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Wåffles' 3v3 Jungle (OUTDATED)
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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Bridge Between (PASSIVE)
Udyr Passive Ability
NEW TT
Jungling is more viable now, but it's less challenging.
IMHO they just made it more noob friendly, easier to just do a few games and know just about every tactic. There is no hiding in bushes, juking through narrow corridors, no ward wars.
A good comparison would be that the old Map was a vintage Ferrari, where the new one is a brand spnaking new Hyundai. Who wouldn't want the Ferrari, even with AC like coughing mice and rattling?
I am very disappointed in the new map and I will most likely not be playing it.
Still, thanks for checking out my guide while the old TT still existed, it was fun to make and very rewarding with so many taking contact and showing their appreciation of my work. :')
The guide might still be viable in matter of builds and such, but I won't bother adapting them to fit with the extra starting gold.
Greetings, Random People of teh Internetz!
I am the guy known to some as Wåffles, to some as Teh Turtl Xpress and to some as some other completely random nickname. You might know me for my activity on 3v3 forums or my former position as the jungler for the once #8 3v3 team on the EUNE ladder.
I made this guide because I never was able to find a comprehensive guide to jungling on the Twisted Treeline map, so instead of QQ'ing on the LoL forums I decided to make my own guide for jungling on the Twisted Treeline map (And I've been asked for it >15 times) - It's quite long, but I wanted to make it very clear, in-depth and foolproof, I hope you enjoy/learn new things from it!
It will also be educational on how to play Twisted Treeline in general, so if you just want a Twisted Treeline guide, this will maybe do as well.
This is my first longer guide and as I'm from Denmark, I do not have flawless English, but feel free to PM me if you find some unacceptable flaws.
I am the guy known to some as Wåffles, to some as Teh Turtl Xpress and to some as some other completely random nickname. You might know me for my activity on 3v3 forums or my former position as the jungler for the once #8 3v3 team on the EUNE ladder.
I made this guide because I never was able to find a comprehensive guide to jungling on the Twisted Treeline map, so instead of QQ'ing on the LoL forums I decided to make my own guide for jungling on the Twisted Treeline map (And I've been asked for it >15 times) - It's quite long, but I wanted to make it very clear, in-depth and foolproof, I hope you enjoy/learn new things from it!
It will also be educational on how to play Twisted Treeline in general, so if you just want a Twisted Treeline guide, this will maybe do as well.
This is my first longer guide and as I'm from Denmark, I do not have flawless English, but feel free to PM me if you find some unacceptable flaws.
23/08/2012 - Guide Published - Rengar Patch
25/09/2012 - Restarted work on a supplementary Guide, that will focus on alternate, but viable, jungle picks.
08/10/2012 - Hit 10k views!
18/10/2012 - Put supplementary guide on hold until I have had time to assess the applicability of this guide to the new Twisted Treeline.
27/10/2012 - Scrapped all further development, there will be no more 3v3 for me. Leaving the guide available to the public, just in case Riot comes to their senses or in the case it might yet interest some1.
25/09/2012 - Restarted work on a supplementary Guide, that will focus on alternate, but viable, jungle picks.
08/10/2012 - Hit 10k views!
18/10/2012 - Put supplementary guide on hold until I have had time to assess the applicability of this guide to the new Twisted Treeline.
27/10/2012 - Scrapped all further development, there will be no more 3v3 for me. Leaving the guide available to the public, just in case Riot comes to their senses or in the case it might yet interest some1.
Nigga, if u ain't down wid le nerd lingo, here's a terminology guide to explain some of the expressions I will use a lot:
CLICK HERE
CLICK HERE
I know what most of you will be thinking; Are there really people that still play Twisted Treeline? The answer is simple; Yes.
And I know what comes to mind next for even more people, even most of those who play Twisted Treeline often; Do people jungle on Twisted Treeline? And the answer is again simple; Yes.
I will now commence explaining not only why I play Twisted Treeline, but also why I prefer jungling.
The Twisted Treeline, also known as TT or just 3v3, is known for its fast pace and the imbalance between champions. It is also more prone to snowballing and one tiny mistake can just spiral out of control and turn the tides irreversibly. These thing can be seen as either good, bad, or partly good/bad.
I personally love TT for the fast pace and the impact one player can have on a game. You will not as often on TT experience that even though you are Legendary after 20 minutes, you might still lose because of the rest of the team's poor playing, as you might on Summoner's Rift. On Summoner's Rift, you might be faced with the task of carrying 4 team mates, on TT you'll only have to carry a maximum of two. I also feel that good knowledge of priorities and strategy can win a game on TT against more skilled players gameplay-wise. They might last hit every minion and land every skill shot, but if they do not know which champions are strongest and when/how to do Dragon, you will still beat them. The same goes to extend also for Summoner's Rift, but laning is much more important on SR than on TT, as laning is usually over in 7-10 minutes. From there it is all about objectives, such as Dragon and Lizard, and roaming/ganking all the time - whilst CS-ing enough to still have potency late game.
This is partly why I, a mediocre player usually found at around 1550 elo solo queue, can be in one of the top 30 teams on the ladder in 3v3. I know the map and what to do. Insight in the meta game is therefore crucial.
As some might know, but most people don't know, is that there is a meta game champion-wise for TT. On Summoner's Rift you will have AD Carry and Support bot lane, AP Carry mid lane, a Bruiser, Tank or even second AP Carry top lane and a Bruiser or Tank jungling. There may occur exceptions to this, of course, but generally that would be the best setup. It's a little different on TT. You will still want to have somewhat equal amount of magic and physical damage as you will then force opponents to buy both armor and magic resistance to counter you. The general setup in most normal games and <1400 elo ranked 3v3 would be to have a solo lane top and a duo lane bot. You would like your carry top lane so he/she can get farmed and champions in the bot lane that doesn't need the same kind of farm, since they will be sharing the minions. I've seen people run ranged AD Carry and support bot lane, but they support will be plain useless 15 minutes into the game. The botlane is best when they synergize to some extend - like having
Sion and
Pantheon. They both have hard CC in form of stuns and good bursts.
Sion stuns from afar and
Pantheon uses the time you are stunned to close the gap and stun you again, whilst he and
Sion unload their damage. This combo will often result in a Firstblood in level 2.
This is where jungling comes into the picture. The whole point of jungling is that there is unused gold and experience in the jungle, when everybody lanes. That means that team, that is successful in using this ressource will get a significant gold and experience advantage. If you have a solo laner that will not feed and is able to get a decent CS when laning against two enemies and a jungler, that can help the solo laner by destroying the other team's carry and giving yours an advantage, and securing objectives like buffs, Lizard and Dragon, you will be able to win much more easily. This goes for both SR and TT, no difference.
The best methods of countering a jungler is usually to either spend time trying to find and kill him/her in the jungle, but this may result in loss of significant gold and experience if unsuccessful. Another strategy is to switch lanes - having two laners top and the carry bottom lane. This is easier than on SR as the distance between lanes is so small, but also more inefficient as the other team has the same short distance to walk to switch themselves. This can give an advantage against players that doesn't bother to switch themselves - but it's stupid to have to rely on enemies' stupidity/bad playing to win. The last and final option is to have a jungler yourself. That will allow you to fight on even terms and once more the games becomes more about personal skill and insight. This is why almost every team above 1000 rating solo queue will have a jungler and most teams on TT with more than 1500 elo will do so too. It is, though, rarely recommendable to jungle in normal games unless you duo with someone who can handle a 1v2 lane. You should also point out your intention of jungling, as most people find it highly unorthodox to say the least - you'd rather have a champion selection dodge than an intentional feeder, someone going AFK or someone not being able to handle his lane because he thought he was going 2v2.
And I know what comes to mind next for even more people, even most of those who play Twisted Treeline often; Do people jungle on Twisted Treeline? And the answer is again simple; Yes.
Warning: This will be quite a wall of text, but I find it necessary to explain these things before this guide will make sense to most people.
I will now commence explaining not only why I play Twisted Treeline, but also why I prefer jungling.
The Twisted Treeline, also known as TT or just 3v3, is known for its fast pace and the imbalance between champions. It is also more prone to snowballing and one tiny mistake can just spiral out of control and turn the tides irreversibly. These thing can be seen as either good, bad, or partly good/bad.
I personally love TT for the fast pace and the impact one player can have on a game. You will not as often on TT experience that even though you are Legendary after 20 minutes, you might still lose because of the rest of the team's poor playing, as you might on Summoner's Rift. On Summoner's Rift, you might be faced with the task of carrying 4 team mates, on TT you'll only have to carry a maximum of two. I also feel that good knowledge of priorities and strategy can win a game on TT against more skilled players gameplay-wise. They might last hit every minion and land every skill shot, but if they do not know which champions are strongest and when/how to do Dragon, you will still beat them. The same goes to extend also for Summoner's Rift, but laning is much more important on SR than on TT, as laning is usually over in 7-10 minutes. From there it is all about objectives, such as Dragon and Lizard, and roaming/ganking all the time - whilst CS-ing enough to still have potency late game.
This is partly why I, a mediocre player usually found at around 1550 elo solo queue, can be in one of the top 30 teams on the ladder in 3v3. I know the map and what to do. Insight in the meta game is therefore crucial.
As I previously said, I love TT for the fast pace, the lesser focus on laning and the sensation, that your effort always matters.
As some might know, but most people don't know, is that there is a meta game champion-wise for TT. On Summoner's Rift you will have AD Carry and Support bot lane, AP Carry mid lane, a Bruiser, Tank or even second AP Carry top lane and a Bruiser or Tank jungling. There may occur exceptions to this, of course, but generally that would be the best setup. It's a little different on TT. You will still want to have somewhat equal amount of magic and physical damage as you will then force opponents to buy both armor and magic resistance to counter you. The general setup in most normal games and <1400 elo ranked 3v3 would be to have a solo lane top and a duo lane bot. You would like your carry top lane so he/she can get farmed and champions in the bot lane that doesn't need the same kind of farm, since they will be sharing the minions. I've seen people run ranged AD Carry and support bot lane, but they support will be plain useless 15 minutes into the game. The botlane is best when they synergize to some extend - like having





