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Spells:
Smite
Flash
Ability Order
Umbra Blades (PASSIVE)
Nocturne Passive Ability
Introduction

Pros
+ Pretty sustainable in the jungle, and more so after Wriggle's.
+ Brilliant damage output
+ Arguably one of the best junglers at the moment
+ Great escape and initiate
+ CC in his E and outside of his ultimate, something that
+ Fun to play
+ Decent survivability
+ One of the best ultimates in the game
+ Great farmer
+ He's bad in a lane
+ You're a ******** nightmare being, what's not to like
+ Awesome voice.
Cons
- Can sometimes be hard to initiate without your ultimate
- Fear can be troublesome, and is very unpredictable
- You might get MUCH better farm in a lane.
- His /dance isn't Hare Hare Yukai (I mean come on, wouldn't that just be awesome)
Recommended -
What NOT to get -
First, we start at the wolf camp, we do this for optimal speeds! Use your Q whenever it's off cooldown and kill the big wolf first!
Then we go for the Wraiths. Smite the big blue Wraith and immediately use Q and take your W skill!
After this, we go for the two golems, use your Q from about the position I have there, this gives us optimal jungle times, and doesn't really make it any worse, so why not?!
Here, we go to base. Pick up your
Next, we take on the blue buff. Smite it as soon as it's less than 495 HP.
We take on the wolves again here, focus the big wolf first, and start using your health potion about now.
Wraiths again! We simply use our E on the big blue one, focussing that down first, then kill the rest of them easily.
Next, we have Red Buff OR Golems. Since most of you won't have AS runes, this is better to do first, if you do have AS Runes, do Golems first. Smite it for the finishing blow.
Lastly, Golems OR Red Buff. Red Buff if you have AS Runes, Golems if you don't.Why this route for
The reason this route is optimal for
Starting at blue buff, even though
The
After that, the
The next item on our list is
The next item is a
After this, an armour item will do really, but really, I'd recommend a
It's worth noting that later in the game, for a 6th item slot, you should sell your
OPTIONAL/SITUATIONAL ITEMS -
Now, sticking to the same items every game is absolutely ridiculous. Here's a few alternatives and where to put them in your build -
These will most likely be the thing in this build you change most often. If the enemy team has a decent amount of CC, these boots are the best you can get by far. CC Reduction is crazily good.
This item is a MUST BUY if the enemy has a
Enemy team got a
If your team's lacking in CC, I'd recommend getting this in place of your B.F. Sword.
If your team is lacking in CC AND their AD carries are doing pretty well, get this instead of your
OR
These are good last items if the enemy team is stacking Armour like nobody's business. I'd recommend the latter only if you have more AD carries.
If the enemy is stupid, and is stacking health, this is a GREAT last item to tear through it with.
Our Seals,
For Glyphs,
Quintessences are simple enough to understand. Greater Quintessence of Desolation gives us the ArP we need. ArP > AD Quints UNTIL you're fighting them at 0 Armour, so it's a no brainer, since this reduces the jungle creeps' Armour to 0, and gives us some ArP we need for better ganks and a slightly better late game presence. We NEED these, since we didn't take Greater Mark of Desolation.
There's nothing in here to write home about really and I hope they don't need too much explaining or justification.
The one thing I think someone might be iffy about is
If you want to be tankier, 1//21/8 or 1/8/21 also works, but I'd not recommend them. Offense is the way to go - it helps you hit harder (which is your job) and gives you faster jungling times, so why not?
I prioritise -
>
>
>
It's a no brainer if you think about it.
Firstly,
Second is
Thirdly, I take
Lastly,
Nocturne's
Paranoia is GREAT when teamed with an ability such as
Enchanted Crystal Arrow or
Destiny. Try coordinating with your team for the best time to gank- If you build pure AD/carry items, you won't be able to fight for very long. It's often better to save the real damage to your ranged carries, when you're up in their face, you can't afford to die in a few shots.
- Don't just use
Shroud of Darkness when you expect any old spell in a team fight, see if you can time it for when you think the opponent's CC/best spell will be, for example,
Curse of the Sad Mummy is quite predictable. - Remember, never push a lane out when you're temporarily guarding it whilst someone goes to base! Take the last hits, but that's it!
- If your target is moving, it might be best to predict their movement with
Duskbringer to hit them. Even if they dodge it this way, you have a dark path towards where they will be soon enough either way! - Other than your
Unspeakable Horror, you have absolutely no slows/CC. Your ganks are MUCH more potent with Red Buff. Try to gank a lot more when you have red buff. - You don't HAVE to use
Paranoia offensively. If used correctly, it can even be used to save yourself from a gank if you target the right champion! - You are actually surprisingly bulky for a "carry", remember to protect your ranged AD carries - since you are essentially a less bulky and more offensive version of a tanky DPS. You can bring them down whilst peeling them off your most squishy champions.
6/9/11 -
10/9/11 - Added more to the Items section.





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