some nice lifesteal, durabiility, and attack damage to start off with.

This is a page that isn't great at anything late game, but provides blindingly fast jungle clears early in the game with all the champions this guide focuses on.

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Summoner Spells

This will be a fairly short section, as there are only a few Summoner Spells that really work well in this role.

The first obviously is going to be Smite. Increase your jungling speed, use it for the last hit to secure or steal Blessing of the Lizard Elder and Crest of the Ancient Golem buffs as well as Dragon and Baron Nashor . It's certainly possible to clear the jungle and go out ganking without Smite, but it takes longer, and can sometimes leave you at the mercy of an opposing jungler.
The Summoner's Resolve mastery also makes this worth +10 Gold. Not much, but it buys a ward or two throughout the game.
Here's Xenasis's take on why to take Smite
Take Smite.

Next, is a more difficult decision. I tend to choose between Flash and Exhaust since they are both offensive and defensive spells, but choices like Ignite, Ghost, and Teleport aren't bad either.

Flash is chosen most often, because it allows you to instantly chase or retreat, and can allow or prevent escapes across terrain. I feel that Flash should be the default option if you're unsure, and only when dealing with champions with built-in dash type mobility (e.g. Lee Sin, Shen, etc.) on lower cooldowns do other summoner spells start to look more attractive for me personally.

Exhaust is also an excellent choice because if can be used defensively to mitigate a ton of incoming damage, especially against attack damage enemies, and also because it is a potent slow that can be used to single out enemies for destruction - even more so with the -10 Armor and -10 Magic Resistance provided by Summoner's Wrath .

Ghost is yet another versatile summoner spell, with many of the same useful attributes as Flash, and can be a lifesaver those occasions you find yourself hemmed in by stupid minions, but I prefer Flash simply because terrain is usually the best tool for putting distance between yourself and an enemy.

Ignite is a purely offensive spell, but is designed to make the difference when finishing off enemy champions early in the game, and shutting down healing and regeneration abilities on some champions late game. While Ignite isn't my favorite, as a Tanky Melee Bruiser it's typical to be in the best position to cast Ignite on the right enemy target.

Teleport is another very utilitarian skill, and can be used to rescue a lane that is in trouble, and/or teleport into a situation to turn the tide in your team's favor. I feel that Teleport is a great spell for solo top players, and maybe solo mid players, but on a jungler whose added responsibilities include roaming and focusing on map awareness, I feel that Tele is at best a 'good' Summoner Spell to choose.

Promote, Surge, Heal, and Clairvoyance are marginally more useful than Revive or Clarity (Seriously, what part of manaless jungler synergizes with Clarity?), so that's about it for Summoner Spells.

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Since this isn't a guide focused on one particular build, but instead on how to go about filling a particular role that fits certain team compositions, there is going to be a fairly wide range of options when it comes to choosing items, but in general I've found myself using a dozen or so items most often in this role.

For now, I'll divide this into Starting Items, Mid-Late Game Items, and Completed Build Items, with an addendum for Situational Items. You may notice a slight gap between starting items and mid-game items, but since each of these champions works very well in the early game with a Wriggle's Lantern, the builds I've listed above converge at that point, and then diverge once again when selecting items and purchase order working into the mid-game.

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Starting Items

Generally there are four starting items sets I like to choose from using manaless champions, and different strategies when applying each. These are usually, but not always related to the jungling routes (more on that later) you intend to use, but as with anything you may find yourself having to react to the opposing team instead of going with plan A.

Cloth Armor and 5x Health Potions is going to be the most conservative set of starting items. 18 Armor negates a lot of damage from creep camps, and 5 health potions is enough to recoup 750 Health without having to recall. If you want to avoid dropping too low on health, anticipate counterjungling one way or another, or would prefer to just farm your jungling route through level 4 or farther ideally before recalling, this is a solid choice to go with.

Doran's Blade uses the entire 475 Gold available at start, and is the strongest starting item available for purchase (at +10 Attack Damage, +80 Health, and +3% Lifesteal), but with the caveat that Doran's Items don't build into any other items later in the game. With a Doran's start, I recommend Attack Speed Marks, and Lifesteal Quintessences as these scale best with that damage output early and the combined 12% lifesteal at the beginning is a tremendous amount of sustain.
This works very well with champions such as Lee Sin, Riven, Shen and Udyr since they have shield abilities which permits you to regain health while mitigating incoming damage. Further, both Udyr and Lee Sin have passive attack speed steroids, and abilities that either increase lifesteal or recoup health per hit.

