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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Rising Spell Force (PASSIVE)
Ezreal Passive Ability
Introduction


Now I was stuck in Silver for quite a while. I'm decent with support junglers such as










- You need to be level 30
- You need to at least have armor seals and AD quints/marks
- You need to have some sort of experience and knowledge with jungling
Now why do you need the following?











It is also extremely helpful if you have the following:
- Experience and knowledge of playing AD carry and
Ezreal
- Favours poke/disengage champions (I'll explain more on that later)
- A positive mindset i.e. Not raging at teammates
It's beneficial to have the following because:






If you fulfill at least the first criteria, carry on with the guide! If not, it's best if you gain some experience with jungling before you apply what you have read in this guide, or you will face less than desirable results.
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Pros:
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Cons:
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By playing jungle



Other than surprising the enemy, jungle

Jungle



This is why I am willing to play 250+ games of jungle






For







Runes





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I take flat ![]() ![]() |
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I take ![]() ![]() |
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I take ![]() |
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This is where people may ask, why 2 Lifesteal Quints and 1 AD Quint? Why not get 3 Lifesteal or 3 AD quints? It's personal preference really, but I prefer running this for a bit more relevant sustain in the jungle (4% is equivalent to the ![]() |
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On the first tier, I get 2 points in
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In the jungle, this spell actually helps quite a bit. Jungle ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Your bread and butter spell, the spell that makes you so strong as a pseudo kite/poke champion. This spell has good base damage and AD scaling. It is also extremely spammable, and the fact that if you hit an enemy with ![]() ![]() ![]() |
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Honestly, this spell isn't very useful. It does minimal damage as jungle ![]() ![]() |
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A very useful escape tool/chasing tool, in fact it's range is slightly bigger than the range of ![]() ![]() ![]() ![]() ![]() ![]() |
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A very useful ultimate. With the cooldown reduction build (aka the ![]() ![]() ![]() |
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I max





I max




I max


And of course, max

Starting Items:
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The only start you should go for. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Rush:
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You will want to upgrade your ![]() ![]() ![]() ![]() ![]() ![]() I also rush a ![]() The two items in an average game should take about 13-15 minutes to complete. |
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Iceborn Gauntlet or Trinity Force?




Benefits of

- The AOE slow is actually quite significant
- The AOE slow helps the team (especially AP and AD carry) to prevent enemies from reaching your backline easily
- Gives armor and cooldown reduction, something
Trinity Force doesn't give.
- Effective against full AD teams
Benefits of

- Gives AD, attack speed, movement speed as well as crit chance, something
Iceborn Gauntlet does not have.
- Extremely useful for staying mobile
- More gold efficient than
Iceborn Gauntlet
- Spellblade does more damage (200% of AD compared to 125% of AD)
With this in mind, let me tell you that both items are fantastic, and using one ahead of the other isn't set in stone.
Use







Use





I don't commonly use




Choice of Boots:
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For extra cooldown reduction. Use it when you need to donate blue to your midlaner (which is 90% of the case for midlaners who uses mana-more on buff donation later) such that you will not get the 20% cooldown reduction from blue. Also helps when you don't have blue and get into a skirmish/fight, where CDR really helps to increase your ![]() |
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sp | Use this if you can get blue/attain at least 30% cooldown reduction or if you want to transition into a marksman instead of an AD caster lategame. | sp |
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sp | Only use these boots if you are constantly being targeted with high CC that risks you dying in the initiation phase. | sp |
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My usual 4th-6th items:
(after tier 2 boots)
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Although this is a pricey 5th item, I believe that this is a great item to get. The AD it gives is really high, and the critical chance does help. Even though jungle ![]() ![]() |
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A very debatable upgrade of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Situational Offensive items:
When to use Double

When you feel that you want to have a stronger earlygame and more damage/survivability in both the jungle and during ganks. I don't usually get this item because I'd rather use the 950 gold to rush




When to use

If you really have severe mana issues or if you want to make sure that you always have enough mana. I don't like this item due to the relatively low AD, as well as