This is where jungling comes into the picture. The whole point of jungling is that there is unused gold and experience in the jungle, when everybody lanes. That means that team, that is successful in using this ressource will get a significant gold and experience advantage. If you have a solo laner that will not feed and is able to get a decent CS when laning against two enemies and a jungler, that can help the solo laner by destroying the other team's carry and giving yours an advantage, and securing objectives like buffs, Lizard and Dragon, you will be able to win much more easily. This goes for both SR and TT, no difference.
The best methods of countering a jungler is usually to either spend time trying to find and kill him/her in the jungle, but this may result in loss of significant gold and experience if unsuccessful. Another strategy is to switch lanes - having two laners top and the carry bottom lane. This is easier than on SR as the distance between lanes is so small, but also more inefficient as the other team has the same short distance to walk to switch themselves. This can give an advantage against players that doesn't bother to switch themselves - but it's stupid to have to rely on enemies' stupidity/bad playing to win. The last and final option is to have a jungler yourself. That will allow you to fight on even terms and once more the games becomes more about personal skill and insight. This is why almost every team above 1000 rating solo queue will have a jungler and most teams on TT with more than 1500 elo will do so too. It is, though, rarely recommendable to jungle in normal games unless you duo with someone who can handle a 1v2 lane. You should also point out your intention of jungling, as most people find it highly unorthodox to say the least - you'd rather have a champion selection dodge than an intentional feeder, someone going AFK or someone not being able to handle his lane because he thought he was going 2v2.
This is why I jungle on 3v3: It gives an advantage that not many people are able to counter.
Now that I'm done with all this, here's the actual guide!
After the jungle remake, jungling on SR was made very easy, you can jungle almost any champion and the stronger ones entirely without runes.
This is NOT the case with TT. Quite the opposite. It is quite challenging to jungle on TT and will be quite inefficient without proper runes. The creeps hit harder, are more difficult to kill and after the remake they provide much less gold. It is easy to die a lot in the 3v3 jungle, too. Jungling on TT was much easier before the jungle remake, but it is still effective and when mastered, it works very, very well!
This is NOT the case with TT. Quite the opposite. It is quite challenging to jungle on TT and will be quite inefficient without proper runes. The creeps hit harder, are more difficult to kill and after the remake they provide much less gold. It is easy to die a lot in the 3v3 jungle, too. Jungling on TT was much easier before the jungle remake, but it is still effective and when mastered, it works very, very well!
What I call Objectives, are the things that you will have to acquire to win the game.
The most obvious are the five Turrets, the two Inhibitors and the Nexus. But there are also some quite central side-objectives, that you have to claim and/or protect. You have to protect your own Turrets, Inhibitors and Nexus, but also
Ebonmaw the Terror of Zaun (which I will from now on refer to as the Dragon),
Grez the Lizard Lord (which I will refer to as the Lizard), the
Rabid Wolf (I refer to him as the buff he provides, the Green buff), and
Ghast (I'll refer to this as the White buff). These four buffs are crucial gold and more important - the buffs they provide are awesome. The Lizard is similar to the SR one and the Dragon buff is comparable to the Baron buff, almost the same gold and buff. Needless to say, the dragon is the main objective apart from pushing. You should get Dragon as soon as you get the chance. The stronger junglers can solo it in level 6-7 with
Madred's Razors, and most others by level 8-9, but you should get the entire team to come and help you/keep the other team away. The best way to do the first Dragon is to get it sneakily. Make sure they have no ward by putting a
Vision Ward in front of it. If they have, destroy it and go away - the enemy will then often come to check if you're doing it and go away again once they see you're not. If there's no ward, proceed to killing it. As mentioned, you should get at least your solo top to help you or just scout for enemies. When Dragon is being contested by your enemy and they don't have a jungler, you should try to let them start on it, wait until the one tnaking it is low or before Dragon dies and engage, kill their team and secure dragon with
Smite. If they have jungler too, you can try the same, just engage before the Dragon gets low enough for the other jungler to
Smite it. Kill them all, or just some of them, and get it.
The most obvious are the five Turrets, the two Inhibitors and the Nexus. But there are also some quite central side-objectives, that you have to claim and/or protect. You have to protect your own Turrets, Inhibitors and Nexus, but also








There are a number of possible jungle routes in TT, I will cover the ones I find best. First though, I would like you to familiarize yourself with the TT map and the various camps that can spawn at any of the camps:

Some camps may spawn two different sets of creeps as indicated with the "/". The camps with "Golems/Wraiths" may therefore spawn either Golems or Wraiths at random. It's therefore also possible that the two buffs that spawn in these camps are similar.
I'll just describe the camps:
I also only show the route you should take for the first 4 minutes or so - it will be explained later on.
I like to start with the lower small camp with most junglers as this is the easiest to start with, the easiest to pull and the easiest to counter a gank. When you spawn and buy, just go to the bush not far from the wall of your base and camp until the creeps spawn. They do so at 1.40. Have your team cover all entrances to the bush, you're standing in as shown in this picture:

You do this, as it secures your view to all entrances and enables you to react to ganks and not get caught off guard and killed. And do not think that they never go through the blind patch at top and get behind you, it happens.
If no one comes to gank, then just follow this route:

It is always preferable to get a pull, some call it a leash.
This is the easiest route to jungle on TT.
The green arrows indicate walk pattern, the blue ones indicate recalling.
If they do come to gank, you have to make a decision on whether to fight them or to run. If you fight, you will either end up dead and/or getting kills or just get each other to low HP. In any case you should recall and just carry on with the ordinary route depicted above. But if you decide to run as they might have a superior team for a level 1 fight or because some of your team mates are not present, you might want to take this route over the ordinary one:

This route is faster, but also grants less gold and experience. The route is simlar to one before, just use your
Smite on the large Wolf or on either Golem at the first camp and always get the lower camp, that you would ordinarily start at.
These are the jungle routes I use for every champion. They are relatively easy in comparison to trying to take either Green or White buff early on and they are far less risky. I've won plenty of ranked games where I died in the jungle, but nowadays I don't die anymore because I feel like I've perfedted the routes as much as I could.
This much more tricky than when you have the jungle to yourself; not only do you have to mind jungling and ganking the lanes, you also have to keep track of the other jungler and evaluate at all times the risk/value of taking any camp.
You should always try to keep track of your enemy jungler's movement - is he taking a camp ATM, and if he is, which one? Is he setting up a gank or is he back?
You should also watch his HP, his farming and build. All this will help you predict how soon he will be able to do Dragon, if he can gank your lanes and if you could intercept and possibly kill him in the jungle. You should note, though, that some junglers are better duelists than others - I will try to evaluate specific junglers' abilities to duel well in the "Counter Jungling" section of their specific descriptions.
When facing another jungler, I like to start by getting a decent bit of farm and do a ninja-Lizard. When you've done this, you will have an early advantage, allowing you to try counter jungling him or just ganking the lanes without losing on farm and items.
For this purpose, I use this route when facing another jungler:

It is very similar to the route I use when I'm ganked and run. It allows you to stay clear of the other jungler and do a ninja-Lizard.
Just do the same as in the first route, but don't go to their upper camp since the enemy jungler will most likely already have taken it when you arrive and you might get in trouble.
There is one single exception to these all these routes - he is one of the most feared junglers on both 5v5 and 3v3, and if possible, he is even more effective on TT than he is on SR. I am, of course, talking about
Shaco. There are two usual routes for
Shaco and I'll just get to them right away:
The most usual route is this:

This route is pretty simple. The Green or White buff spawns at 1.55 and since the duration of
Shacos
Jack In The Box' are now 60 second, you should begin placing them at 0.55. You will be able to place 4
Jack In The Box' and that's enough for you not to take any damage.
The
Jack In The Box' can be placed different places and will be almost equally effective any places. The most usual places are marked in this picture:

The solid red X marks my favourite position for the
Jack In The Box'. It is right in front of the creeps when they spawn and will activate at that point. All you have to do is to backstab them and
Smite the buff creep.
The transparent red X marks an alternate, but often used placement for the
Jack In The Box'. When placing them in the bush, they will not activate upon the creeps spawn, you will instead have to attack them first and pull the towards the
Jack In The Box'. The advantage of this placement is that it is very hard to interrupt. Walking into a bush full of 4
Jack In The Box' in level 1 is suicide. The downside is that unless you have a good pull, you might sustain quite a bit of damage. I personally prefer the first option.
When you are done, you will be level 2 and you can
Deceive over the wall between the Dragon pit and top lane. This will often land you a Firstblood. Just be patient as the enemy top laner knows that you might gank, but at some point they start taking risks and when they go too far you trigger the trap.
The optional route is actually my favourite. As explained above, the top laner will often be wary for a early gank and will be hesitative until you have shown yourself. The optional route is so:

For this route you start på stacking
Jack In The Box' in the side of the Lizard pit. The Lizrd spawns at 2.10, therefore you should start stcking
Jack In The Box' at around 1.12. You shouldn't start stacking right at 1.10, as it is safer to stack them in the side, making them less vunerable to interruption by the enemy team. It is depicted here:

The X in the Lizard pit is where the
Jack In The Box' should be stacked. When the Lizard spawns, hit it and pull it to your trap. The Jack in the Box' will instill fear in it and you will be able to backstab it. It is possible to kill it without
Smite and it is preferable to do so. If you, however, for some reason don't damage it enough, it is better to
Smite than to sustain too much damage.
The second X marks the spot where you should place a single
Jack In The Box to instill fear in the camp and the kill enough of the creeps to gain level 2. The large creep usually suffices. If you still have
Smite, use it now. When you have level 2, just leave the camp for now and gank either lane.
There are several benefits of the second route:
When you have cleaned a buff and possibly ganked, you should continue to jungle and gank, showing your presence and maybe disturb the enemy jungler.

Some camps may spawn two different sets of creeps as indicated with the "/". The camps with "Golems/Wraiths" may therefore spawn either Golems or Wraiths at random. It's therefore also possible that the two buffs that spawn in these camps are similar.
I'll just describe the camps:
- Golem + small Lizards consists of a Golem, a small Lizard and a tiny Lizard. The tiny Lizard is ranged, the other two melee. You should always kill the Golem first as it provides the most gold and experience and hurts the most.
- Wraiths consist of a large Wraith and three small Wraiths. They are much easier to kill than the Golem + small Lizards, but hurts more too. They provide less gold and experience than Golem + small Lizards. They are all ranged. Again, go for the big one first.
- Golems consist of two Golems. They hurt a lot early levels and are hard to kill. Be careful not to die to these as their melee attack range is larger than you would expect. They provide the most gold and experience of the non-buff camps.
- Wolves consist of a large Wolf and two small Wolves. They are much easier to kill than the Golems and also hurt less. They do not, however, provide as much gold and experience. They are all melee, but often crit.
- Green Buff consists of a huge Wolf and two large Wolves. They hurt quite a lot and have a lot of HP. Do not try to kill these before at least level 4 and only when at full HP and with
Smite ready. They provide a lot of gold and experience and the huge Wolf provides a Green Buff, that increases Attack Speed and lowers Cooldowns. They are all melee, but often crit.
- White Buff consists of a huge Wraith and three large Wraiths. They hurt much more than the Green Buff, but are also easier killed. Again, do not try to kill these before at least level 4 and only when at full HP and with
Smite ready. They provide a lot of gold and experience, although less than the Green Buff, and the huge Wraith provides a White Buff, that increases Movement Speed. They are all ranged.
- Lizard consists only of a huge Lizard. It hurts a bit and has a lot of HP. Do not try to kill it before at least level 3 and only when at full HP, with at least one
Health Potion ready and with
Smite ready. It provides good gold and experience and a Red Buff, that slows and applies a DoT to targets hit by your auto attacks. It is melee.
- Dragon consists only of an enormous Dragon. It hurts like hell and have tons of HP. Do not try to kill it before at least level 5 and only when at full HP, with a couple of
Health Potions ready, with
Smite ready and preferrably not alone. It provides tons of global gold and experience and a Brown Buff, that boosts a lot of stats. It is ranged.
I will split this section into a part for jungling when the other team has no jungler and one for when they do have. Playstyles should be adjusted to accommodate this.
I also only show the route you should take for the first 4 minutes or so - it will be explained later on.
Jungling when the other team has no jungler
I like to start with the lower small camp with most junglers as this is the easiest to start with, the easiest to pull and the easiest to counter a gank. When you spawn and buy, just go to the bush not far from the wall of your base and camp until the creeps spawn. They do so at 1.40. Have your team cover all entrances to the bush, you're standing in as shown in this picture:

You do this, as it secures your view to all entrances and enables you to react to ganks and not get caught off guard and killed. And do not think that they never go through the blind patch at top and get behind you, it happens.
If no one comes to gank, then just follow this route:

It is always preferable to get a pull, some call it a leash.
This is the easiest route to jungle on TT.
The green arrows indicate walk pattern, the blue ones indicate recalling.
- If you get Golem/small Lizards,
Smite the Golem to prevent it from damaging you and kill the Lizards, starting with the largest of them. If you get Wraiths,
Smite the large one and kill the small ones, unless the one, if any, pulling them damages the large one and you have an AoE ability (like
Shyvana's
Burnout) - then you will be able to kill them without
Smiteing and only lose 50 HP or so by hitting the large Wraith and letting the AoE take care of the small ones. You might want to use a
Health Potion if you lose more than 100 HP. When you are finished, just move towards the next camp, but be careful with facechecking if the entire enemy team is missing. They might wait for you in a bush.
- If you get the Wolves, kill the large one first and then smaller ones. If you get the Golems, simply kill one of them ASAP and then the other. Whichever camp you get, you should have a
Health Potion on whilst fighting them, especially the Golems. If you didn't use
Smite on the large Wraith, you have to use it now to get it off cooldown to get Lizard. Use on the large Wolf or either Golem.
- Do the exact same as camp #2, but remember, you do not need full HP when you're done, as you're going to recall in the bush right after. If you just survive camp #3, it means you've used the least amount of
Health Potion as possible, thereby giving yourself an advantage.
- After you've recalled, you should always buy
Health Potions and either a Sight Ward or a
Vision Ward. You want to have four or five
Health Potions. The ward should be placed on top of the Lizard and will help both your laners to avoid ganks. Buy a Sight Ward if the enemies either haven't placed one themselves and/or if you suspect that they are stupid enough not to do so at all. If you suspect they have planted a ward themselves and/or seems to have a brain, buy a
Vision Ward. It is worth the gold to secure your laners' safety - it is also worth the 50gold extra to buy a pink if they have warded, because it allows you to get red and gank freely. You will either be level 3 or almost level 3 by now, if you are still level 2, kill the first camp again. If you are level 3, however, proceed to killing the Lizard. Before you do, watch whether the enemies might be hiding in a brush and can see the Lizard or if they might check on it. If the enemy laner(s) are at lane or has pushed your bottom lane, you can kill the Lizard almost risk free. Just damage it until it is low HP and
Smite when below 495 HP, which is what
Smite will deal when you're level 3. Remember to use
Health Potions for the entire fight with it.
- You have now completed the first few minutes of the game and will be either level 3 or 4 and will have to decide whether to gank or just continue jungling. You have to watch if there is an opportunity to gank and whether you have enough HP left to do so.
If they do come to gank, you have to make a decision on whether to fight them or to run. If you fight, you will either end up dead and/or getting kills or just get each other to low HP. In any case you should recall and just carry on with the ordinary route depicted above. But if you decide to run as they might have a superior team for a level 1 fight or because some of your team mates are not present, you might want to take this route over the ordinary one:

This route is faster, but also grants less gold and experience. The route is simlar to one before, just use your

These are the jungle routes I use for every champion. They are relatively easy in comparison to trying to take either Green or White buff early on and they are far less risky. I've won plenty of ranked games where I died in the jungle, but nowadays I don't die anymore because I feel like I've perfedted the routes as much as I could.
Jungling when the enemy has a jungler
This much more tricky than when you have the jungle to yourself; not only do you have to mind jungling and ganking the lanes, you also have to keep track of the other jungler and evaluate at all times the risk/value of taking any camp.
You should always try to keep track of your enemy jungler's movement - is he taking a camp ATM, and if he is, which one? Is he setting up a gank or is he back?
You should also watch his HP, his farming and build. All this will help you predict how soon he will be able to do Dragon, if he can gank your lanes and if you could intercept and possibly kill him in the jungle. You should note, though, that some junglers are better duelists than others - I will try to evaluate specific junglers' abilities to duel well in the "Counter Jungling" section of their specific descriptions.
When facing another jungler, I like to start by getting a decent bit of farm and do a ninja-Lizard. When you've done this, you will have an early advantage, allowing you to try counter jungling him or just ganking the lanes without losing on farm and items.
For this purpose, I use this route when facing another jungler:

It is very similar to the route I use when I'm ganked and run. It allows you to stay clear of the other jungler and do a ninja-Lizard.
Just do the same as in the first route, but don't go to their upper camp since the enemy jungler will most likely already have taken it when you arrive and you might get in trouble.
Shaco
There is one single exception to these all these routes - he is one of the most feared junglers on both 5v5 and 3v3, and if possible, he is even more effective on TT than he is on SR. I am, of course, talking about


The most usual route is this:

This route is pretty simple. The Green or White buff spawns at 1.55 and since the duration of



The


The solid red X marks my favourite position for the


The transparent red X marks an alternate, but often used placement for the



When you are done, you will be level 2 and you can

The optional route is actually my favourite. As explained above, the top laner will often be wary for a early gank and will be hesitative until you have shown yourself. The optional route is so:

For this route you start på stacking



The X in the Lizard pit is where the



The second X marks the spot where you should place a single


There are several benefits of the second route:
- It provides the Red buff, a stronger ganking tool than both the Green and White buffs.
- It takes a bit more time to finish - the enemy laners will get paranoid or begin to feel safe. Either is good.
- It provides the ability to easily ganks either lane, not just top.
- It secures the Red buff early on.
- It is more unusual. The enemies might come disturb you in the top jungle, but very few check Lizard.
- If the enemies come to gank you/steal yor Golem + small Lizards/Wraiths camp, they will get a nasty surprise and be an easy Firstblood.
When you have cleaned a buff and possibly ganked, you should continue to jungle and gank, showing your presence and maybe disturb the enemy jungler.
I had the opportunity to discuss jungle routes briefly with another high-level 3v3 jungler. He did it somewhat differently, whether it was better I can't say, but when he demonstrated it, it failed somewhat..
The idea was to instead of starting at a small camp, you'll get a strong pull and help on a Green/White buff camp and then solo the other. It can only be done with the strongest of junglers (
Shyvana) and is risky because if the pull wasn't good enough, you'll die. It also wastes a lot of time for the top laner and losing 6 CS and half a level will mean almost certain defeat to an aggressive top laner. You can experiment, but I suggest that you stay with something simple (like my routes) for a start. I like to keep a simple, reliable jungle pattern that allows you to be certain that you'll perform well!
The idea was to instead of starting at a small camp, you'll get a strong pull and help on a Green/White buff camp and then solo the other. It can only be done with the strongest of junglers (

PM me if you have an alternative jungle route you want me to comment on and showcase here!
As a jungler, it is almost always an advantage to get a pull from one of your team mates on ypur first camp. Some champions are better for it, obviously, and if you only have champions with no range at all, the they shouldn't pull for you, as they will sustain a bit of damage, which will then hurt their laning. It is much easier if you have to use one more
Health Potion instead of your laner being 200 HP down going into lane.
As a jungler, it is partly your responsibility to inform your laners about the ease it gives you to receive a pull. You should instruct them according to some of my suggestions below or to personal preference. Just keep in mind not to hurt their laning by taking damage or taking a weak spell level 1.
I always request a pull if taking the ordinary route (the one I described first) and the route against another jungler. When I evaded a level 1 gank I usually don't want a pull as the route is so easy in comparison to the other two. There is no need for them to pull if you have no benefit of it - you just waste their time, mana or HP.

