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Choose Champion Build:
Spells:
Smite
Flash
Ability Order
Carnivore (PASSIVE)
Cho'Gath Passive Ability
Hey guys, Duff here.
Twitter; @RealDufftime
Facebook; http://www.facebook.com/DuffTime
I've been puzzling over the new jungle for a while now, and I think I've more or less got it figured out by now.
Here with this guide, I'll show you how I use

Let's discuss the reasons why I've decided to write this guide, and how and why I think it works.
Lots of junglers who were successful, and even top tier in the old jungle, are now only "Fairly good" in the new jungle.
The most surprising development was that many previously terrible junglers rose to the very top of the food chain during the expanse of the jungle rework.




However, in the face of all that, there are still LOTS of junglers that are yet undiscovered and lurking about. Also, many of the old junglers who were top tier before are still very strong picks,



It's that he is misunderstood. The central issue behind the unpopularity of


In a jungle where successfully ganking is so important, clear speeds are also paramount to maximize efficiency.
Here in this guide, we will solve the issue of improperly building our jungle


Shall we?
Let's.
What impact has this had on our variety of junglers?
You might notice, almost all of the top picks for junglers are now full tanks, or hard gankers. There are some exceptions such as


This is because hard farming the jungle always leaves you short on cash now. Bruisers like to farm, and power farming is now less effective.
Full tanks have a way to cheat this shortage of gold. Philosopher's stone and



Tanks tend to have good Crowd Control (CC) skills, which means that when they gank they should be fairly effective in setting up your lane partners to land the kills. Take



Also, as I've always said, full tanks have almost no place in this game except for in the jungle. This is because you want the heavy gold concentration from lanes going into damage. Damage is what really wins the game. However, it is very beneficial to have a "Set up" or an initiator of fights. Someone who can go in, take a beating, and get the fight started right, and on your team's terms. There IS enough gold in the jungle to do this effectively, but just BARELY enough. Often times your tank jungler will die in the big 5v5 fights where there's lots of firepower, and that's okay, as long as your team is able to win the fight as a result.
However, certain champions have skills which make the gold available in the jungle more comfortable for the role of fight initiating and tanking. Champions like




It is because of these reasons that yes, tanks who can use CDR in their gear, are probably the very best picks in the new jungle.
Oh, and guess what?

You might remember I also mentioned that strong and mobile gankers like






All things considered,








In the next chapter we'll go over the least understood, the least recognized, but NOT the least important qualification for being a strong and successful jungler...
Gear independence, or gear efficiency.
When we look at the better junglers, we see that gear independence is a fairly common factor in all the best junglers at the moment.
What does that mean?
It might mean having skills who's primary effects are not damage, but rather utility.


The same is relatively true of all the better junglers at the moment.




To give an example of a champion who cannot do their job without gold, (Meaning a gear dependent champion) There is no better example than the AD carry role.
Look at




So, the million dollar question...
Is

The answer is that he is, "Almost" gear independent.

This means that while he's not immediately as strong or fast as other junglers, he will -surpass- most of those junglers in strength and level of influence rather quickly.
A good comparison might be





Both champions can use the exact same builds to a good effect, but due to Cho's monstrous utility, I am of the opinion that he is the higher influence champion in fights. A giant AoE silence and a pop up every now and again is not to be trifled with, not to mention a true damage nuke when you need it and good sustained damage when right clicking (That is not reliant on you landing 3 consecutive hits)
Using the proper blend of items, you can make the most out of your



Due to how EFFICIENT

The -only- problem with


The good news is that I have listed some good core builds, that are all strong in their own right, and accomplish good goals that tanky junglers want to accomplish coming out of the new jungle.
Let's discuss the function of the items chosen above.

However, to take advantage of the new jungle, your previous (And even my own previous)





Well the answer is simple, there are two reasons. The fantastic CC and disable of


The best build I had conceived, attempted to save your CC's and utility in your skills for just that, CC's and disables, and you would lean on

The previous optimal core for lane






Now, while the lane build remains effective and is also superior to AP builds for


The solution is so simple it sounds silly, but this is where we are blessed by

Simply add the Philosopher's Stone and




He is -so- versatile in fact, that he can even use


If you can't remember to actually use your actives, such as Shurelya's and Randuin's, then this may not be the right build for you. This is designed for a higher level of player who will be able to use Shurelya's without a second thought. If you aren't that player, be patient. These things come with time and practice.
If that is the case, consider replacing those items later with items like a


As a side note, you won't need sustain or life steal items like Wriggle's, your passive will do the heavy lifting for you as you clear the camps. This is what really allows us to follow the build path suggested here, and is just part of what makes Cho such a viable jungle choice.
You can get the general idea of each build by looking at them. They are constructed to reach a certain level of tankiness, and offer a certain level of strong utility, via item actives and passives, and a high amount of CDR for skill use.
They also use Cho's




How much CDR will we have at 18? We'll have 20 from Shurelya's and Randuin's if we buy both, 8% from our masteries, and with a blue pot, we'll have 38% CDR, which is 2% short of max. In terms of item efficiency, nothing is wasted, which is perfect. If we skip one or the other, it's to accomplish a different goal, and the sacrifice is okay. You -do not- need to have max CDR on Cho, and it's not a priority, it's a very nice thing to have though.
Let's touch on a few major items of great importance, shall we?
Philosopher's Stone Solution #1 to the new jungle. Buy this early and sit on it for a while.

















