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Aftershock,Font of Life, Conditioning, Revitalize, Manaflow Band, Transcendence
Talisman (I like my mana), Refillable Potion, Tear, Boots of Speed, Hunter's Potion, Stalker's Blade, Catalyst, Merc's, Rod of Ages, Archangle's Staff, Frozen Heart, Spirit Visage, Rabadon's Deathcap
This build gives you the most insane heals you have ever seen in your life. Soraka would be very mad about you and transform you into a big Health Potion. Plus your stun damage isn't bad either. And your AA's will still hurt a bit because of your passive. And if the enemies try to kill you, just press your mana shield and then heal back up again.
I didn't put it in the guide since it does have its risks. Those include less health during the first clear and difficulty reaching targets if your enemies have peel. If neither of those is a problem for you though, go for it and smash some fools!
Level One Ability: I've repeatedly tested starts with both Q and E, and I found that the latter is better. Both clears of the first camp are very similar and actually take around the same time, but E has a couple advantages that maximize efficiency.
At level 1, the damage gained through spamming Q for
Regarding health, Q's heal is neglible at level 1, and the 2-4 of monster attacks you bypass with E's stun is enough to keep you in good shape all the same.
If you would like a video comparing these two starts, I can supply one for you.
Blue Buff: I already do start at Blue Buff each game, and I addressed that fact at the top of the Jungle Clearing chapter.
Potions: I choose to take three health potions to keep my health at an optimal level by the end of my clear. Consequently, if I plan on ganking by then or an invader arrives, I will be prepared. Any left over potions I may have are saved; if I happen to be low on resources later, I can use one of them in place of a
Ability Maxing: Putting four points into Q as early as level 8 is very costly. When repeatedly using it in fights to activate
Maxing E first makes your ganks incredibly strong. A huge burst of damage makes for a great entrance, and when the spell has a naturally low cooldown, you can potentially activate it twice in a single gank.
Windspeaker's Blessing: Noted, I'll consider adding this mastery to the guide. After the 7.14 changes, the power and reliability of
Muramana: To say that
And who's to say I'm not managing my mana? Multiple times throughout the guide I stress the importance of mana management including utilizing Blue Buff, spacing out spell casts, and what to level up first. I don't use
The following is my reply to your next comment. It wasn't in the right place before.
As for muramana/jungling builds
yeah to me that is just not the way to jungle. like in the early stages if you don,t build health your just going to die before using your most important ability, your ult and the longer you live in a fight the more likely you will win because your healing just outdoes everyone else based on pure stats which is actually why you are finding this viable in the first place. Like i get invaded constantly and just just brawl them and win every time. The only threat is super high damage champs like kah even lee has trouble.
Later on that damage you built isnt going to matter much in comparison to your carries as well because you end up just becoming attached to them or running into a fight while ulting them which is risky if you die. Your value as a champion stems from your utility and healing not your damage dealing capabilities especially as a jungler were you will always have less gold than a laner throughout the game making building damage even worse of an idea. Its just better playing to his strengths as a champion. Not to mention 99% of the time you will get kited by the carries and end up slapping a tank to spam your heal, tell me thats not true with a straight face.
also on his scaling. Armor = damage. building tank items will make you deal more damage anyway so why not just become unkillable slapping/healing machine. I bet you a thornmail first buy does more damage over the game than a muramana anyway.
as for mana you could always go mikaels at some point its good even on a jungler.
With gargoyle and mikaels you could just become an unkillable healbot with decent damage. paired with a darius or some other tankey dude with carry potential your unstoppable.