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Champs that shouldn't jungle but can:Guide for bored people






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Choose Champion Build:
Spells:
Flash
Smite
Ability Order
Void Shift (PASSIVE)
Malzahar Passive Ability
Introduction
What is so funny about putting champions in situations they don't really fit in? Knowing that, with practice, some of these builds are actually viable and can be used and yet are completely unexpected. While other champions could easily outwork these unorthodox junglers, these champions make some of the hardest junglers to predict or counter, and it is incredibly satisfying to have a great game with a jungling Mordekaiser and imagining the looks on random stranger's faces from around the world.
So if you are a low level or low-ELO player looking for a fun challenge, or a high-end player and have reached most of your LoL goals and are looking to screw around and see if you can win a game with an AD Malzahar jungler, have fun with this guide!



March 6, 2012:

March 10, 2012:

March 16, 2012:


Coming up soon:



If you have any suggestions, or want to recommend an unusual champion that you want me to test in PVP matchups, leave a comment please! I'll get back to you ASAP and work on seeing if your suggested champion works (and if so, how) in the jungle!


Malzahar being squishy as he is, an enemy jungler can really bring him down quickly. When playing in lower levels/ELOs, it is uncommon for other people to jungle. This usually means lots of space for you, easy farming, and two of each buff to work with. At higher levels, there is usually a jungler on the enemy team, and he will mess with you hard. This build also gives enemies a surprise when you emerge to gank, as they will expect an AP build and will likely ignore your voidlings thinking you are the one dealing the damage. Jungling also gives you room to get some of your core items (


Routes: After intitally purchasing your items and potions, you should put 1 rank in


I changed Malzahar's item build around. Starting with cloth 5 is more useful than a






I have found that Malzahar's best start is at blue, If you can get a leash. Without a leash, blue is tricky for the squishy Malzahar and he should get a couple of levels from Wolves/wraiths/mini golems before taking on either of the buffs.
For now, assume you get a leash. You have blue (So your mana problems should be taken care of, and have an extra 20% CDR), and now you are level 2 with one rank in




Redo your wolves/wraiths/ mini golems and repeat, recalling only if neccesary until you hit level 5. Recall to prepare for a gank. Buy


Now go get the Red buff, and that should bump you up to lvl 6. Gank if necessary, and repeat the route.
Speed: Around level 4 Malzahar starts to pick up speed in the jungle. By level 9 (and if you have your Brutalizer) Your jungle speed is actually really good.

Ganks: If you have ever jungled with






Late Game: If fed, left to farm without trouble, or if you have teamates with good CC capable of keeping people away from you in teamfights, Malzahar can wreck the squishier champions on a team and leave your opponents with their tanks and no strong damage dealers, letting your team clean up the remains. However landing




Good teammates to have:
When playing with friends, it's good to have tanky CC to play with when trying Jungle Malz. A good team comp for this build would be:





Tips:
Remember your voidlings all focus on those afflicted with

Even if there is nothing to target, spam your


Your voidlings do the most damage and are the most resilient to damage at the 14-21 second mark of thier lifespan. Try to keep the voidlings around for those crucial seven seconds to maximize your damage and be a contributing force to your team.
Keep in mind: When playing AD Malz, your




Why max


Pros/Cons
Pros:
Unexpected. No, really, you kill people from sheer surprise
Voidlings stack 1:1 for AD and ArmorPen.
If left unchecked, voidlings wreak havoc the 7 seconds they frenzy
Lack of ability power can be made up by doing the base damage of the spell in almost 40% of the usual time, plus the voidlings.
Cons:
Squishy
Voidlings uncontrollable (save for

Spamming spells= no mana, blue dependant
Takes a while to get a feel for the unorthodox timing and strategy
Routes:
Starting with Cloth Armour and 5 health pots are the best beginning for jungle Talon. Otherwise Talon gets beat down by the jungle creeps rather easily. He can get a leash or solo blue on his own, the leash just helps you keep more of your health. Move on to wolves, wraiths, and then golems. Usually you have to use a health pot before golems and if you didn't get a leash on blue. After golems, you can get Red, get wraiths again and then go for a gank (you should be level 4 now). To help with the gank, after level 4 recall and get some boots and your

