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- Jungling 202: Beyond The Basics
- Who is your jungler and what does he do?
- Jungle Justice - A Brief Guide
- Winter's Wrath in the Woods
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Choose Champion Build:
Spells:
Smite
Ghost
Ability Order
Cursed Touch (PASSIVE)
Amumu Passive Ability
Change Log
- 8-11-2011: New bars added!
- 8-10-2011: Addition of sections for what team they go well on/don't go well on and counters.
- 8-9-2011: Many rating changes due to a clarification on rating scale. There is now a 1 and a 10 for every category and characters are rated based on their relative skill in that classification.
The grading is based on a comparison of all of the junglers. While someone might score high in a category, this doesn't mean the overall game and every character considered. Take Post-Jungle for example. Just because a character scores a 1/10 doesn't mean that they are useless or worse than someone else in the cast. They're just the weakest out of the jungle of the junglers. This means that at least one character will have a 1 and another will have a 10 and the others are graded on a scale on how well they perform relative to those characters.
Difficulty: The difficulty of the champion to perform all of their jobs in the jungle. While it might be easy to afk jungle with Nunu, I would rate his difficulty higher because you have to perform a lot of counter jungling and ganking in order to be useful enough to warrant him on a team. This does take into account the late game, how hard it is to get the character there and how hard their role is.
Easiest: Gangplank
Hardest: Shaco
Jungling Speed: The speed at which they can clear the jungle, reach level 6 and clearing after that.
Fastest: Udyr
Slowest: Rammus
Jungling Sustainability: The ability to stay in the jungle and come out with enough life/mana to successfully complete a team objective without being a liability. This takes into consideration buff dependence.
Most Sustained: Fiddlesticks
Least Sustained: Rammus
Ganking: How well your jungler ganks other lanes. Junglers with good CC are better than junglers without in this respect (Trundle trumps Master Yi in ganking).
Best Gankers: Rammus, Xin Zhao
Worst Ganker: Master Yi
Ability to Deflect/Recover from Counter-Jungling: How well your character responds to someone messing up their jungle route. This can include messing your buffs up, stealing wraiths, killing you in the jungle or negating your presence in the game overall.
Best: Udyr Trundle
Worst: Shaco Rammus
Ability to Counter-jungle: Determination of whether your character can get in and out and do damage to the enemy jungle. Please note that counter-jungling is not walking up and stealing their wraith camp with smite at level 1. That's child's play. It hurts the enemy jungler, sure, but it's really very minor if you don't keep up the pressure.
Best: Nunu & Willump Shaco
Worst: Rammus
Post Jungling: How well this jungler does after he has left the jungle, how crucial their role is and their ability to fulfill it.
Strongest: Amumu Gangplank
Weakest: Shaco Xin Zhao
Tips and Tricks: Any small strategies or quirks to the character.
How to Beat Them: Things that you can do in order to make their life difficult, weeding out good players from the bad ones. If they overcome your attempts in this, they will be at best even with your jungler. This section includes how to counter jungle them!
Putting them on a team: Teams, situations and compositions that this champion does particularly well or poor against.
Pros
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- You can use your bandage to juke through walls and situations to make yourself harder to be caught. Think if you’re on top side and are running from their team. You can bandage toss to Baron (or Dragon if on bottom) to get through impassable terrain without having to flash.
- When in a teamfight without blue buff, your mana will rapidly deplete with Despair. Because of this, you have to be sure to have enough to cast your ultimate and bandage toss so sometimes Tantrum has to take a back seat.
- While Amumu doesn’t do carry damage, he does do damage over time. Keep this in mind because your job is not to kill people, it is to use your bandage toss and damage to protect your team and soak up damage.
- If you become Amumu’s friend he will be 34% more effective.
- Amumu is blue buff dependant early on, generally. Though he can get a mana crystal and go to wraiths and get it later, taking his blue buff with your team will set his ganks and development back.
- He is an amazing team fighter and has a ridiculous initiate. In situations where your team is dancing or facing off with the other team at a distance, he can bandage in and snare your team. Be careful not to overextend against his team because a swift wipe can ensue.
- Remember that his damage is supplemental and he shouldn’t be focused or targeted unless it is convenient.
- Do not fight him in a cluster. Just don’t.
- Other than these tips, he really isn’t an unstoppable menace. He relies on his team to do the heavy lifting while he soaks up the damage. Try to take his damage down and worry about the little man later.
>Example Team: Annie (mid), Rumble(top), Amumu (jungle), Miss Fortune(bot), Sona (bot) The AoE dream team. I have had this comp before and it's absolutely ridiculous. Amumu ult + ANY OTHER ULT ON YOUR TEAM = assured death to bare minimum 1 person.
>Good against: Most of the cast.
>Bad against: Janna (anti-team initiate), Nocturne (jumps over your ultimate to destroy your carry anyway)
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Cons
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- Learn to combo. You can silence, rupture, feast for a surprise lots and lots of damage all in one swift action. Gauge their life total and how much damage you have and just burst them for 40% of their life to secure kills.
- You have some nasty CC, so use it. In a teamfight, Rupture their damage or the guys going after your carries. Silence as many people as you can and then eat the nearest close to dead person.
- You can cast rupture where you are standing if you predict that someone will be coming all up in your jammy. This allows you to go from the defensive to offensive very quickly.
- If your Cho’Gath gets too big, just play a few rounds of “Touch the Enemy Nexus” to lose some stacks and decrease in size. (Don’t actually do this).
- WARDS WARDS WARDS WARDS WARDS. Yes, that many. His ganks rely heavily on landing Rupture and if you ward your near bushes, he won’t be at a range where it will hit you before you see him. Dodge the rupture and you’re set. If they have more CC to guarantee the Rupture, make sure you don’t put yourself in a position that their stun and his rupture can be chained (on bot lane don’t go close to river bushes, stay against the outside of the map, etc.)