Vampiric Scepter uses 450 Gold at start, which still means it's the only item you can afford (unless you want to invest a ton of points into the Utility mastery tree - you don't). The same rune recommendations apply as for a Doran's Blade, but with the caveat that Attack Damage Marks also work very well with this start. This means you can start off with 19% lifesteal early in the game, use your roughly 15% damage output increase from marks to regain health, and quite often with a champion like Lee Sin you can jungle nonstop if the need or opportunity arises, and doing the Summoner's Rift 500 through your own jungle makes sense (it usually doesn't). The principal advantage is that you maintain gold efficiency, and can afford a Wriggle's Lantern AND Boots of Speed earlier in the game.

Finally, starting out with Boots of Speed and 3x Health Potions for early game mobility can be the start of an epic snowballing session, or at worst find yourself recalling early and being able to rip through your jungle even faster between levels 3-6.
The Riven build listed above includes Movement Speed % Quintessences to further boost mobility early, though +76 Flat Health Quintessences are also viable. Also selected are Armor Penetration Marks, since the intent is to use your mobility in addition to the slow from Blessing of the Lizard Elder to gank a lane early; though any offensive marks will help.
The most common application for this start is going Wraiths >> Red Lizard >> Gank nearest lane of opportunity, but it's also possible to use this information (e.g. enemy Clairvoyance early at your nexus, or in the brush near red buff ~2:00) and being unpredictable to really surprise an enemy.

For now I'll ignore the Ruby Crystal, Regrowth Pendant, Doran's Shield, or other starting item sets, as these limit how quickly you can complete a jungling route and then start to make an impact in lanes. I'm not saying these are horrible starts, simply that I've found the other four to make a consistently bigger impact across the gamut of situations faced early in the game. The Regrowth Pendant is the best value among these, but unless it's built into an early Philosopher's Stone it's a bit hard to really make use of it on a jungler that already has sustain and needs to rely on presence early on.

So set off on the jungling route of your choosing, make your presence felt in lanes by helping teammates and crushing enemies, and start working towards second tier boots (either Mercury's Treads or Ninja Tabi are preferred), and some damage output to clear the jungle faster ( Wriggle's Lantern, or stacking Doran's Blades).

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Mid-Late Game Items

The particular set of items, and purchase order of these items is going to vary from champion to champion, and game to game, however there are a few different sets of potent mid-game items that I prefer to use. As always if an opposing player is getting a bit fed, prioritize building resilience to their damage output (or build health to counter multiple enemies or hybrid damage dealers).

For the most part, the assumption is made that Wriggle's Lantern and Mercury's Treads / Ninja Tabi will be among the first couple of items built, and that this matches the opposing team's composition best (Magic damage or Heavy CC - Mercs; AD heavy and/or Hybrids - Tabi).
For reference, the total stats provided by Wriggle's/NinjaTabi are:
23 Attack Damage, 12% Lifesteal, 55 Armor, with a 10% Incoming non-turret damage reduction.
The total stats provided by Wriggle's/Mercury's are:
23 Attack Damage, 12% Lifesteal, 30 Armor, 35 Tenacity, and 25 Magic Resist

One of my favorite core item builds with manaless champions for the remaining items is:
Heart of Gold, Phage, Hexdrinker, Warden's Mail, and Wit's End after completing the Randuin's Omen
All of these are defensive items , but with added attack damage from the Wriggle's, Phage, and Hexdrinker plus the on-hit magic damage from the Wit's End. Each item also includes a passive ability: Gold per 10, an on-hit slow, a passive spell shield, an enemy on-hit attack and movement speed reduction chance, and an on-hit magic resist increase that stacks; respectively. In terms of cost, the first four of these items cost less than 5k gold, from there completing the next two items is only 3k gold. Still not super-cheap, but omitting one item doesn't unravel this build either.
All told, this adds 66 Attack Damage, 425 Health, 105 Armor, and between 90-110 Magic Resist with the inclusion of Mercury's Treads and Wriggle's Lantern, as well as the stacking magic resist from Wit's End.
For clarification, this is the mid-game build I have listed under Shyvana, Lee Sin, and Riven* up at the top, but certainly isn't restricted to use with them.

A more resilience focused build that I like takes the same starting assumptions but instead focused on building health and durability before damage output:
Heart of Gold, Kindlegem, Warden's Mail, and Giant's Belt.
These are exclusively defensive items, which means you're relying on your abilities and character scaling (as well as your allies) to dish out damage, but don't discount the importance of surviving encounters when it comes to helping allies or protecting an early Oracle's Elixir.
The Heart of Gold provides some Gold per 10 in addition to a good amount of health, the Kindlegem provides even more health along with some cooldown reduction (which helps increase damage output indirectly), the Warden's Mail includes health regeneration along with a soft counter to enemy attack damage sources, and the Giant's Belt (this part of it is really quite flexible/optional) is going to builds towards one of 4 tanky items.
At a mere 4145 gold, which includes a Gp10 item to defray costs, this stacks on 830 Health and 20 Health Regen alongside 50 Armor on top of your Wriggle's and Mercury's Treads (30 Armor and 25 Magic Resist).
For clarification, this is the build listed for Shen up above; again it's not unique or exclusive to him, just one that I've used very successfully with Shen as well as others.