As a jungler, it is partly your responsibility to inform your laners about the ease it gives you to receive a pull. You should instruct them according to some of my suggestions below or to personal preference. Just keep in mind not to hurt their laning by taking damage or taking a weak spell level 1.
I always request a pull if taking the ordinary route (the one I described first) and the route against another jungler. When I evaded a level 1 gank I usually don't want a pull as the route is so easy in comparison to the other two. There is no need for them to pull if you have no benefit of it - you just waste their time, mana or HP.
ZOMFG THERE'S ANOTHER JUNGLER!!1!
This might be what you feel once you get to a decent Elo and begin getting matched with decent teams. The 3v3 jungle is, believe it or not, big enough for 2 junglers. However, do not expect to be able to farm freely, being against another jungler means that you'll be fighting a constant 1v1 with the other jungler for control. Whoever wards the best, is able to gank the other, steal the buff camps etc. will gain a massive advantage. If you get pushed out of the jungle by the other jungler, your chances of winning are very low, you'll be left without farm and they'll get fed.
So it's crucial to regain at least an equal balance of control. You can either be aggressive or passive, get your laners to help or fight alone and let them farm. You have to make these choices and the basis of your decision should largely be which champion you play and which champion the enemy jungler is; If you're confident you can beat him level 2, go find him and kick his ***. If you get first blood, you've practically won the struggle for jungle if you don't screw up. If you think that he is superior in duels, either get your top laner to help gank him while taking camps or just ward, farm passively, avoid fights and gank. Later on, if he used all his time trying to find you, you'll get ahead. In each champion section I've tried to describe the individual champions' ability to duel and counterjungle.
If you
Dr. Mundo or
Shyvana who hit very hard in level 2 and clear the 2 first camps in an instant, you can try catching him doing his second camp and kill him before he gets level 2 and while he has aggro from the creeps, do it like this:

If you want to avoid confrontation because he has a stronger duelist, you can also be sneaky and steal his second camp while he does his first, this way, he'll only be able to get a single camp before recalling, while you get 3:

As previously said, make sure to ward the Lizard and get it ASAP, if you get it and continue to do so, you'll get far ahead. Same goes for Dragon, control, get it, get ahead. It's a constant struggle to stay ahead and push your opponent entirely out of the jungle. Once you get the upper edge, just ward the entire jungle and kick his *** every time he tries to take even the small camps, make sure he doesn't get anything, he'll get frustrated and your opponents will be flaming and lose all team work.
An important part of counterjungling is control, you get control with vision, you get vision with wards. I will always keep a few key parts of the map warded AT ALL TIMES. From 3 minutes into the game, your team shouldn't have less than 2 wards on the map at any time. The next section will go in detail on warding.
This might be what you feel once you get to a decent Elo and begin getting matched with decent teams. The 3v3 jungle is, believe it or not, big enough for 2 junglers. However, do not expect to be able to farm freely, being against another jungler means that you'll be fighting a constant 1v1 with the other jungler for control. Whoever wards the best, is able to gank the other, steal the buff camps etc. will gain a massive advantage. If you get pushed out of the jungle by the other jungler, your chances of winning are very low, you'll be left without farm and they'll get fed.
So it's crucial to regain at least an equal balance of control. You can either be aggressive or passive, get your laners to help or fight alone and let them farm. You have to make these choices and the basis of your decision should largely be which champion you play and which champion the enemy jungler is; If you're confident you can beat him level 2, go find him and kick his ***. If you get first blood, you've practically won the struggle for jungle if you don't screw up. If you think that he is superior in duels, either get your top laner to help gank him while taking camps or just ward, farm passively, avoid fights and gank. Later on, if he used all his time trying to find you, you'll get ahead. In each champion section I've tried to describe the individual champions' ability to duel and counterjungle.
If you



If you want to avoid confrontation because he has a stronger duelist, you can also be sneaky and steal his second camp while he does his first, this way, he'll only be able to get a single camp before recalling, while you get 3:

As previously said, make sure to ward the Lizard and get it ASAP, if you get it and continue to do so, you'll get far ahead. Same goes for Dragon, control, get it, get ahead. It's a constant struggle to stay ahead and push your opponent entirely out of the jungle. Once you get the upper edge, just ward the entire jungle and kick his *** every time he tries to take even the small camps, make sure he doesn't get anything, he'll get frustrated and your opponents will be flaming and lose all team work.
An important part of counterjungling is control, you get control with vision, you get vision with wards. I will always keep a few key parts of the map warded AT ALL TIMES. From 3 minutes into the game, your team shouldn't have less than 2 wards on the map at any time. The next section will go in detail on warding.
Many people do not ward while playing TT. "No reason, the map's so small, you kinda know where people are all the time, l0l".
Lemme tell you something.. If you don't ward like a ****ing
Teemo on LSD, you'll lose to any decent team!
Just.. Just ward like I tell you and have the positions warded at all times or you'll miss Dragons, Lizards, get counterjungled and your enemies will roam and get kills constantly. Some of the wards need to be pinks to make sure your opponents don't have vision too. A
Vision Ward costs 50 gold more than a Sight Ward, but you also get 25 gold per ward kill AND spoil his vision, forcing him to buy a
Vision Ward himself. This way, a
Vision Ward will gain you a 100 gold lead if you remove 1 of his wards! It might escalate, though, into what is commonly known as a "Ward War", where you and your enemies take turn placing pinks, removing the other teams' ward. This just goes on continually, the trick is to keep doing it if you're ahead in gold, as you'll just make sure that they either use their much needed gold on wards or they lose vision. If you're behind on gold, just place the wards in bushes out of the range of the
Vision Ward, so that although the ward provides less vision, you'll also get to keep it without using all your gold.
Wards should be placed like this IMO:

The "1"'s represent the most important wards, these should be present at all times - 1
Vision Ward for the Lizard pit, 1
Vision Ward for the Dragon pit (make sure to place it right in the middle of the entrance to the pit, as it will only spot wards put in the lower corners of the pit if placed low enough) and 1 Sight Ward in the bush for the Green/White buff camp furthest from your base. This ward is especially genious as it let you know every enemy presence apart from their wolf/golem camp. Keep the Lizard and the Green/White buff warded at all times and the Dragon when it's about to spawn.
The "2"'s represent secondary wards that will tell you something more about your enemies' whereabouts, specifically the enemy jungler. These are very good if you're ahead, just gank that ****er. The "3"'s are for whenever you're sieging their base, trying to find an opening to make the final push. They will tell you if the enemies move out their base, allowing you to catch and kill them, winning you the game.
Lemme tell you something.. If you don't ward like a ****ing

Just.. Just ward like I tell you and have the positions warded at all times or you'll miss Dragons, Lizards, get counterjungled and your enemies will roam and get kills constantly. Some of the wards need to be pinks to make sure your opponents don't have vision too. A




Wards should be placed like this IMO:

The "1"'s represent the most important wards, these should be present at all times - 1


The "2"'s represent secondary wards that will tell you something more about your enemies' whereabouts, specifically the enemy jungler. These are very good if you're ahead, just gank that ****er. The "3"'s are for whenever you're sieging their base, trying to find an opening to make the final push. They will tell you if the enemies move out their base, allowing you to catch and kill them, winning you the game.
If you find smarter ways to ward or have other opinions, please either comment or PM me and I'll add it!
As I have already mentioned, one of the traits of TT is the unbalance between champions. Some are strong, some are very weak. Some people complain about imbalance on SR, they have obviously never played TT. I agree to some extend with the Reign of Gaming TT tier list (found here), it can, at least, give you an idea of the potency of certain champs.
I might add a list of my own some time if requested.
The characteristics of a good jungler is ability to farm, gank and counterjungle well. A given jungler may be more proficient in one aspect than the others, but should possess them all the some extend. The best junglers are the ones, that can do all three very well - that's my list of strong junglers.
I will make a section of the guide for each champion including comments on proficiency in the three jungler requirements, as well as Masteries, Runes, Summoners, skill sequence, build and additional things worth noting.
I might add a list of my own some time if requested.
The characteristics of a good jungler is ability to farm, gank and counterjungle well. A given jungler may be more proficient in one aspect than the others, but should possess them all the some extend. The best junglers are the ones, that can do all three very well - that's my list of strong junglers.
I will make a section of the guide for each champion including comments on proficiency in the three jungler requirements, as well as Masteries, Runes, Summoners, skill sequence, build and additional things worth noting.