When to use

If the enemy is wrecking you with AP damage really bad, and you need this item in order not to get one-shotted. I believe that this item is a waste unless the enemy magic damage dealers are ridiculously fed, as the passive isn't the best in the world and I believe that the alternatives are much better. However if you want to get this item get







When to use

I admit, this item would be really good on jungle





Situational Defensive Items:
(Note: All items are good and can be used, just sell
When to use

This item gives decent armor and magic resist, and a 2nd life every 5 minutes. This is a good item if the enemy can kill you during the initiation phase before you can do anything, so that you can remain relevant throughout the fight. However the active is on a 5 minute cooldown. If you want to build this item, replace it with



When to use

Very similar uses to



When to use

When you are vulnerable to certain spells such as




Consumables:
It's best if you can get like 2

During the lategame if you have finished your build/5 items you can get



*Note: Green indicates blue side jungle path, red indicates purple side jungle path.
Why do I choose to gank top and mid, you may wonder. Firstly, most top laners will start with




However, do take note of what every laner starts with once you have vision of them. Check if the laners start with any Sight Wards, and if they disappear from the map and come back without a ward, you know that they have warded, and judging from the time that they are away from lane you can then deduce the likely location of the ward. You can then assess whether to evade that ward and gank the lane anyway, or not gank the lane at all till the ward runs out. I will talk more about general jungling tips later.
The ganking paths you can take will be shown later in this section.

Sometimes when I know that lanes will be pushed early/ganks will be hard to carry out I will usually choose to complete the entire jungle to get level 4, back for items and gank. My jungle path is shown below, in numerical order:
Now you may be wondering, why do I start blue at both buffs to get the extra mana regen and the 20% cooldown reduction, which helps a lot when it comes to clearing my jungle efficiently, as I will be able to clear jungles faster with blue buff than red buff, on an average of about ~10+ seconds (tried and tested in a custom game).
Then, the next big question will come into mind-why are jungle paths different for blue and purple side even though you have the same aim to hit level 4?
For blue side, if you start blue, after your midlaner "leashes"(which in most case is just a spell and an autoattack since they do not want to lose out on any CS), it will usually only be your top lane who will help you with blue. Chances are you may have to smite blue, and even if your toplaner is generous enough to give you a smiteless leash, the time taken to clear bluebuff will be arounr 5 seconds slower than if you were to start on purple side. The first path assumes that you have a smiteless leash, which allows you to do wolves, wraiths(you'll hit 3 already), red(which you smite) and golems to get level 4. On average,



For purple side, you'll most likely get a smiteless leash on blue buff. Then, the reason why I do wolves before red(which I smite) is because once I finish wolves, go to red, do wraiths and go back to wolves, wolves would already have spawned as their respawn timer is only 50 seconds. As


The advantages of going such a path for purple side is that you'll most likely be faster than blue side. However, take note that such a start for both blue and purple side will likely leave you with no


Ganking Paths:
There are 3 ways to gank top and bot and 2 ways to gank mid. This is illustrated below:
Note: Red lines-common gank paths for blue/purple side
Blue lines-gank paths for blue side
Purple lines-gank paths for purple side
All gank paths can be successful, however the towerdives (blue side bot or purple side top) requires the enemy laners to be 1. Low and your allies are healthy or 2. Squishy and easy to burst down.

Now I will talk more about evading gank paths:
The common ward places and ward ranges are as shown below. The color of the circle(green, yellow and red) indicates how hard it will be to gank if wards are placed around there. You can still go through some paths even though it may be warded if the opponent is extremely overextended. If you have any questions on why I have labelled a certain spot in a certain color, feel free to ask me.
Do take note that certain ward placements combined together may mean that ganking certain lane(s) will become extremely hard. One example is that if your jungle entrances on blue side and

This is if you are BLUE SIDE:
This is if you are PURPLE SIDE:

You need to know which lanes are warded, and where each lane is warded. Bot lane is the hardest lane to gank due to the presence of supports, who often block out 2 out of 3 of your possible gank paths. Ask your teammates to ping where the enemy has warded (or where they think the enemy has warded) and choose an appropriate gank path to avoid the enemies wards to make a successful gank. Also, do take note that jungle





After going through these tips, you should have a better knowledge on the basic jungle aspect of jungle