I'll touch on the mid-game part of the build listed for Jayce up above:
Stacking multiple Doran's Blades, Heart of Gold, and Philosopher's Stone and a Phage isn't a particularly orthodox start, but this does provide attack damage, health, health regen, mana regen, and lifesteal to with two Gp10 items. The intention of going with this or similar builds in mid-game is to be a significant tanky DPS presence throughout mid-game, while saving towards a Trinity Force along with some tanky and/or support items such as Warmog's Armor or Shurelya's Reverie.
With two Doran's Blades and building a Phage into a Trinity Force, damage output is through the roof, without being too squishy thanks to the 360 Health from the Heart of Gold and 2x Doran's Blades. The late-game derivatives from this mid-game mish-mash of items rely on being able to convert the high amount of mid-game damage into gold from kills and assists.

Obviously there are a myriad of other mid-game builds and strategies available, as well as situational changes (e.g. early Oracle's, rushing completed items, ignoring Gp10 items, etc.) that would occupy huge amounts of space to discuss thoroughly, so I'll try to discuss some of it in Situational Items, but I won't be able to touch on everything.

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Completed Build Items

Assuming you've found yourself still fighting alongside your team after purchasing enough mid-game items to clog your available item slots, it's time to start upgrading your items into their legendary tier counterparts. While some obviously need to be sold at a loss and replaced with different items (Looking at you Doran's Blade), if your purchase decisions before and during the mid-game phase were sound you'll find yourself left with some excellent options to upgrade to as the game goes towards late-game and hyper-late-game.
In this section I'll touch on a lot of the more direct derivative builds from the mid-game items listed above, but later in the game the more situationally dependent item selection becomes, so your judgment (or checking your most recent death recap) is probably going to be more valuable piece of instructive information than following these upgrade paths exactly.

We'll start off evaluating options with the first mid-game build of:
Heart of Gold, Phage, Hexdrinker, Warden's Mail, and Wit's End.
Above, I listed 5 items to cover 4 item slots (which also assumes you're being a mediocre teammate in the map coverage department by outputting at most one ward every three minutes), but that's not completely out of place because depending on whether your champion builds the Warden's Mail or Wit's End first (Shyvana is a great example of a case where Wit's End takes priority because of her Twin Bite; Shen is a case where Warden's Mail can have more utility because of his Shadow Dash's taunt greatly increases likelihood of that passive), or delaying/omitting purchase of a Hexdrinker makes sense (silly to omit against an opposing Karthus, logical to delay or even omit entirely against an AD heavy team). In each of these cases, there are still only a couple remaining decision points to make if you intend to upgrade current items, and these are binary choices revolving around the Heart of Gold and Phage.

The Heart of Gold builds into either a Randuin's Omen, which brings an active ability that puts the brakes on enemies for 3+ seconds**, or the Locket of the Iron Solari assuming you don't already have the Warden's Mail which provides a health regeneration aura, and an active shield for yourself and surrounding allies. I've had great success using both items - while the Randuin's clearly provides the best item statistics, there are some times where the cheaper support item Locket is actually able to mitigate more damage at a key moment and is less positioning dependent to be effective (Randuin's is most effective when you're in the middle of their team, the Locket is strongest when all of your team benefits from it). For the builds I've listed above, the Randuin's Omen gets the nod, because as a tanky DPS champion you're the best positioned to make use of it's active as well as passive abilities.

The Phage builds into either a Frozen Mallet or Trinity Force. While this IS the manaless jungler guide, the Sapphire Crystal component of the Trinity Force isn't a reason to discount how much potency is packed into one item slot. If you're playing Jayce or Udyr and want to further enhance your damage output without worrying about survivability yet, go for it without hesitation. In many cases, spending less and getting the extra 500 Health and making the on-hit slow effect a reliable one is a more compelling argument. On champions like Shyvana that lack built-in crowd control, it's almost a no-brainer, but this really is the more open situational decision depending on whether your team requires damage output from you, or if health and applying slows to the enemy is what's needed.