^ManBearTurtleTigerPhoenix
Farming:








Ganking:




Counterjungling:



Masteries:
I like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game. I usually go 9/21/0 for the tankiness it provides as you will die a lot if not tanky on TT. Glasscannons are really risky. I go for the nine point in offense as they help me more than the extended buff duration - the extension gives you maybe 4-5 seconds more on the Green and White buffs. 0-21-9 is also viable, but inferior IMO. A third choice is 9-12-9, which gives you both offense, defense and utility, I have made an example in Udyr's masteries - These are my choice of masteries if I can allow myself to be less tanky early on.
Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR.







Summoner Spells:


I go for


Alternatively, you could swap








Skill Sequence:




I max





Build:




I start with

































Additional:


(Bruce) Lee Singa
Farming:



Ganking:


Counterjungling:


Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game.


Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR. Sonic Wave/Resonating Strike scales with AD and the





Summoner Spells:


I go for





Alternatively, you can swap




Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled.








Build:





I start with




























Additional:




BROKENOPWTFBBQHUEHUEHUE
Farming:


Ganking:


Counterjungling:



Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game.


Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR.








Summoner Spells:


I go for





Alternatively, you can swap




Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. I then max






Build:




I start with






























Additional:







Why so scared, brah?
Farming:




Ganking:
What



Counterjungling:
If


Masteries:
Masteries Link
Even though I often use the mantra "you will die a lot if not tanky on TT",

Runes:
9x

9x

9x

3x

Again, I put aside the tankiness in order to get more damage. This is more standard set of runes for jungling on SR. These runes have a lot of damage early on and are still somewhat useful later on. The AS helps

Summoner Spells:


I go for





Alternatively, you can swap




Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. I then max




Build:





I start with
































Additional:




*Growl*
Farming:


Ganking:


Counterjungling:
You can counter-jungle as





Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game. I go 9/21/0 for the tankiness it provides as you will die a lot if not tanky on TT. Glasscannons are really risky. I go for the nine point in offence as they help me more than the extended buff duration - the extension gives you maybe 4-5 seconds more on the Green and White buffs.
Runes:
9xGreater Mark of Avarice
9x

9x

3x

I use similar runes to those I use on SR. More AS means faster jungling than more AD does and the








Summoner Spells:


I go for




Alternatively, you could swap






Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. I'll just start by explaining why I level













Build:




I start with


































Additional:


Ok.
Farming:




Ganking:
This is where




Counterjungling:
This is where








Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game. I go 9/21/0 for the tankiness it provides as you will die a lot if not tanky on TT. Glasscannons are really risky. I go for 9 points in defense, since you won't benefit much from any offense.
Runes:
9x

9x

9x

3x

I have previously run all Armor runes on






Summoner Spells:


I go for


I wouldn't recommend any other summoners, as you both need the


Skill Sequence:



I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. I then max Puncturing Taunt because it scales so well from being leveled and it will make your ganks impossibru to escape from. I then go for



Build:
Philosopher's Stone



I start with





















Additional:


Mundo jungles as he Pleases!
Farming:
Next to



Ganking:


Counterjungling:




Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game. I go 9/21/0 for the tankiness it provides as you will die a lot if not tanky on TT. Glasscannons are really risky. I go for the nine point in offence as they help me more than the extended buff duration - the extension gives you maybe 4-5 seconds more on the Green and White buffs. I take AD, CDR and Magic Pen, as I like to max


Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR. More AS means faster jungling than more AD does and the








Summoner Spells:


I go for





Alternatively, you can swap




Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. From that on, it's pretty much up to the individual game.







Build:




I start with






























Additional:



You CAN milk those.
Farming:




Ganking:
This is where




Counterjungling:









Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game. I go 9/21/0 for the tankiness it provides as you will die a lot if not tanky on TT. Glasscannons are really risky. I go for the nine point in offence as they help me more than the extended buff duration - the extension gives you maybe 4-5 seconds more on the Green and White buffs. You need the 9 points in offense on

Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR. Even though your skills scale with AP, the ratios are to miniscule to depend on. A tanky AD bruiser is better and scales well with the damage boost of your ultimate.





Summoner Spells:


I go for


I wouldn't recommend any other summoners, as you both need the





Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. After that, I max






Build:



I start with

























Additional:



DEMACIAAAAARH!!11!1
Farming:




Ganking:
If you had 3 kinds of CC, a good burst, the ability to jump walls and a shield, what would you be doing as a jungler? Ganking, of course.




Counterjungling:





Masteries:
I like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game. I usually go 9/21/0 for the tankiness it provides as you will die a lot if not tanky on TT. Glasscannons are really risky. I go for the nine point in offense as they help me more than the extended buff duration - the extension gives you maybe 4-5 seconds more on the Green and White buffs. 0-21-9 is also viable, but inferior IMO.
Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR. More AS means faster jungling than more AD does and the









Summoner Spells:


I go for





Alternatively, you can swap




Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. I max








Build:




I start with



































Additional:







Darknesssss...
Farming:






Ganking:


Counterjungling:





Masteries:
Masteries Link
I Like to build junglers tanky and have maximum benefit from masteries and Runes at around level 6-10, because the first dragon fight usually determines the further pace of the game.


Runes:
9x

9x

9x

3x

I use similar runes to those I use on SR. Even though your skills scale with AD, the ratios are to miniscule to depend on. AS is much better for proccing






Summoner Spells:


I go for


Alternatively, you could swap






Skill Sequence:




I max ult first for the obvious reason - it is the strongest spell and scales the most from getting levelled. I max





Build:




I start with
































Additional:




I like
Heart of Gold. In fact, I like it so much that I will get on almost any jungler in almost every game.
The reason for my non-sexual(?) love affair with
Heart of Gold is that it provides HP and G/10. If you do some math, which I'm not gonna bother to find unless if asked repeatedly, it's NEVER efficient to buy any resistances before you have at least 1500 HP. And having 200 of any resistance isn't efficient either, unless you have 4000 HP! So if you have 2500 HP and 250 Armor, you're not tanky, you're just stupid. Always get as much HP as possible, then get some resistances.
A significant drawback of TT jungling is the, well, lack of jungle. There isn't much jungle, especially if there's two junglers. That's why your only advantage, apart from getting kills, must come from either farming lanes or G/10. And you wouldn't really be jungling if you were farming lanes constantly, would you?
For
Shaco I often opt for
Avarice Blade instead to build it into
Youmuu's Ghostblade later on, but
Heart of Gold can still pay off if you get killed when ganking. On tanks, I'll get both Philosopher's Stone and
Heart of Gold for the mana and extra, extra gold, because they're slow farmers.
You can either upgrade
Heart of Gold to
Randuin's Omen or
Locket of the Iron Solari. I would almost every time opt for
Randuin's Omen, but a lot of times, I'll just sell it. If you have your
Heart of Gold for 20 minutes, you'll have earned 600 gold and when you sell the
Heart of Gold it's the same as 1 free kill even with the initial cost. So you got 200 HP and 1 kill for an item that you need anyway. Damn good deal!