However, before you even counterjungle, there are things that you must TAKE NOTE OF, in order of priority:
1. Enemy jungler position:
2. Enemy matchups (which you can refer to later in this guide-to be up soon!):


3. Enemy wards:

Counterjungling involves a lot of calculated risk. However, it is good to counterjungle as it will set the enemy back, and as a jungler, if you are leading, you should aim to place immense pressure on their buffs such that it frees up your other lanes, when enemy laners are often forced to assist their jungler to drive you away. In most games, I will always aim to place pressure on the enemy buffs and steal them once the enemy jungler is out of position.
I'll give you some tips on counterjungling in general:
1. Take note of timers for Buffs, Dragon and Baron. Blue and Red buff spawn every 5 minutes, so expect the buff that the enemy jungler started with to respawn at around 7:15, and his next buff at around 8:00. This is especially important as if you are too late to contest the enemy buff, the enemy jungler would likely have secured it.
2. Place a Sight Ward before you counterjungle, preferably 1-2 minutes before the buff actually spawns. This makes it easier for the "safe" steal, but does not help with the "risky" steal, both of which I will elaborate on later. You will want to place the Sight Ward in the brush, which allows you to see the buff monsters when they spawn, as well as the enemy if they are doing their buff.
3. Counterjungling non-buff monsters are much easier. Enemies won't really notice you stealing the camp unless they are there themselves, and clearing non-buff monsters are much quicker. You would usually want to leave 1 small monster which gives very little exp left to further deny the enemy jungler. The death timers of these camps are relatively small (50 seconds), so it shouldn't really be something you should take note of. The only disappointment is if the enemy has cleared the camp already.
4. There are 2 ways to counterjungle buff monsters-the "safe" route and the "risky" route.








Now you will have greater knowledge on counterjungling. Now, what happens if YOU are getting counterjungled? Firstly, I will explain under what circumstances when you should just give up a buff, because in ANY OTHER circumstance you should always try to secure your buffs, or else the enemy will get ahead of you.
When to GIVE UP a buff(take note that all these applies PROVIDED you have 0 ward coverage on your buffs):
-If you spot an enemy running towards your buff when you are out of position and your laners cannot help you.

-If your laners cannot help you and the enemy jungler is way better at dueling with you(high base damage junglers such as


-If that super fed enemy is doing your buff, and you can't get laner help.
-If you are outnumbered or if you are sure the enemy is stronger than your team when they contest your buff.
In any other situation ALWAYS contest your buff as buffs are important to your team!
If you find that you are getting counterjungled frequently, do not hesitate to ward your own buffs! You will be able to catch the enemy jungler out of position, and even if you can't kill him or blow his summoners(which you'll probably do as long as your laners assist you), the chances of

BLUE BUFF gives good mana/energy regen and 20% cooldown reduction.
For BLUE BUFF, in normal circumstances, champions that uses mana should be given blue buff, unless they have a strong likelihood to give it away (0-3 by 7 minutes or losing heavily in farm, or if the enemy laner has extremely high kill potential in lane). You are better off with blue buff than champions who uses energy or neither, as you have mana and the mana regen and cooldown reduction will be much better on you. However if they are really fed and/or you are not doing well then they should be given the buff for the extra CDR.
RED BUFF makes autoattacks and abilities that proc on-hit effects (such as


For RED BUFF, in normal circumstances, you should be having this item early/mid game. Once it is lategame, always donate red buff to your AD carry(unless he is practically useless) as they scale better than you and are much better kiting and chasing down enemies with it. However, even so, do not hesitate to donate red buff to your fed AD laner/AD carry as you already have

Now you may ask-why do I choose to get red buff even after








The advantage that you have is that most laners seriously underestimate the ganking potential of jungle