The Wit's End is already a completed item, which leaves us with upgrading the Hexdrinker assuming you purchased one earlier. The only upgrade item, the Maw of Malmortius adds a hefty bit of attack damage, increases the size of the spell shield proc, and has the added low health stacking attack damage bonus. If purchasing the Hexdrinker made sense in the first place, then the question about upgrading isn't if, but simply when it makes sense to make the 1900 Gold investment to upgrade it. It's not uncommon to delay this - usually meaning the game will end without upgrading this, but if you get more immediate gain from upgrading other items, then it's fine.
From the above mid-game build starting point, there are better ways to increase raw DPS, and better ways to enhance defensive stats, but sometimes when both are required this upgrade can make all the difference.

In my mind, the centerpiece of this build is the combination of the 9x Greater Glyph of Scaling Magic Resist, Maw of Malmortius, Wit's End, and Mercury's Treads that provides enough magic resistance from offensively minded items in my mind to forgo any of the defensive items that require a Negatron Cloak***.

On the above builds for Shyvana, Lee Sin, and Riven, this leaves you with the following after Boots/Wriggles:
Frozen Mallet, Wit's End, Randuin's Omen, and Maw of Malmortius
Basically all the same goodness of that mid-game build where each item provided offensive AND defensive bonuses has been enhanced, and the addition of a second active ability in place of Gp10 finalizes the build, until you want to start collecting Elixirs.

Using the second more conservative build from mid-game as a starting point:
Heart of Gold, Kindlegem, Warden's Mail, and Giant's Belt
A lot of the same decision process is going to apply here, but it's a bit simplified thanks to a couple of these items.

The Warden's Mail will only build into a Randuin's Omen, which also includes the Heart of Gold you already have. A simple enough decision.

The Kindlegem builds into quite a few items, but I consider the Shurelya's Reverie, Zeke's Herald, and Spirit Visage to be the real contenders.
The Shurelya's Reverie provides a nice utility active ability to pursuing or escaping from enemies, and 5% more CDR, but a lot of the Gp10 utility of the Philosopher's Stone is lost going this route - on a low mana using jungler maybe replace the Giant's Belt above with the Philo Stone and you're in business, but I'd avoid choosing it in this case.
The Zeke's Herald is obviously not an orthodox jungler item, but the stats aren't really bad for the money, and I'm sure your ranged AD Carry would appreciate the aura.
Honestly, the Spirit Visage is what I had in mind for this item slot since mid-game, because you wind up with health, cooldown reduction, magic resist, and a decent passive that enhances healing/regeneration/lifesteal effects for a pretty paltry sum of gold.

The Giant's Belt builds into four items, three of which I care about for the purposes of this discussion^:
Frozen Mallet, Sunfire Cape, and Warmog's Armor
These are primarily defense items, though the passive and cost are both deciding factors.

The Sunfire Cape is the cheapest, provides armor and dishes out an extra 40 Magic Damage per second. The armor and health for the complete item are a bit underwhelming, but the persistent AoE damage is difficult to overlook on a melee opponent, and this is an item that will increase jungle clear speeds (not to mention allow you to attack-move to creep camps and still be able to devote your attention elsewhere around the map).

The Frozen Mallet, as discussed above, provides reliable on-hit slows, as well as delivering the second most health per item slot in the game. While it's preferred to pick up the Phage earlier in the game so the attack damage and early 225 health is more noticeable, it's still a good item to pick up even this route some of the time.

Warmog's Armor is the obvious health tank item to go with, since it starts off with 920 Health, and balloons to 1270 Health and 40 Health Regeneration per 5 Seconds after you kill 100 minions, get 10 kills/assists, or some proportional combination thereof. Health is always nice, certain spells like Shen's Vorpal Blade scale with it some (though not like Volibear's Frenzy), and other items that improve health regeneration ( Force of Nature, Spirit Visage come to mind^^) work very well with it too.

That last item slot can be used to stash wards, or choose among situational items, to include some of the items mentioned above. That said, a short list of items would include Aegis of the Legion, Atma's Impaler, Force of Nature, Frozen Heart, Thornmail, or any of the items from above.

The Shen Build above in complete form includes Mercs/Wriggles and:
Spirit Visage, Randuin's Omen, Warmog's Armor, and Guardian Angel
As an example of an option, though the strength of this late game build requires a lot of expense, and reduced damage output in exchange for survivability.

Again I'll touch on the 5th build above under Jayce, but if anything this emphasizes just how much late game builds are more situational than planned.

The basis of this late game build is that a Trinity Force and Warmog's Armor combined provide substantial damage output along with a lot of survivability. Funding both of these takes time, maybe gold per 10 items, or simply getting fed by amassing kills and assists, but instead of focusing on the upgrade paths from a set of mid-game oriented items, instead we'll work off the assumption that building towards TriniMogs is in the game plan, which leaves a good variety of situational items to be decided on for those remaining 1 or 2 item slots depending on funds, and necessity to plop down wards.

