|
JUNGLE CAMPS
|
|
LARGE MONSTERS
|
|
|
|
|
Greater Murk Wolf (Respawns in 2:30): Grants 100 Gold
|
|
|
|
|
Crimson Raptor (formerly Razorbeaks) (Respawns in 2:30): Grants 112 Gold
|
|
|
|
|
Gromp (Respawns in 2:30): Grants 86 Gold
|
|
|
|
|
Ancient Krug (Respawns in 2:30): Grants 160 Gold
|
|
|
|
|
Rift Scuttler (Respawns in 2:30): Grants Speed Shrine & 70 - 140 Gold
|
|
EPIC MONSTERS
|
|
|
|
|
Elemental Drakes (Respawn in 5:00): Grant Dragon Slayer & 100 Gold
|
|
JUNGLE ROUTES
|
|
|
Let's get into jungling, arguably the most important part of... well, being a Jungler! Ever since the Patch 9.9 changes to the Jungle, playing Ekko has been notably easier, as he doesn't need to contest the Rift Scuttler at minute 2:00 anymore, leaving him less fragile and vulnerable to duels early on. You should start at your Blue Sentinel whenever possible because you heavily rely on the Mana Regeneration for your first clear. The alternative - Red Brambleback - doesn't enhance your Jungle clear speed noticeably, ultimately because Ekko can't quite make use of Crest of Cinders in the Jungle. Another advantage of starting at the blue buff is that Gromp and Wolves - the Jungle camps right next to the Blue Sentinel - are easier and safer to clear than the Raptors. Your focus early on should be map control, which can be achieved by placing Wards in the river, the enemy Jungle and near objectives (like the Drake's pit). This allows you to track the enemy Jungler, prevent their ganks and at the same time initiate safe ganks yourself, as you will know where the enemy Jungler is , thus preventing counterganks. Ekko isn't exactly great at regularly taking Drakes himself, but easily outclasses most other champs in terms of stealing them! Don't waste time preparing and taking them yourself (unless you just won a teamfight and your whole team helps you taking down the Drake). Phase Dive enables you to quickly get in and out of the Drake's pit and a well-placed Parallel Convergence is able to stun the entire enemy team, keeping their Jungler from using Smite.
|
|
|
|
|
Route 1 (Medium): Classic Jungling Ends at ~3:45 with player level 3, 850 Gold, Crest of Cinders, a Speed Shrine in the river and enough health for a gank
|
|
|
|
|
Gromp (Finished at ~2:00)
Info: Use Smite here!
|
|
|
|
|
Greater Murk Wolf (Finished at ~2:30)
Info: Use a Health Potion here!
|
|
|
|
|
Crimson Raptor (Finished at ~3:20)
Info: Use Smite here!
|
|
|
|
|
Rift Scuttler (Finished at ~3:45): Grants instant health and mana and a Speed Shrine
|
|
|
|
|
Route 2 (Medium/Hard): Vertical Jungling Ends at ~3:45 with player level 3, 900 Gold, a stolen enemy Crest of Cinders, a second Crest of Cinders (or a Speed Shrine in the river) and enough health for a gank
|
|
|
|
|
Greater Murk Wolf (Finished at ~3:15): Grants player level 3
|
|
|
|
|
Rift Scuttler (Finished at ~3:45): Grants instant health and mana and a Speed Shrine
Info: Use Smite here!
|
|
GANKING
|
While jungling, you should help your teammates whenever necessary by either keeping the enemy from killing them or by actively trying to kill the enemy. Keep in mind, however, that the latter can be quite challenging before you reach level 3 (as you lack
Phase Dive), which is why you should try to finish your first
Jungle clear. In contrast, preventing the enemy from killing your laners in the early game can be done rather effectively even without using your abilities, by simply being present: You can often prohibit the enemy from bursting down your low-life mid laner by walking up to them without actually being able to kill them - this can be done as soon as level 2! The same goes for tower diving enemies: Just place yourself between your recalling ally and the enemy, and they will most likely not even consider attacking!
You should definetely try to capitalize on your enemy's mistakes whenever you gank, overstaying with little health to get the last minion wave before recalling is the most common one. Always make use of your
Parallel Convergence and it's immense 1.75 seconds stun! This becomes substantially less difficult when the enemy can only escape via a single route, since you can place
Parallel Convergence directly in their path. This is why you should try to gank near choke points or walls, for instance on top and bot lane. If you, for example, catch the enemy top laner off-guard while ganking, chances are that they will automatically try to escape by running through the brushes (positioned at the top of the lane) towards their
Turret. Ideally, placing
Parallel Convergence where the enemy will exit the third brush leads to a kill. This is of course also true for bot lane. The mid lane turns out to be slightly more difficult to gank, mainly because of it's central position on the map; Depending on where you approach from, the enemy is able to simply walk in the opposite direction (if you gank from the bot-side river, they'll most likely escape through the top-side river or
Jungle).
You'll reach your power spike after acquiring
Lich Bane, which happens somewhere around the mid game. This is where you should fully unleash your ganking power and push the corresponing lane whenever you are able to get a kill. Don't hesitate to help your allies push a
Turret, since
Lich Bane - in combination with
Hextech Gunblade's bonus AD - empowers your
Phase Dive's basic attack even more and makes pushing pretty easy.
Patch 8.23 shifted the meta slightly in favor of a more aggressive, early game push-focused playstyle, as it introduced turret plating - basically
bonus Gold you get whenever you damage a
Turret enough. This is yet another reason to push lanes if possible, however, keep in mind that attacking
Turrets during the first 5 minutes of the game yields only little results, as their fortification blocks 50% of all damage.
Also, don't be afraid to tax a lane if your gank is unsuccessful! Taxing (taking a few
Minions from a lane) helps you to compensate for the camps you couldn't clear while ganking. This prevents you from falling behind and becoming useless and no, taxing doesn't
"mess up your lane, bro". Just make sure to not exaggerate and you'll be fine!
You must be logged in to comment. Please login or register.