Many of you asked me this for my Tryn guide as well, and in that case I am able to clearly state when to use what build. It's easy, it's straightforward, there's no confusing scenarios.
However, as a tank, you really can't go into a game with a planned build. You're going to have to judge on the fly when to use which builds.
Armor and Randuin's of course when a scary right clicker if a big problem.
Mallet to pin people down in your CC.
Even Force of Nature and BV have their place, as does a Frozen Heart.
You'll need to use your judgement, the builds offered are to help get your brain jogging about items and potential build paths, but what separates a good tank from a great one is know the perfect spot for an item.
It may take you some time, but it's worth it to learn when to buy what on your own and make sense of it all. Keep at it, it will become another game winning tool in your arsenal when you've mastered it, and only practice and experience will truly teach you when to buy what.
Use the builds in the guide as your stencil :)
Do keep in mind that with the defensive mastery



But test a couple things out, see for yourself what you like. a 21 in defense will be great end game, while a 14/16/0 will make your jungle speeds improve and afford some more safety in the jungle if you're scared of early invasions from a Shaco or a Shyvanna perhaps.
There is no jungle path.
The new jungle is free form, you will know this if you watch any competitive jungle player on their stream.
However, I like to do wolves - blue - wraiths etc, full clearing the jungle, going back to wraiths and wolves before basing.
You can choose to start with a regrowth pendent instead of boots if you feel that no lanes are gankable, so that after your first clear you can finish a philo stone and get your gold ticking in earlier. A second clear will afford you boots.
After your first 2-3 clears, you should be paying keen attention to lanes, and ganking at proper times, or simply ganking whenever you've cleared your jungle.
If there are no objectives like blue or red buff up, then don't be too concerned with counter jungling. Counter jungling is just something to do when there's nothing better to do on the map. No lanes can be ganked, you see the enemy jungler ganking top, and the most you can manage is a pick on his wraiths or wolves. Truly, consider how little gold those camps offer. you're effectively taking about 50 gold for effectively counter jungling the big creeps in a camp, leave a small one, and get out quickly.
If you can't see the enemy jungler, don't bother with counterjungling, it is -not- worth the risk of getting caught and killed for 50 gold. The only exception being of course if you're hunting the enemy jungler and you want to find him, because he or the enemy mid lane is too weak to fight perhaps.
Recap, this is a general jungling tip for the newer players, counter jungling small creep camps is just something small to do to try to punish an enemy jungler who is making plays on your lanes. It's really not a brutal hit, don't go crazy with it.
If you can steal a blue or a red buff when an enemy is ganking, now -that- is a really hard punish, and your opponent loses out hard. Even if they get the kill, if you can steal a buff then I consider that it's a fairly even trade early on in most cases.
Jungle path is impossible to describe, just continue to clear camps and gank when opportunity presents itself, and secure your teams objectives like blue and red before showing too much of yourself on the map.


When building into your strengths properly, and following this build, it lands you somewhere between a full tank and "bruiser"; you're an offtank

This is unique, but ideal for a few reasons.
Zone control of squishy champions is potent, even without use of CC's, simply due to your right click threat. Sometimes I'll see a squishy thinking they are safe to DPS my team near me... Not the case, and they soon discover that as you right click them and they get chunked. This means you can choose how to use pop ups and silences. Do you pop up forwards to chase, silence backwards? Do you walk forward and silence and pop up backwards? Do you pop up AND silence forwards or use them both backwards? You have the liberty to choose how you apply your kit and your skills, for defense - to protect your team, or for offense - to endanger your opponents.
Gear efficient tankyness means you can build some damage, and you should! Use it, beat up the enemy AP carry, or beat up their AD carry or their support. If the enemy is afraid of your team's tank, they have a serious problem.

Keep in mind, you need your STACKS on your ultimate to properly teamfight. Each stack is very important, 3 stacks is 450 HP, whereas 6 stacks is 900! Don't underestimate the importance of having 6 stacks on your ulti. Take advantage of your early game "downtime" while you're trying to buy your Philo and Hog. You will be a bit weaker any way, and get as many stacks on your

Sorry for the inconveniance, look forward to seeing your questions on Facebook and Twitter! =]
http://www.facebook.com/DuffTime
@REALDuffTime
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