Atma's Impaler is a frequent complement to any Warmog's Build, and each time a spellcast induces the Sheen in the Trinity Force to proc, you're adding 3.75% of your health (we're talking a pretty good amount here) to that next autoattack as well. Additionally, this brings your critical hit chance up to 33%, a further boon do your DPS, and it also brings yet more armor (45 Armor).

Force of Nature is another option - obviously an excellent counter for a fed AP Caster, or dealing with multiple sources of magic damage with its whopping 78 Magic Resistance, of course the passive health regeneration will bring you over 100 Health Regeneration per 5 Seconds^^, and the passive movement speed bonus combined with the Zeal in the Trinity Force brings you an additional 20% Movement Speed. Not too shabby at all, especially if you're going all Scrooge McDuck and rolling in enough gold to put a Warmogs, Trinity Force, Atma's, and Force of Nature together. Epic synergy - like a boss.

Spirit Visage is an exceptionally affordable alternative to the Force of Nature, and viable for all the reasons listed above.
Frozen Heart is yet another excellent item, not only because of the massive armor included, but the cooldown reduction and passive soft counter to AD champions are massive. On mana using champions, Frozen Heart and Sheen synergize extremely well.
Guardian Angel is the ideal choice if you need to go Frankenstein's Monster on them - still provides pretty good defensive stats as well.
Finally, anything built from a Heart of Gold or Philosopher's Stone is worth considering, mostly because of the Gold per 10 passive of those two items that can help fund big ticket items like Warmog's Armor and Trinity Force, but also because the support family of items provides such high utility active abilities. It's difficult to deal with a well played Trinity/Warmogs tanky DPS character. It's extremely annoying to deal with one that can zip through your lines with a burst of speed and melt your carries, or tap a number key and mitigate a ton of the damage your team is outputting.

From here, any item choice is going to be an extremely situational one.

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Situational Items

While technically every item is a situational item...

The process of making the decision about what item to get is the important part of this section. There's too many different situations, team compositions, and caveats to discuss them all, but understanding the process of HOW to decide is a flexible tool to have at your disposal.

The late game items section was primarily framed around decision trees about upgrading Tier 2 items into one of two or three options, but instead of viewing those as rigid logic trees that pigeonhole you into making certain decisions, instead I think it's more valuable to look at that as a template for how you can evaluate the relative merits of each prospective item, and decide if the item's base stats, auras, and passive/active/on-hit/other bonuses are worth the gold expenditure compared to alternate items.

If you've slogged through this much text to get here and haven't gotten completely lost, you're probably already very comfortable with when to start stacking Bloodthirsters because you're running through the opposing team like Cholera, and when you're only option is try spend what little gold you're able to farm without putting yourself at risk on the item or items you think gives you the best chance at merely surviving the next encounter.

The former is pretty easy - when you're getting fed, or playing against bots, it's great fun to collect a menagerie of ridiculous items - but that isn't something that takes much thought to do. However, when you're getting pounded as a team, or being singled out individually, being able to alter your planned build in order to either mitigate a bunch of that incoming damage or better control your positioning to avoid that damage entirely is what will allow you stop being 'that guy' on the team, or be the spark that ignites an epic comeback victory.

The good old Quicksilver Sash is the epitome of a situational item. If the opposing team lacks any sort of crowd control, this is a really expensive way to get 48 magic resistance. If you're playing Amumu, Alistar, Dr. Mundo, or even Shen, Shyvana, or Lee Sin, being pulled by an opposing Blitzcrank into the middle of the opposing team is not to bad - maybe even all you could hope for.
This item exists for when the enemy team is using their crowd control to do their best impression of the Harlem Globetrotter basketball team and start dunking on your 5 man team. For those times when the enemy Blitzcrank pulls you right into a Malzahar combo, or a Warwick and Leona team up to tag team you with never-ending chained CC, the only response is to pick up a QSS and remove the conditions that allow them to delete you from that fight.

Thornmail is another such example. By itself, the item's stats are just okay for the money (it provides the most armor per item slot in the game at 100 armor, but it's hard not to compare it to Frozen Heart {99 Armor and so much more}, as well as a Randuin's Omen, Sunfire Cape, or Guardian Angel and realize the passive abilities for each of those are far and away better 97% of the time). In those rare cases where an enemy AD carry has gotten a bit out of hand, this might be the tool that lets you laugh at them to their face as the two of you compete to see if your damage output or 30% of their listed damage to you does a better job of shredding their health bar. Just because it's usually a bad items doesn't mean it's not THE item for a particular case.