The reason for my non-sexual(?) love affair with

A significant drawback of TT jungling is the, well, lack of jungle. There isn't much jungle, especially if there's two junglers. That's why your only advantage, apart from getting kills, must come from either farming lanes or G/10. And you wouldn't really be jungling if you were farming lanes constantly, would you?
For





You can either upgrade






I mainly chose Mobafire as the site to write my guide on, because it allows me to make build-, mastery-, rune- etc. presentations for 10 champions.
In this guide, there's 10 junglers, that I personally consider the best and most easily used junglers for 3v3, but there are several other viable picks. Basically, most viable junglers for 5v5 is also viable for 3v3, only with a few exceptions; Junglers that rely heavily on getting a blue buff in 5v5, won't work in 3v3
This rule is the reason why I don't jungle champions like
Amumu,
Skarner and
Nautilus on 3v3. They're all strong, but very reliant on blue buffs, because they have skills that need to be spammed to clear jungle early on. If they don't spam, they're slow as hell and you'll get behind in no time.
Apart from that, feel free to pick any other 5v5 jungler, my personal favourites not previously mentioned in this guide are
Cho'Gath,
Jax,
Malphite,
Maokai,
Nunu & Willump,
Olaf,
Sejuani,
Trundle,
Volibear and
Xin Zhao. Just find a 5v5 guide for them and maybe make small adjustments as you please.
I haven't played them as 3v3 junglers against a competitive team, but I theorize that both
Diana and
Rengar should be highly viable.
Diana's fast clear speed combined with her mobility should make for a nice 3v3 champion, only problem is that she might not get the gold she requires.
Rengar should be much more viable as a jungler than he is for 5v5, as he can use his leap passive much more because of the many bushes on the TT map. He also seems like a good single target hunter, which is also good.
In this guide, there's 10 junglers, that I personally consider the best and most easily used junglers for 3v3, but there are several other viable picks. Basically, most viable junglers for 5v5 is also viable for 3v3, only with a few exceptions; Junglers that rely heavily on getting a blue buff in 5v5, won't work in 3v3
This rule is the reason why I don't jungle champions like



Apart from that, feel free to pick any other 5v5 jungler, my personal favourites not previously mentioned in this guide are










I haven't played them as 3v3 junglers against a competitive team, but I theorize that both




So many options for junglers.. Wåffles, which one is the best, can't I just pick one that will always work and get me 2k elo?
NO!
Your choice of jungler depends on a wide range of parametres! You have to adapt your pick, build and playstyle to accomodate these parametres. The most important things to consider when choosing a jungler is;
NO!
Your choice of jungler depends on a wide range of parametres! You have to adapt your pick, build and playstyle to accomodate these parametres. The most important things to consider when choosing a jungler is;
- Your team's damage distribution. It's important that your team's damage in teamfights are amount 50/50 magic and physical damage, this way, opponents can't counter the entire team by buying either MR or Armor. It's often better to have a little more magic damage for several reason; Champions' base stats provide more Armor than MR, Armor is cheaper and your opponents get more from building Armor as it also protects them from creeps and towers. You must pick whatever fits damagewise or you'll get hard counterbuilt.
- Amount and Kind of CC. CC is very underrated. In TT, where there's narrow corridors and smaller lanes, CC is more effective than SR. Always get as much CC as possible and as many kinds as possible. A combination of slows, fears, roots, stuns etc. is best. And it goes without saying that if your team mates play
Tryndamere and
Mordekaiser, you can't go
Shyvana. on the other hand, if your team is
Jarvan IV and
Singed, there's no need for you to be
Sejuani. You have to be a buddhist in this matter, always go for the middle path, not extremes.
- Tankiness/Damage. Again, balance is key. You wan't to deal as much damage as possible in TT, but be tanky too. There often aren't a main tank and support to protect a carry so the carries have to protect themselves. A all tank team like
Malphite,
Rammus and
Galio can be hard to fight, but they're just so weak late game that you can ignore them. An AD carry, on the other hand is easy to kill, but will rape a 3 man team in seconds if protected. You need to balance your amount of tankiness with your damage. I will go through team compositions in another section, but keep in mind to find the balance and try different things for yourself to see what works for YOU!
- Your Opponents' amount and distribution of damage, their tankiness and their amount of CC. Not only do you have to mind how your own team is built up, but also your opponents'. Pick, play and build according to it. Do they pick
Tryndamere? Pick
Rammus. Use your brain and don't just pick a champion that is considered WTFBBQZOMFGOPBROKEN****ER.
- Experience. If you've played a specific champion more than the others, of course you'll be able to perform better with that champion. Often to a point that picking this champion might not be as advantageous as picking a champion that fits the criteria above better, but your skill and experience makes up for that and then some. Always pick something you're comfortable with, but I strongly suggest that you get as many champions as possible and practice them to the point that you can play them all at (around) the same level. I can play every jungler in the game with very few percentages difference in performance, because I tried them all and noted strengths, weaknesses, limits and tricks of them. SOme champions may suit your playstyle better, but I also suggest that you practice at making your playstyle more flexible so that you do not play the exact same way always, but accomodate the specific cer***stances.
As previously stated, there are certain parametres to be accounted for when creating a successful lineup of champions.
Your comp should: Have 50/50 magic and physical damage, enough CC, Tankiness/Damage ratio and you opponents' team comp.
To have equal amounts of magic and physical damage, you often end up with either;
These would be typical setups when using a jungler. I do not recommend the first two as it will most likely result in an offset in damage distribution, but it will work in some cases. Specific examples of the different comps could look like this:
I would consider all these comps highly viable and some of them are very effective. The used categories I put the champions into are; Physical bruisers, Magic bruisers, Mixed bruisers, Tanks, AP carrys and AD carrys. I will list viable champions for TT below for each category. This is to show what kind of champions you're nmost likely to have to accomodate and for your team mates to get good ideas. Some champions might be in several caterories, but that is because they're versatile enough to fill different roles.
Fiora,
Gangplank,
Garen,
Jarvan IV,
Lee Sin,
Nocturne, Olaf}}, [[Pantheon,
Renekton,
Riven,
Shaco,
Shyvana,
Sion,
Talon,
Trundle,
Tryndamere,
Wukong and
Xin Zhao.
Most bruisers are viable, they deal good damage and are still tanky.
Cho'Gath,
Galio,
Gragas,
Maokai,
Mordekaiser,
Morgana,
Nunu & Willump,
Rumble,
Ryze,
Singed,
Sion,
Swain and
Vladimir.
Tanky AP's are never bad, these are good because of their inherent tankiness and ability to still deal damage.
Dr. Mundo,
Hecarim,
Irelia,
Jax,
Jayce,
Nasus,
Poppy,
Skarner,
Udyr,
Volibear,
Warwick and
Yorick.
These are very versatile and fit in many places, they deal and damage and are tanky.
Cho'Gath,
Dr. Mundo,
Galio],
Jarvan IV,
Malphite,
Maokai,
Nunu & Willump,
Rammus,
Sejuani,
Shen,
Singed,
Udyr and
Volibear.
Full tanks deal less damage than bruisers, but they are also significantly tankier and have more CC - Some bruisers are good tanks if built right.
Ahri,
Akali,
Anivia,
Brand,
Cassiopeia,
Diana,
Fizz,
Gragas,
Kassadin,
Katarina,
Kennen,
LeBlanc,
Lux,
Morgana,
Orianna,
Ryze,
Veigar,
Viktor,
Xerath,
Ziggs,
Zilean and
Zyra.
For TT, you want your AP carry to either have plenty of CC, range or an escape - all of them is even better.
Caitlyn,
Corki,
Ezreal,
Graves,
Kayle,
Kennen,
Kog'Maw,
Sivir,
Talon
Tristana and
Vayne.
AD carrys on TT needs to either be able to look after themselves or have an escape.
Kog'Maw is the one exception because as long as he is protected, he'll shred bruisers and tanks to microscopic bits.
Apart from Jungler + 2 Solo lanes, you might encounter Support/AD and Solo on higher Elos. this setup has become more popular and is very effective. the support will zone the solo laner and will roam the bot lane to gank. He will also search for the jungler and make his life miserable. It's strong if the support succeeds at zoning the opposing solo laner and puts the jungler far enough behind, but if the solo laner farms well and the jungler can avoid being disturbed, it'll backfire as the support will be weak without farm. This setup also leaves the jungle for the jungler and allows him to get fed on buffs and get better Dragon and Lizard control. You can try it, but I prefer jungler + 2 Solo lanes.
Your comp should: Have 50/50 magic and physical damage, enough CC, Tankiness/Damage ratio and you opponents' team comp.
To have equal amounts of magic and physical damage, you often end up with either;
- 2 physical bruisers and 1 magic bruiser, where a physical bruiser jungles.
- 1 physical bruiser and 2 magic bruisers, where the physical bruiser jungles.
- 1 physical bruiser, 1 mixed bruiser and 1 magic bruiser, where either the physical or mixed bruiser jungles.
- 2 physical bruisers and 1 AP carry, where a physical bruiser jungles.
- 1 physical bruiser, 1 tank, 1 AP carry, where the ´physical bruiser or tank jungles.
- 1 AD carry, 1 tank and 1 magic bruiser, where the tank jungles.
These would be typical setups when using a jungler. I do not recommend the first two as it will most likely result in an offset in damage distribution, but it will work in some cases. Specific examples of the different comps could look like this:
Renekton top,
Lee Sin jungle and
Rumble bot.
Vladimir top,
Nocturne jungle and
Ryze bot.
Riven top,
Dr. Mundo jungle and
Mordekaiser bot.
Xin Zhao top,
Jarvan IV jungle and
Brand bot.
Olaf top,
Alistar jungle and
Ahri bot.
Corki top,
Rammus jungle and
Singed bot.
I would consider all these comps highly viable and some of them are very effective. The used categories I put the champions into are; Physical bruisers, Magic bruisers, Mixed bruisers, Tanks, AP carrys and AD carrys. I will list viable champions for TT below for each category. This is to show what kind of champions you're nmost likely to have to accomodate and for your team mates to get good ideas. Some champions might be in several caterories, but that is because they're versatile enough to fill different roles.
Physical Bruisers
















