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Choose Champion Build:
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ONE SHOT DELETION
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The Tank Bank One Shot
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Not A One Shot, But Sustained
Recommended Items
Spells:
Ignite
Smite
Items
Ability Order
Backstab (PASSIVE)
Shaco Passive Ability
Threats & Synergies
Evelynn
Dangerous due to largely being unable to know her position. Early invades are generally safe, but after level 6 it is best to avoid 1v1's against her. When counter ganking, try not to be too near your laners and do not use ult until she uses hers, as it gives her a bigger shield.
Change Log
5/9/2017 - Updated the build slightly due to the recent item changes.
6/16/2017 - THIS GUIDE WILL BE ARCHIVED UPON THE LAUNCH OF PATCH 6.13 DUE TO THE REMOVAL OF MANY OF


REDS

Magic Penetration - Allows for your magic damage to ignore some of the enemies' magic resist when you gank them or skirmish the enemy jungler.
YELLOWS

Scaling Armor -

Scaling Health -

BLUES

Ability Power - This is your damage stat with this build, so you want as much of this as you can get.
QUINTS

Ability Power - This is your damage stat with this build, so you want as much of this as you can get.

These are the masteries you want to take.


Pros
+ Lots of Vision + Has a Fear Mechanic + Does Not Need ![]() + ![]() + Highly Mobile + Hybrid Scaling, making him highly versatile. + Great Split Pusher with High Burst Damage + Strong Early Game and 1v1 Power. ![]() ![]() ![]() ![]() |
Cons
- Poor late-game - Susceptible to CC - Fairly Squishy - High Learning Curve - Has a Bad Rep in the Community - Most of ![]() As per all champions, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
FLASH





IGNITE



EXHAUST






The Aggressive Start

This is the order you want to clear in if you're looking to be a little bit aggressive in the early game. Just go to each camp in the order listed by its number, and it's worth looking to gank any time you're crossing the river, particularly if you have double buffs when it happens. This is how you will best maximize the kill potential when you gank. I recommend this path if you feel at all comfortable on

The Passive/Safe Start

This path is much safer and can actually be used to confuse the enemy jungler early on, as they will expect you to take camps, but you won't. So if they attempt to take your red because they expect you to take theirs, your red won't be there. You can also mix the two paths together (i.E. Your Red, your Blue, your Gromp, their Red because you saw them at yours) to maximize on that unusual start. You may also encounter them invading your jungle and be able to collapse on them with your nearby laner(s). But if you only follow this route, just go by the numbers. Recall after camps 5 and 8 unless you had a gank/skirmish before then and deem it necessary.

Vision Control
Counter jungling is always best done when you can ensure your safety in the enemy jungle. The best way to do that is to ward, usually with a




Map Awareness
So how do you know it's safe if you don't have vision in the enemy jungle yet? Part of it is knowing the typical route of the enemy jungle champ, but if you don't know that, then you can wait for them to show on the map. If they show bot lane for a gank, you can assume safely that his top side is open for invasion and vice-versa. If you see the enemy jungler gank mid from the top side, you can assume he's going to head to his bot side after the gank and you can then ward his top side to gain vision control. You can also counter gank if you're nearby the lane the enemy is ganking, and then if you kill the enemy jungler, his entire jungle is open for business until about 12 seconds after his respawn timer. You can also get a good look at the enemy jungler's HP if they show on the map, and if they're low you can likely invade them for a kill and a free camp.
Communication
If you want to invade and you're unsure about it, but you have a laner who could use a buff, especially if their enemy laner is dead, communicate for them to come with you and try for an invade on the buff of choice. This will give you a 2v1 advantage if you encounter the enemy jungler and even if you don't get the buff or a kill/assist, you can at least get some vision down so you can keep an eye on that spot. You can also communicate with your team to learn the location of the enemy laners. For example, if you notice the

Know Your Jungle Timers
Knowing jungle timers is very important when you're thinking about counter jungling, especially since it can play into the other tips I've talked about. First buff will usually respawn around the 7 minute mark. If you know what buff they took first, you can use that knowledge to your advantage. Example: The enemy



Here's A Chart To Show Possible Gank Options Before Outer Towers Are Gone:

Here's A Chart To Show Possible Gank Options After Outer Towers Are Gone:

Some Situational Gank Ideas
The Double Gank
The way this works is under a few conditions:
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Enemy Tower Is Low
Enemy Laner Guaranteed to Recall or Die to First Gank
Your Teammates Don't Back After First Gank
How it's done:
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Gank, from any position, the enemy laner(s). Works best on a solo lane.
Push down the first tower with your laner(s).
Walk backwards, away from the tower as though you're leaving the lane.
Make sure your laner(s) stay.
Wrap around through the enemy jungle and sit in a bush, over a wall, or both directly next to the lane.
As soon as the enemy laner(s) rerturn(s), immediately gank again with your teammates.
Why should I do this?
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Because it is very frustrating to die twice in a row, once as soon as you come back to lane.
Because it can tilt the enemy laner(s), which makes them play worse.
Because it's a lot of easy gold.
The Clone Dive
Situation Where This Works:
A single enemy laner is under their tower, at low health. (below 50% with no heal ability other than a potion is optimal)
Your ally laner(s) are pushed close to the enemy tower.
You have

Your ally laner(s) know this is happening.
How it's done:
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From a bush in the jungle behind the enemy tower, use

Ping that you're going in, or if you have voice communication just say it, and then send in the clone as your laner(s) collapse in with it under the tower.
The clone will die, and so should the enemy laner, as long as nothing unexpected happens.
Be sure to keep your clone towards your enemy laner's escape route so that when it dies, the boxes will fear the enemy back toward your allies.
If the enemy laner starts to get too far away, use

Why should I do this?
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No one likes to die under tower.
Because it can tilt the enemy laner, which makes them play worse.
Because it's easy gold.
Because you can then make a team play on an objective.
Because if it happens bot lane, it will make the other enemy laner nervous to come completely to their tower.
Wait for the engage, You're not an Initiator. Wait for the fight to start, and then use your Q - Deceive to stealth through or around the enemy team and take out the high priority squishies. (ADC, Mid Lane Mage, etc)
Join with your team only after the high priority enemies are dead. At that point you can help take out the tank, support, etc. and then push for towers or take objectives.
As AP









As the Hybrid Build, you're better off deleting 1-2 squishy targets and then running to another lane to split push. You'll be very hard to 1v1 and you can take towers extremely fast, especially utilizing your

Gank your losing solo lane as early as possible, once you know you can get the kill. This gives them an advantage and makes them feel like you will be there.
Actively look to get First Blood as you need your power spike as early as possible to avoid falling off.
Do not be afraid to tax your laners. If you get the kill on a gank, it's okay to walk away, but if you only get an assist or there was no kill, take the CS to avoid getting behind.
As with any Jungler, if you see the enemy Jungler show themselves on the other side of the map, look to counter jungle the side you're on. This puts them behind if they do not get kills/assists on the gank attempt, and keeps you from getting behind if they do.
Gank winning lanes, this will press their advantage further and force the enemy laners to pay attention to your winning laners, allowing your losing laners to catch up (hopefully).
Ward everything. Your jungle, their jungle, and river. Your boxes act like small-range wards.
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