After messing around with the new jungle, PvE style... So things might well be different in an actual live game, with invades and counter-jungling.
- Xin is fine, as ever.
- Rammus clears slowly, and gets quite low HP during a clear.
- Cho'Gath is fine, his passive works quite well for him. Although if you take the machete upgrade which does true damage to enemy champions, once you hit level 16 you can chunk someone for ~1k true damage iirc (Ult and item active). Add in an ignite from somewhere and that'll be someone pretty much removed from a teamfight.
- Nunu now gets all kind of funky buff shenanigans with his consume passive and the new jungle buffs. Clear time's ok, but he stays pretty full HP wise.
- Mundo might well make a return, once he gets his second tier jungle item he rips through the jungle. Oh, and the "+100% hp/5 regen" stuff that's just been added makes him really good once he gets a spirit visage :)
- Maokai might be making a return. Decent clear time, ok-ish hp levels through his first clear.
- Shaco... Dear god. Start at red, finish red by 2:40, invade their blue and murder them while they're struggling against it. Jungle item which actually rewards you for counter-jungling looks useful for him.
Generally, the jungle is noticeably stronger. Rune pages I've used have been fairly standard season 3/4 pages, and I've managed ok so far. Sneaky one-man dragon attempts (remember Diamondprox's udyr?) early on are unlikely to work.
I have noticed though, once you get your tier 2 jungle item, it does get noticeably easier. Maybe Riot are intending for people to do an initial jungle clear, back and shop, and then decide what to do?
- Xin is fine, as ever.
- Rammus clears slowly, and gets quite low HP during a clear.
- Cho'Gath is fine, his passive works quite well for him. Although if you take the machete upgrade which does true damage to enemy champions, once you hit level 16 you can chunk someone for ~1k true damage iirc (Ult and item active). Add in an ignite from somewhere and that'll be someone pretty much removed from a teamfight.
- Nunu now gets all kind of funky buff shenanigans with his consume passive and the new jungle buffs. Clear time's ok, but he stays pretty full HP wise.
- Mundo might well make a return, once he gets his second tier jungle item he rips through the jungle. Oh, and the "+100% hp/5 regen" stuff that's just been added makes him really good once he gets a spirit visage :)
- Maokai might be making a return. Decent clear time, ok-ish hp levels through his first clear.
- Shaco... Dear god. Start at red, finish red by 2:40, invade their blue and murder them while they're struggling against it. Jungle item which actually rewards you for counter-jungling looks useful for him.
Generally, the jungle is noticeably stronger. Rune pages I've used have been fairly standard season 3/4 pages, and I've managed ok so far. Sneaky one-man dragon attempts (remember Diamondprox's udyr?) early on are unlikely to work.
I have noticed though, once you get your tier 2 jungle item, it does get noticeably easier. Maybe Riot are intending for people to do an initial jungle clear, back and shop, and then decide what to do?
NicknameMy wrote:
I feel like, on champs, that use continious attacks to get their sustain, AS runes are definitly stronger now than AD.
Thats... Not that new, really. AS marks have been a solid choice since like S2 iirc. Definitely stronger than AD runes on Nasus, Xin, and Warwick for example, who are definitely champions that get sustain from basic attacks.
There'll be a point where additional AS becomes worthless to proc the jungle items, as the magic damage procs and regen don't stack, just refresh. It may even make AS marks irrelevant for early game jungling for some champions, who might make better use of ArPen or AD.
Wondering if ArPen rune pages (S1 style) will make a comeback for junglers to make the jungle easier. Most of the jungle monsters have ~15 armour I think, so you can definitely negate that with a runepage.
Edit - Oh, and Cloth Armour + 5 Pots might well be worthwhile start now. Skip machete, powerfarm jungle until you can afford tier 2 jungle item. Also potentially worth it for jungle invades.
I tried out my lovely Taric jungle again with Armor marks and seals and CDR glyphs and quints. Ofc he has a rather slow clear and some mana issues but damn, you can't say no. And remember, point+click stuns are OP. (
Pantheon, lol)
And this time, I don't even have to overcap my CDR :D.
Build:
Precision
Fleet Footwork
Phase Rush
,
Enchantment: Juggernaut,
Dat 475 armor guys. Also a 50 armor aura. And the enemy looses 50 armor, that is gems.

And this time, I don't even have to overcap my CDR :D.
Build:
Runes









Enchantment: Juggernaut,



Dat 475 armor guys. Also a 50 armor aura. And the enemy looses 50 armor, that is gems.

Cooper112 wrote:
Will tanks be good again? The one upgrade that stuns monsters and damages and does aoe seems designed for slow clear tanks or no.
From what i've seen, anyone that currently can jungle will be fine after first back and purchase of the first upgrade. That first clear looks brutal though.
Also, the AoE smite is rather a waste, farm junglers will rather choose quick smite and eventually get more gold while also farming the enemy jungle. Tanky junglers will most likely get the slow smite, which allows them to gank even more efficiently. And finally, the challenger smite is for anyone that can proc the 3 true dmg hits or got problems with line of sight. The shield is a strong addition for bruisers at going into teamfights as well.

Challenger smite seems to be the replacement for Feral Flare. Not convinced that the on-hit damage is going to be worth it, tbh.
Depends on the scaling of the true damage to champions on the new jungle items as to whether they're worth it or not. I'm guessing it's per level, but I don't know how well it scales. Oh, and the tooltip over the smite icon doesn't seem to match the tooltip on the jungle item - Smite icon gives higher values than the item iirc.
Depends on the scaling of the true damage to champions on the new jungle items as to whether they're worth it or not. I'm guessing it's per level, but I don't know how well it scales. Oh, and the tooltip over the smite icon doesn't seem to match the tooltip on the jungle item - Smite icon gives higher values than the item iirc.
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Stonewall008 has been doing videos. Although I doubt they will be the best judge because they don't seem to have done any champ tweaks for the either of the new systems.
I really like how there's no need for the early leash anymore, makes the jungle start a lot more consistent, and people will never have to miss out on early lane pressure because they had to leash ever again.
The vision wolf looks too easy to play around, though, and you can just avoid blu side altogether if it looks for you were you to enter some unspoken boundary. There should probably be an equivalent in the other quadrant, too.