Finally, the Madred's Bloodrazor is the last of these that can be so clearcut as to be a good example. If the enemy is relying on health tank(s) to be what gives them survivability, ditching the Wriggle's Lantern and Wit's End in order to build a Bloodrazer (it doesn't hurt to include a Malady with this interestingly enough) is a viable strategy not only for ranged AD carries, but you as the jungler can take your already high utility Madred's Razors and re-purpose those as tank-shredders, then build up enough attack speed to really level your opposition - or at least the playing field.

Obviously there are plenty more items that fit into this category, so I simply went with some of the most readily apparent examples to illustrate the thought process behind developing the core build, as well as when and why to deviate from it.

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Jungling Routes and Ganks

Above, I promised some explanation of jungling routes, and how to use this information to be flexible when necessary, or unpredictable coming out of the jungle to gank a lane. I don't pretend to be the best reference for this, so using other resources is also recommended, but this is at least what has worked for me.

If you're not familiar with each jungle camp, and the spawn/respawn timers for each, once again Xenasis's Jungling Guide has you covered.

The only remaining enigma will be what to do in the 'Standby' phases - while you should be using transit time between camps to survey each lane for what's happening, and keeping your minimap awareness at all times, there are certain points in some of these jungle routes that make sense to stop and make decisions in - deciding between initiating a gank, maybe counterjungling, even recalling early. The default will probably be to head to the next creep camp and see if anything develops, but being aware of what's happening, and taking time to communicate is always valuable.

Level 2 Gank from Red:
Wraiths >> Red Buff >> Gank Nearest Lane >> Standby (Wraiths >> Wolves >> Blue Buff >> Double Golems)

The simplest and only rigid jungling route would be to reach level 2 as quickly as possible and grab the Blessing of the Lizard Elder and try to convert that into a friendly First Blood. This usually requires some mobility early on to get it right, so the most viable start for this is going to be Boots of Speed and Health Potions.
Get assistance on clearing minion camps, but make sure you don't lose so much experience that this exercise becomes a level 1 failed gank^^^. I also highly recommend you inform the lane you're going to that you're on your way.
If you can't clear the Wraith camp in time to be at Red Buff by the 1:55 spawn time, it might make more sense to skip that altogether.
The rest of the listed route in parenthesis is really intended as a means to get farmed back up after a gank attempt. It's actually unusual to get a clean kill early, but remember, the purpose of ganks isn't exclusively to get kills or assists - the psychological impact of bursting into a lane so early in the game can be pretty significant, even if you have to spend the next five minutes or so farming yourself back up to par.

Power Jungling:
Wraiths >> Red Buff >> Double Golem >> Wraiths >> Standby (Wolves >> Blue Buff >> Standby >> Wraiths)

I generally refer to any jungling route that starts right the Wraith camp the moment they spawn, and loops back to clear the Wraiths again as the 4th camp as a power jungling route, as this also maintains control over red buff and positions you to threaten two lanes at any point on the first jungle clear. Obviously if any good opportunity presents itself after you've acquired Blessing of the Lizard Elder , pursue that instead of toodling around clearing two smaller camps.

The strengths of this include maintaining relatively high health as long as you can get a leash or pull on Red Buff, you'll reach level 3 quickly and have access to all the abilities you need in order to perform a pre-level 6 gank, and if you complete this route and aren't presented with any opportunities to gank or cover a lane, you can continue over to the Wolves and Blue Buff camp.
There are few downsides, mostly related to being low on health by Double Golems, especially without the benefit of a good leash on the Elder Lizard. The other is that savvy opposing junglers will realize that manaless junglers prefer routes such as this, and might attempt to steal your team's blue buff before you ever make it that far.

Alternate Power Jungling:
Wraiths >> Red Buff >> Wolves >> Wraiths >> Standby (Blue Buff or Double Golems >> Gank)

This route doesn't cover quite the same range as the standard Red Buff control power jungling route, but if you expect to be disrupted from a set jungling path before level 4 this is usually a sound choice.
The XP gained this route isn't quite as good, but even without good leashes from teammates early this keeps your health pretty high the entire time, and isn't biased to top or bottom lane. If you think an early gank on mid lane is worth a shot, or you're waiting on a cue from the other team to try counterjungling, this works pretty well, but if you wind up farming through the early part of the game instead of visiting lanes, this isn't the best use if your fast jungle clear speed.