Here are some tips you should take note of when ganking as jungle

- It's not advisable to gank without RED BUFF or
Spirit of the Elder Lizard unless the opponent is extremely overextended and/or your laner has strong CC. This is because without CC, it becomes much easier for enemies to just run to their towers.
- Take note of the enemies wards and evade them by taking an alternative ganking path(from the ones shown above or any other gank path you deem fit) unless your laners can initiate with hard CC such that you will be in lane just in time to follow up with slows(hopefully) and high damage.
- When ganking, DO NOT immediately use
Arcane Shift to gapclose unless you really need it to send that last
Mystic Shot to finish the enemy. When you use
Arcane Shift, if enemies escape, you can't follow up by gapclosing to secure the kill. This prevents a golden opportunity to kill the laners and snowball the lane, and if you play jungle for a long time you will know that a gap closer skill is precious and should only be used IF THE ENEMY HAS ALREADY USED HIS ESCAPE MECHANISM(e.g.
Flash,
Ghost) or CROWD CONTROL ABILITIES(e.g.
Exhaust,
Aqua Prison,
Counter Strike).
- After a successful gank where you kill the enemy laner/force him to recall, ALWAYS PUSH THE LANE unless the enemy's minions are already pushed heavily. By pushing the wave and getting your creeps to the tower(maybe killing off 1-2 waves of enemy creeps once your creeps hit the tower), you and your laner are CASHING IN on the experience on the enemy's creep waves, so technically you don't lose any experience from their minions. When your minions push to the enemies tower, NOT ONLY will your minions deal good damage to the tower, the enemy laner will LOSE EXPERIENCE because of the tower executing the minions, thus setting him back further and allowing the lane to snowball even harder. Even if your laner does not like the idea, let him thank you after you have helped him win his lane even harder!
- There is one special case to the point above, and that is if the enemy's minions are already pushed to or very near your tower. This is because if this is the case, it is very unlikely you can shove the wave fast enough such that it gets to the enemy tower, and even so, the enemy loses minimal experience and it becomes harder to snowball. I would recommend FREEZING the lane, and 1-Letting the laner stay in lane and freeze the lane or 2-Let your laner recall for better items compared to the enemies and hold the lane for him. This is useful especially if your laner is good at last-hitting under the tower. The advantages are that with the kill, your laner (if he backs) will have the same experience as the enemy, but due to the larger enemy minion wave he is likely to gain more experience in the long run. Furthermore, each time the enemy comes to last hit your laner can harass him and make the enemy risk eating tower shots.
- Once you get your
Trueshot Barrage, DO NOT BE AFRAID to assist your enemy laners by sending an ultimate when a small skirmish breaks out(of course, don't use it randomly on a peaceful lane or your laner will hate you). It does quite a lot of damage (especially rank 2
Trueshot Barrage) and also applies
Spirit of the Elder Lizard slow, which could be the damage/CC your laner needs to win the skirmish!





Earlygame:
Look to gank after doublebuff and get kills/assists for lanes to snowball. This phase is EXTREMELY IMPORTANT as jungle

Make sure you cover lanes that back. Just soaking up experience/farm will also help you a lot. However in this case don't push the lane or your laner will lose out in experience.
Also, take note of which lanes have the hardest CC. These are the lanes where, if you manage to evade enemy wards, ganks will be most successful.
Midgame:
By now, the laning phase should have ended with a few towers going down. This is when the team will start to stick. The midgame is usually from the 20-40 minute mark, though this number can easily be adjusted depending on each game. As jungle





Lategame:
If you reach this stage, you will have to stick with your team no matter what (unless you have vision of all 5 enemies not rushing for some fight/objective). This WILL cost you the game, especially if you are OUT OF POSITION. Remember that even if you are behind, it takes just 1 GOOD FIGHT to change the game. Most importantly, remember your role as jungle

Also, tell me what other sections of this guide you would like to see!
Special thanks goes to:
- JhoiJhoi for the line dividers as well as the BBCode guide.
- My buddies tpy7777 and xShyGuyx for giving me so many suggestions for jungle
Ezreal builds, which allowed me to experiment and come out with a suitable build!
- Stonewall for gameplay footage of junglers, which really helped me get a basic understanding of jungling!
- Trick2g for making me a jungle main(I don't like to disrespect though, sorry!) by showing me just how much a jungler is able to carry, as well as some of the funniest videos I have ever seen!
- Lastly, to you, the reader, who has spent so much time looking through this guide and helping me with your constructive feedback!
That's all from me!
-Lyñx
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