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Guide for myself (jungle)

Guide for myself (jungle)

Updated on December 3, 2021
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League of Legends Build Guide Author Willee14 Build Guide By Willee14 2,132 Views 0 Comments
2,132 Views 0 Comments League of Legends Build Guide Author Willee14 Build Guide By Willee14 Updated on December 3, 2021
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Choose Champion Build:

  • LoL Champion: Kayn
    Shadow assassin
  • LoL Champion: Kayn
    Rhaast
  • LoL Champion: Ekko
    Ekko
  • LoL Champion: Graves
    Graves
  • LoL Champion: Xin Zhao
    Xin Zhao

Runes: Standard (scaling)

1 2 3
Domination
Dark Harvest
Sudden Impact
Eyeball Collection
Ingenious Hunter

Sorcery
Transcendence
Gathering Storm
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

Standard
LoL Summoner Spell: Chilling Smite

Chilling Smite

LoL Summoner Spell: Flash

Flash

Champion Build Guide

Guide for myself (jungle)

By Willee14
Champ select
Kayn: Blind pick, no need for ap

Ekko: 2nd blind pick, ap, into squishy melees

Graves: 3rd blind pick, counter to Kayn, 2nd pick into tanks after Kayn, best into ad stack
How to create a gameplan?
Which ones should I look to do in this game?
1. Camp a lane
2. Gank lanes a lot
3. Play for objectives
4. Counter jungle
5. Power farm
6. COunter gank

- Who are our carries?
- What are our win conditions?
- Should we play for teamfights or picks?
- Which teams wins in each stage of the game?
Matchups and synergies
- Yuumi: Makes Kayn unkillable.
- Graves: Hard counters Kayn with E armor stacking and ability to bully and invade him. Pretty much skill matchup for Ekko but beware of ******** invades.
- Khazix: Insane hard matchup for both Kayn and Ekko. Really good duelling early on as well as pretty equal scaling and invades hard with 0 counterplay.
Kayn
Oversimplified:
FFO-priority order (farm, form, objectives.). Most important thing is to not fall much behind, second thing is getting form. DO NOT int for orbs unless absolutely necessary. 13 min form with 8-9 cs/min at 0/0/2 is way better than 9 min form with 5cs/min and 0/3/0.

Power spikes very matchup specific. Try to gank volatile lanes and lanes with good cc and gank setup. YOU are the carry, which means you can take kills but don't be a bad teammate. Constantly look for ganks to get orbs. Try to force teamfights and focus objectives on Rhaast. Try to force skirmishes and get picks on SA, dive backline carry and poke with W in teamfight (DO NOT dive in head first with all enemy cooldowns up)


Strengths:
- High mobility (especially SA)
- Rhaast good scaling
- Versatility (SA vs Rhaast)
- Fast clear
- Snowballing potential

Weaknesses:
- Weak early game
- SA falls off late game
- Rhaast easily kited
- Struggles against peel

Which form?
- Choose Rhaast if: Enemy has 2 or more tanks and bruisers (unless team has tank slayers like Vayne), enemy 3 or more melees, team no frontline

- Choose SA if: Enemy 3 or more ranged, enemy team squishy with no peel, team has antitank and frontline already


Pathing:
Usually start red or raptors and full clear. Red is optimal and usually best. Raptors good mostly on red side depending on top lane matchup. Can start enemy raptors or wolves if situation calls for it.


In-depth info:
Antiheal: Almost never buy antiheal on SA since you're looking to oneshot squishies (can't heal in a fight that lasts 0,5 seconds). Antiheal buy is really good on Rhaast since Thornmail is an amazing item (unlike the other antiheal items)
Serpents fang: YES! If the enemy has 2 or more champs with relevant shields, then it's an amazing purchase.

On SA if you don't have access to backline easily then just use E for vision and W to poke and peel with the slow until you see an opportunity to get in. Also remember not to run straight into a Lulu W or Panth W.