Speed:
Talon actually clears the camps pretty fast. His clearing is average and his survivability is great after picking up





Ganks:
Talon shines in this category, providing a teleport to your target's location, a brief silence, a slow, and a DoT. With Red buff and a decent and well-positioned ally in lane, the sight of Talon appearing behind a player usually translates into a successful gank. To initiate a gank, activate





Late Game:
If you have played laning Talon, jungle Talon doesn't feel too different. Laning talon has a little more damage and does great when fed, and jungle Talon loses a bit of punch in exchange for a little more CDR and survivability. If you had success in your early ganks, you can be a team-killing machine if they do not focus you. Unfortunately, Talon is one of those champions that can demolish one target, but then have to wait for his abilities to cool down and reapeat his combo. A little CDR can go a long way for Talon.
Good Teammates to have:
Talon fits well on most teams, it is the enemy team that usually determines Talon's effectiveness. Talon can be CC'ed down and jungle Talon does not win fights against tanky characters. A team that has worked consistently for me:




Tips:
Master the

Your R,

Remember that

Pros/Cons
Pros:
Great ganks
Good Clearing speed
Good utility champion.(Fits well on most team comps)
Ultimate useful for finishing a kill or escaping
Cons:
Still kind of squishy
Loses some of the burst capabilities of a laning build
Early game sustaining problems
CC destroys him
In theory, it looks so perfect: A shield built off of damage that goes down before your health, AoE abilities, armour increase with his W, and no dependancy on blue whatsoever. So why does Mordekaiser miss the mark?
First off, he can dominate a solo lane, and jungling seems very lackluster in comparison. Plus, his ganks are some of the worst of all champions, and his early game has some bad survivability problems. After that, though, Mordekaiser had other stronger points in his jungling. His late game can be formidable, and around mid game his clearing speed and survivability problems vanish. Neither buff is useful to him, so he can clear his camps in almost any order he wants, and can intervene and take over any lane if your teammate has to go back for any reason.
Routes:
Mordekaiser can be quite versatile in his routes, but usually you should try to get a leash at blue. The 20% cooldown reduction is nice, and it gets you to lvl 2 right off the bat. If not, I've found that starting at golems and using smite on the big one is a good place to start, then move on to wraiths and then wolves. You can take the buffs at any time you see fit, because they don't really do anything for Mordekaiser except blue's CDR. Repeat the route, and you will usually have to recall back at least once for health. As soon as you hit 1200 gold, recall and get your

Speed:
Mordekaiser has a pretty good start in the jungle.



Ganks:
This is THE main reason people do not jungle with Mordekaiser. He has no CC at all, and all of his abilities are multi-target, so red buff doesn't even work unless you walk up and hit them with a basic attack. He isn't very fast, even with boots, and cannot catch up to anybody. The only way you can sport a successful gank as Mordekaiser is if they are crazily overextended, or if you have

Late Game:
Mordekaiser can have a great game if he is fed and farmed well. He ends up doing enough damage with his



Good teammates to have:
Heavy CC. Mordekaiser needs a lot of slows/stuns from his team to gank properly.





Tips:
If you capture a soul buddy with your ultimate, you can control it by holding the alt key and right clicking where you want it to go.
Your soul buddy ultimate,

Pros/Cons
Pros:
Your enemies never expect jungle Mordekaiser
Good late game
Ult makes a soul buddy. Enough said
No mana, therefore no dependancy on Blue
Cons:
Your allies also never expect jungle Mordekaiser
No dependancy on Red, either... because it is useless on Mord
Terrible, terrible ganks
No, really, his ganks are THAT atrocious



Routes:
Getting a leash on blue is important with Alistar, so starting there is your first priority. After hitting level two, get your E,




Speed:
Alistar doesn't pick up too much speed in the jungle, and his




Ganks:
Holy CC, Batman. An AoE knockup and a knockback lead to some strong ganks with Alistar. Red buff makes this guy an absolute monster, and




Late Game:
Alistar is a great utility guy, but his late game doesn't transform into anything special. His disruption and initiating abilities are always useful, but don't scale amazingly off of AP. Despite being a strong mage, Alistar is always expected to be the support or the anti-assassin, and his abilities are made to be used as such. All in all, his late game is very so-so.
Good teammates to have:
High damage output team. Your disruptions are used to their highest potential and a well-placed ability leaves one of their team eliminated right off the bat.