Most bruisers are viable, they deal good damage and are still tanky.
Magic Bruisers













Tanky AP's are never bad, these are good because of their inherent tankiness and ability to still deal damage.
Mixed Bruisers












These are very versatile and fit in many places, they deal and damage and are tanky.
Tanks













Full tanks deal less damage than bruisers, but they are also significantly tankier and have more CC - Some bruisers are good tanks if built right.
AP Carrys






















For TT, you want your AP carry to either have plenty of CC, range or an escape - all of them is even better.
AD Carrys











AD carrys on TT needs to either be able to look after themselves or have an escape.

Apart from Jungler + 2 Solo lanes, you might encounter Support/AD and Solo on higher Elos. this setup has become more popular and is very effective. the support will zone the solo laner and will roam the bot lane to gank. He will also search for the jungler and make his life miserable. It's strong if the support succeeds at zoning the opposing solo laner and puts the jungler far enough behind, but if the solo laner farms well and the jungler can avoid being disturbed, it'll backfire as the support will be weak without farm. This setup also leaves the jungle for the jungler and allows him to get fed on buffs and get better Dragon and Lizard control. You can try it, but I prefer jungler + 2 Solo lanes.
Make your own comps and try them out, just remember my tips. If you want my opinion on a comp, just PM me and I'll try to answer!
In this section, I'll post Replays of matches I had with my ranked team versus some good teams. I'll just describe who it was and make a brief commentary on the game.
- We played against the, at that time, #3 team on the EUNE ladder, "The Best". They were at that time 1830 elo and we were around 1300. They ran Support/AD carry, which is quite unorthodox on TT, but have apparently been quite successful with it (Their support player had >90% win ratio with Sona in A LOT of games). Our
Jarvan IV wasn't too confident against them, so the laners switched and won lanes hard because of
Mordekaisers poor farming and the duo lane's inability to zone our
Singed. I made two mistakes that game; I decided to
Flash after
Sona too late when i made a gank, although I prolly wouldn't have gotten the kill anyway, and I stayed too long under a tower, that was doomed and died (barely). Although they got the Firstblood, we got the Dragon and it just spiralled from there with our
Jarvan IVs incredible farm. Here's the link to download the replay.
- We've also played versus a team, that usually is to find at around spot #10-20, "Squirrels Gaming". They went with a jungler too. We simply outplayed these guys - although we have lost to them in the past. They are among the most rutined teams and play very reliably. Here's the link to download the replay.
- The best team, we've played against was two guys from the long time top team on the ladder on TT, "Fck it", which is just under 2k elo. They were playing with another decent player on a smurf team. Their team name is a mockery of a player they, and I too, used to play with, who has a horrible attitude and flames/griefs all over the place ans therefore can never get a team. Their AP
Maokai was insanely good and, unfortunately, outplayed our
Morgana, who is not as routined a
Morgana as he is a
Rumble or
Singed - both of which they banned. We made some stupid mistakes and they did a fast Dragon, which just made them snowball even harder. It was a good fight, but those guys are really good. Here's the link to download the replay.
As my team disbanded, I don't play too much 3v3 anymore, so I prolly won't be uploading too many interesting games, but I'll add them if I happen to get one!
If you have some replays you would like me to showcase here, please PM me and I'll add them and make comments when I have some time to spare!
Yes. Right here.
This was my guide for 3v3 jungling and some general 3v3 tips n' tricks, it was fun, but also hard work to make - I've put more hours into this than all my school assignments last year (I didn't really do any, though..)! I really hope you like it and find it educational and entertaining. I realize it's veeeeery long, but I didn't want to leave something out, I wanted to make sure every rock had been turned (ofc that's not the case, but I'll keep adding and making it more and more complete as we go).
I want to thank Banders, Sunat and others for pressuring me to finish this guide so that I didn't just leave it half-way finished and I also want to thank TheEverlasting and Banders for input and feedback in the process!
I want to thank the people who expected this guide and waited patiently, but first and foremost, I want to thank you for reading this and hopefully realize/raise awareness of how fun a map, Twisted Treeline truly is!
Please leave a +1 if this guide helped you and thank you again, I'll smell ya later on the Fields of Justice!
This was my guide for 3v3 jungling and some general 3v3 tips n' tricks, it was fun, but also hard work to make - I've put more hours into this than all my school assignments last year (I didn't really do any, though..)! I really hope you like it and find it educational and entertaining. I realize it's veeeeery long, but I didn't want to leave something out, I wanted to make sure every rock had been turned (ofc that's not the case, but I'll keep adding and making it more and more complete as we go).
I want to thank Banders, Sunat and others for pressuring me to finish this guide so that I didn't just leave it half-way finished and I also want to thank TheEverlasting and Banders for input and feedback in the process!
I want to thank the people who expected this guide and waited patiently, but first and foremost, I want to thank you for reading this and hopefully realize/raise awareness of how fun a map, Twisted Treeline truly is!
Please, please, please feel free to PM me for any questions/possible additions and add me in LoL on the EUNE server and I'll be willing to play, coach etc.! I also have accounts on other servers, so just PM me and we can play on NA and EUW too! Just remember that I can't be everywhere at all times, we can only do a few games once in a while!
Please leave a +1 if this guide helped you and thank you again, I'll smell ya later on the Fields of Justice!
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