Classic Blue Crescent:
Wolves >> Blue Buff >> Wraiths >> (Wolves) >> Red Buff >> Wraiths >> Double Golems >> Standby

This is THE route for Blue Buff dependent champions, but isn't one to be discounted, as there are still quite a few situations where this can be preferable for the FIRST jungle clear despite the fact that you chose your champion and build so you could later pass off the Crest of the Ancient Golem to a teammate.
Against a slow jungler that may not be worth the risk to counterjungle (Nautilus and Rammus come to mind, since a smart opposing team WILL expect you to counterjungle, and will usually ward and plan to collapse in on you once you do invade), and if you expect all three lanes to be fairly stable in the early going, this can still be the right path because you're going to reach level 4 before you recall with a decent amount of gold and hopefully all three abilities at your disposal when you come back.
The biggest downside is the inherent inflexibility with this route, and that if you have to commit to a lane in the first few minutes, you'll be doing so without the benefit of the Blessing of the Lizard Elder . Conversely, if you were planning on waiting to gank until later, you'll have a fresher Red Buff at your disposal. In this case it's a very situational route, but still an effective one.

Early Counterjungling:
1. Enemy Red Buff >> Enemy Wraiths >> Blue Buff >> Wolves >> Wraiths >> Standby
2. Blue Buff >> Enemy Wraiths >> Enemy Red Buff >> Enemy Double Golems >> Gank
3. Wolves >> Blue Buff w/out Smite >> Ambush Enemy Jungler in Red Buff Bush >> Steal Red Buff
4. Smite steal the enemy blue Wraith >> Wolves >> Wraiths >> Red Buff >> Standby

There isn't really a set route for this, but there are some pretty amusing choices, such as the few listed above. Starting at the enemy red buff is a classic against an opposing jungler that is blue buff dependent early, in essence leveraging their delay in getting to Red Buff as your opportunity to deprive them of that, and then use it against the nearest enemy lane.
Starting off on your own blue buff and immediately moving to clear the opposing wraiths, red buff, and maybe double golems is another proven viable option, particularly if a good leash on your own blue buff allows you to easily pick that up without using your Smite, and you can count on the enemy jungler lacking the speed to catch you out while counterjungling.
Ambushing a jungling opponent at their own red buff is another popular choice, especially leveraging your strength as a powerful early duelist against some of the weaker junglers out there. I prefer to get the gold and experience from wolves prior to snagging blue buff, since this strategy is usually preferable against slower junglers - this means you might be waiting a bit on the enemy jungler to appear and make himself vulnerable.
The most cowardly approach that still applies is merely smite stealing the big wraith and then immediately returning to your own jungle to commence a jungling route that focuses on smaller camps until your Smite comes back up. This route sounds lame, and like a high risk moderate reward proposition, but if you have vision on enough of the opposing team to mitigate some of the inherent risk, this is actually viable against junglers with poor early sustain, since it deprives them of some health at a bad time in the classic jungling route.

There are tons of other routes that include immediate counterjungling, but it's especially important early in the game to consistently leave at least one of the weaker type of minions at each camp - ideally only one of them. This gives you the gold, experience, and health phial from the strongest minion, and leaves the respawn timer undisturbed until the last minion is killed.
If the opposing jungler has to wander all the way over to one of their minion camps just to rake in the gold from one Lesser Wraith and reset the respawn timer, you're wasting their time in addition to siphoning gold and XP from their 'lane', and time is usually the key to making an impact as a jungler, because being out of the jungle sooner, and having more time to go back and shop, spend time camping a lane waiting for the right opportunity, or continue farming is what allows you to be stronger in fights.

There are other guides with better (read: prettier) explanations of ganking approaches to use. I strongly recommend you read those, as there are already excellent graphics and youtube videos showing exactly this, so please don't complain that I didn't try and reinvent the chrome wheel, use the better resources already at your disposal.

Remember, the obvious and most direct ones are the most likely to be warded, but the riskier ones take more time, and can be more susceptible to counterganks.
It's helpful if a teammate keeps track of the vision/warding status of their lane, and it helps to ask, but the honest answer is that you should check enemy items early on with the [Tab] key and keep a mental note for yourself of which lanes even have the ability to drop a ward throughout the early game.
Mobility, and gap closing abilities are always your friend when trying to close in on opponent for the kill. Even an enemy who lacks any vision will still have time to react and try to affect an escape, so if possible, coordinate with your team in that lane before you make your grand entrance about limiting their escape options.

As always, create and use a mental checklist prior to ganking a lane. This will consist of the target's disposition (health, position in the lane, vision, and summoner spell cooldowns), ally disposition (health, position, vision, and available tools to aid you), your status (health, item status, relative level), and an educated guess about the location and activity of the enemy jungler, as well as the enemies in neighboring lanes. Foolish ganks can quite often leave the enemy lane in possession of more gold for killing you and/or your allies, any buffs you had in your possession^^, and a free hand to group up elsewhere on the map.