On Rhaast teamfighting can go one of three ways; dive enemy backline (high priority squishy target and team no divers), face tank damage and drain tank (most common option and odeal), peel for carry (use W for peel and help bursting assassins and such when they dive your carry). Rhaast W is a really good ability to peel but it's not his main goal, knstead he wants to focus on healing and fraining away the enemy hp. If the enemy has no grievous wounds, it should be a free win in the fight.
Ekko
Oversimplified:
Try to get to mid game spike (2 items) as quickly as possible and without falling behind. Usually can't fight junglers early on (except maybe fiddle, evelynn, morgana etc.). After getting dark seal and hextech alternator, might be able to win some fights straight up.

Look to counter gank and farm early game. Can challenge some junglers early game but usually want to look for cross map plays. High farm, low deaths and good rotations are most important.


Strengths:
- Burst
- Good scaling (huge midgame spike)
- Safety with R
- Versatility within abilities (a lot of different ways to use)
- High mobility (multiple dashes + R + passive movement speed)


Weaknesses:
- Pretty much useless when behind
- Weak early game
- Squishy (one stun and it might be gg)


Pathing:
Usually 5 camp and path towards more volatile sidelane. Can 3 or 6 camp situationally (usually not worth it).



In-depth info:
Ekko loses most duels pre 6 (can outplay some matchups like Kayn or Lillia but can't stat check anyone). With hextech alternator + dark seal, he does start dealing good damage. His insane 2 item spike is usually the point where he takes over (unless really behind).

Has really good dives with R. Before diving remember to think about if the enemy can lock you under turret, if yes then just proc passive and get out, if not then tank until the last second so teammates can get out safely. Must know your damage before diving so you don't get surprised by the lack of it and die or fail the dive (also take your time and don't panic with it)

Counter ganks usually work really nicely since while everyone is focusing on their mechanics, it's very easy to hit W and the 2.25 second stun + enemy having burned their cooldowns makes cleaning up quite easy. This is often the best way to get fed pre 6 unless enemy laners push and ally has good gank setup.

After hitting the 2 item power spike, focus on getting picks, forcing objectives and other map progression as well as trying to increase lead by as much as possible. DON'T TAKE EVERY SINGLE KILL AND DON'T STEAL THEM WITHOUT A REASON!!! Just leads to teammates getting tilted and if you have 50% of your teams gold, you will be alone in fights and don't think your the protagonist every time.
Graves
Oversimplified:
Depending on matchup; against early game jungler, look to survive early game and damage control until able to carry and win late. Against scaling jungler, look to bully them and get fed and end fairly quickly.

List of champs to outscale and to bully:
Note; These are in a vacuum so not accounting for lane matchups, which might change some matchups.

-Win late: Lee sin, Olaf, Xin Zhao, Jarvan IV, Elise, Volibear

-Win early: Kayn, Ekko, Karthus, Nidalee, Nunu, Hecarim, Lillia, Viego, Amumu, Ivern, Evelynn, Kindred

-Win never: Fiddlesticks, Vi, Rammus, Trundle, Master Yi, Reksai

Strenghts:
- Good duelling
- E armor stacking makes tanky vs AD
- Scales well
- High damage
- W amazing utility

Weaknesses:
- No cc
- Expensive build
- AP hurts (especially long range like lux or xerath)

Pathing:
3 camp into gank, full clear, buff into invade
Vi
Oversimplified:


Strengths:
- High mobility
- Mechanically easy
- Good ganks
- Scales well (basically falls off only after 5-6 items)
- Good peel
- Has good burst and sustained damage


Weaknesses:
- Weak lvl 1 and 2
- R puts in middle of enemy team
- Has to hit Q
How to hit diamond as a jungler?
Fundamentals: (must be close to perfect)
- Clear (fastest and healthiest possible)
- Combos
- F keys and watching minimap costantly
- Builds and rune theory


Macro concepts:
- Invading (why, when, how)
- Objective control
- Vision control
- Ganking (which lanes and why)
- Objective ping ponging
- Counter ganking
- Jungle tracking
- Mid/late game decision making


Small stuff: (Give advantage but aren't make or break)
- Lane ganking
- Ward spots and tricks (warding in the right spots is important and make or break but this mostly refers to more "special" wards)
- Matchups and ability interractions
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