Tips:
If you have an ally who uses a channeled ability (Malzahar's



If you time your W and your Q, you can rush up to the tagret, hit them with


Your

Pros/Cons
Pros:
Can gank at level 2
CC up the Ying-Yang (and Wazoo)
Self-heal that also affects creeps and Allies
Insane towerdiving and survivability with Ultimate activated
Cons:
Everybody on your team thinks you will build as a tank/support
Without ultimate, you die rather quickly as mage Alistar
In jungle, abilities used for

Mana problems early game


Routes
Leashing blue is needed for Swain's jungling speed and sustainability. Even if the enemy team doesn't have a jungler, as soon as a Swain with

Speed:
An AoE spell, a useful damage ramp and excellent post-6 survivability, Swain is pretty good at clearing the camps. The constant recalling to base before you get mana regen and when you don't have blue is frustrating, but short-lived. A


Ganks:
Landing the




Late Game:
I try not to laugh when recalling my exploits with late-game Swain. People forget that Swain is a deceivingly tanky mage with



Good Teammates to have:
AP and CC light teams benefit well from a jungling Swain, and preferably teammates that don't ramp too much with blue and therefore try and get you to give it to them.





Tips:
Don't put your


Expect that opening game gank on blue. Seriously, if they take your blue, you're screwed. If they kill you and take your blue, you're more screwed. Get a ward, a teammate, whatever, but be very cautious about it. And if you can see they are ganking it, go get the enemy's blue (Yes, it's possible without a leash, although painful to you). Recall, and go about your business, having wasted most of the enemy team`s time at the start of game. Or, get a teammate with good poking and yourself to throw a couple of long range skillshots at them to either get them to bugger off or chase you back to the saftey of your tower. To be honest, the first idea can be much, much safer.
Without blue, you CAN gank, but you become much more effective with the insane mana regen and CDR. Judging when you should jungle and when you should gank is important for Swain, and take into consideration the current duration\respawn time of blue buff.
Despite blue`s ridiculous mana regen,

Yes, you start with a








Pros/Cons
Pros:
Scary late game
Good ganks
Great damage
Doesn't die
Cons:
Incredibly Blue buff dependant
Expensive build
Wants early feeding too much
The enemy team always goes to gank your blue


However, Pantheon plays a lot like Swain, surprisingly. You like blue (you don't need it as much as Swain, thank goodness), have strong ganks, and need an early game feed to become a map-hopping monster in the late game.
Routes:
Leash blue, move on to wolves/wraiths/mini golems/Red/wariths to get to level four. Recall, get some boots and a

Speed:
Efficient. Pantheon has good early game damage, and

Ganks:
A consistent ganking pool makes this a strong category for Pantheon. Initiate with a









Late Game:
At later levels and better items, anyone who gets caught in your

Good teammates to have:
Pantheon fits on a lot of team compositions, and fits the tanky DPS role of a team well.
However Pantheon is not meant to be the only tanky player on the team. Having a good Damage-soaking Tank helps Pantheon tremendously in team fights.





Tips:
Your stun can be used for more than ganking. If you see an enemy (through wards or other means) coming towards you for a gank, or if escaping a team fight, use your

If you cast your

To JhoiJhoi, for her guide on making guides that I use constantly to upgrade my guide.
To Willowisp, for introducing me to LoL, Mobafire, and AD Malzahar
To Hahano, who inspired me to jungle and whose formatting I slightly ripped off (His guide is so good, how could you not when talking about jungling??)
If you have any suggestions for champions\builds that would fit in this guide, leave a comment!
Ill give your champion jungle idea a test and I will post if it is remotely viable!
I look forward to any ideas that you can give me, and I wish you all the best in your league endeavors. Thanks for reading.
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