The cycle of clearing your jungle and performing ganks will accelerate as the game goes on, as the importance of map awareness and map control becomes more central to gameplay.
After the first few ganks, regardless of outcome, the number of wards purchased by both teams reduces the shock value of a lone jungler arriving in a lane; so gradually shifting focus to gaining better map awareness is usually the best way to win map control through the mid-game. After teamfights become bigger affairs, the jungler role becomes less specialized, with the exception of using your Smite to assure control of map objectives.

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Explanations of Individual Builds

I originally intended this to provide justification for why particular rune and item builds are listed under each champion, but to be honest they're a bit arbitrary, and hopefully it's somewhat easy to understand what I was trying to illustrate with each one of them. Details like which summoner spell to pair with Smite are going to vary from game to game, even though some of the higher mobility champions listed above might work better running Exhaust instead of Flash, both can be the right tool for the right situation.

Build 1 - Shyvana:
This is meant to be a high sustain starting build that can makes use of any of the power-leveling jungling routes that focus looping back to the Wraith camp for the second time by 2:45 into the game. Getting a Wit's End early to synergize with her Twin Bite is a priority, as is buying a Phage early and converting it into a Frozen Mallet to make up for her relative lack of crowd control. Runes are set up to maximize jungle sustain on the first pass, then maximize damage output against enemies in ganks.

Build 2 - Lee Sin
This is meant to illustrate an optional path from the same mid-game item build. Lee Sin starts off extremely well with just a Vampiric Scepter, and when equipped with a Trinity Force, Sunfire Cape, and Maw of Malmortius is capable of scary amounts of damage while being remarkably difficult to kill thanks to his insane mobility.

Build 3 - Riven
This builds illustrates an example for staring off with Boots of Speed and moves immediately to Ninja Tabi in order to maximize early advantages in movement speed and really make her presence felt with a flurry of early ganks. The runes selected were intended to further amplify whatever early game advantages she might gain, with the ultimate goal being a Riven that starts to snowball uncontrollably.

Build 4 - Shen
I wanted to demonstrate that a somewhat tankier build could still be extremely viable, and chose Shen to be the champion for this because his Vorpal Blade also scales with adding health. The rune set selected is actually an AD Carry rune page I have, but this was to demonstrate that it isn't necessary to set up a rune page exclusively for jungling, although relying on a rune page like this does tend to limit effectiveness of squishier starting item sets either on jungling speed, or vulnerability to strong counterjunglers.

Build 5 - Jayce
Jayce was selected to demonstrate that certain mana using champions can still be played in a manner consistent with the role of a AD Melee Jungle Bruiser that can easily afford to part with Blue Buff. The particular build chosen was to exemplify how both a Doran's Blade start, optionally bypassing the Wriggle's Lantern, and a Warmog's Armor/ Trinity Force can be used, as well as be useful as a test bed for the effectiveness of situational items later into that build. While not the most effective Jayce or Udyr build I've ever used (since one seldom gets that farmed anyway), for the purposes of explanation it provided all the intended venues to discuss Doran's Items, Support Items, Tanky Resistance Items, and some of the unique items that are extremely powerful with large health pools.

Obviously you can mix and match these builds in part or entirety, and would encourage you to do so as the situation requires - adding strategies, skill combinations, or other ideas from individual champion builds elsewhere on the site is also a great idea that I highly recommend.

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* - The Riven build also differs in the selection of Ninja Tabi as boots, because those are the cheapest level 2 boots, and the rest of that Riven build is centered about being an early nuisance and a highly mobile threat who is liable to snowball out of control.

** - You'll notice if you hover over the Randuin's Omen that the duration is listed at 2 seconds, but at this point from runes and items you'll have well over 200 combined armor and magic resist.

*** - Oh, come on. You're really going to build an Abyssal Scepter as an AD Bruiser? Bad troll is bad.

^ - The passive slow with Rylai's Crystal Scepter procs on a surprising number of spells, but an item that provides less health and less ability power than the Rod of Ages, and only provides those two things isn't exactly what an AD Melee Champion requires... like at all. Why am I adding these footnotes anyway?

^^ - Or both - 200 Health Regen per 5 Seconds is impressive, but of limited utility in teamfights - but against an AP heavy team, still possibly viable. Works better with Dr. Mundo anyway.

^^^ - Fact: the easiest way to endear yourself to a teammate is to donate a red buff, or both buffs to their laning opponent. Early and often.

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I don't want to look at the word count, but hopefully this has done more than merely scratch the surface for this particular niche role.

Thanks for taking the time to read all this, and look past the lack of fancy dividers and bespoke graphic artwork. I can't wait to see what comments, suggested improvements, and further clarification requests you have to make this guide more useful. Thanks to the first couple comments, it's already gotten a lot better, so please keep them coming!

[Current as of the Zed Reveal]


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