- Respect his damage. He isn’t like Amumu where a 1v1 is “How long do I feel like punching this crying guy in the face?” Cho’Gath will knock you up, double auto attack with his E spikes and silence you just before he literally eats you up. He will burst you for hundreds of damage, do not take that lightly.
- If you don’t focus Cho he will CC your whole team repeatedly. If you do, he will take forever to die. So with this in mind, try to make fights quick, spread out and target oriented. If you run as a cluster up to Cho and his team, he’ll just pop you all up and surprise you’re dead.
- Cho’Gath has no escape mechanisms other than Rupture and his cooldowns aren’t very short. If you can dodge his rupture when chasing him, welcome to a big, easy target.
- In a teamfight, be aware that he can chomp you for 650 damage and if you see the beast approaching, leave quickly.
- He is very hard to counter jungle because of his versatility, but you can always take a camp or two as long as you’re warding your own.
>Example Team: Orianna (mid), Yorick (top), Cho'Gath (jungle), Tristana (bot), Soraka (bot) This comp gives your team tons of damage and anti-caster style destruction while using your casters to maximum benefit. Orianna's burst combined with a Cho'Gath stomp/silence/feast will kill even the tankiest of characters. You can also have an instant fight with Trist on bottom if you happen to land a rupture and she rocket jumps in.
>Good against: Ezreal, LeBlanc, Tristana (all with skill based escape mechanisms that are squishy. Silence wrecks them.)
>Bad against: Nobody, except if your team lacks damage. He can beat himself in that regard.
Pros
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- Learn how to use your ultimate and when. It sounds straightforward, but it’s the key to doing well with this guy. As I said above, without it you’re just a CCbot and nobody cares.
- Fear the right targets. If enemy Irelia is coming right at you, fear her to save yourself. You are a squishy, so you are a high priority target, learn to position and protect yourself properly.
- Remember that you are squishy, even with drain. Drain can sometimes keep you alive through people beating on you if you have enough AP, but be wary of hard CC to stop the channel.
- Even though I shouldn’t tell you this, it’s usually a good idea to solo dragon at level 5 with a blue buff. See a guide on what items and such, but it’s possible and know that you’re risking a flash in order to secure dragon.
- WARDS WARDS WARDS WARDS WARDS. Yes, this again. His level 6 ganks rely on surprise crowstorms and if you ward your near bushes, he won’t be at a range where it will hit you before you see him. If you see Fiddlesticks coming, it’s best to just get far, far away and stay there. His ultimate will ravage your manparts (or ladyparts, whatever you’ve got to work with).
- Focus him, but not too much. Fiddlesticks is a squishy, however he has strong CC and a powerful drain effect with enough AP. If you’re not making progress on the killing, don’t go berserk and chase him across the world.
- Never, ever fight a teamfight when he is MIA or you are all bunched up. A 5v5 for your team quickly turns into a 0v5 because Fiddle just ult’d in from the wraith spawn to wipe your team completely.
- Ward dragon early. This will be help secure it for your team, or at least make sure he isn’t doing so for his.
- Take exhaust in draft mode! An exhaust on a Fiddle that just ult’d into you will DRASTICALLY reduce his damage because of the -% reduction as well as move speed reduction.
>Example team: Brand (mid), Singed (top), Fiddlesticks (jungle), Leona (bot), Corki (bot) The Singed/Leona combo allow for enough CC and AoE damage on top of Corki and Brand poking from impossibly far away to allow time to set up a perfect ultimate window. Get in there and crush 'em.
>Good against: Malzahar, Katarina, anyone else with channels
>Bad against: Assassins like Akali and Poppy who can instant kill him.
Pros
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- Parrrley applies on hit effects, so red buff, Frozen Mallet, critical chance, etc. are applied at a range, which is a huge deal.
- You reduce the healing of champions by 50%, so be sure to shoot any enemy healers like Warwick, Vladimir, Swain or someone being focused if they have a Soraka.
- Your Remove Scurvy is a quicksilver sash on demand. Make sure you save this to remove things such as stuns, suppresses and other CC effects and don’t just blow it for a quick heal.
- Don’t be at low life and recall somewhere that Gangplank can see you. He can and will ultimate on you and death occurs. Treat him almost like Karthus in that when you enter a teamfight be aware that he can chunk your whole team down and/or finish off stragglers.
- Don’t let him kite you with Parrrley. It has a short cooldown and he will try to keep shooting you and backing off. Once you’re in range, he isn’t as hard to deal with if you outman him.
- Try to bait his ultimate off by engaging in a fight that you can easily leave. This will cause him to shoot his ultimate off early and they will not have it for the next fight. Once his ultimate is down, a lot of his power is diminished, so take advantage of that time.
>Example team: Anything.
>Good against: Anyone.
>Bad against: Nothing really. This might seem like a cop-out, but GP is extremely strong right now and the only reason to not play him is because he's banned. He can be a tank, AD carry, both and has awesome everything.
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- L2E+Q, ‘nuff said.
- Your true tankiness won’t come out until later in the game. Don’t go around pretending like you’re the fortress of annihilation after you get Merc Treads and a HoG or something, because you’re not.
- Please remember that you can turn cataclysm off when they flash out of it. It’s important.
- Just because your initiation is strong doesn’t mean kill yourself. Make sure you know what you’re javelining into.
- Save your flash for after he cataclysms. He if he clicks you as you flash, he will fly after you in a hilarious, yet deadly, fashion.
- Take his blue. I guarantee he won’t appreciate it, so make sure you mark the timings and keep taking his blue from under his nose or ward his blue to catch him doing it.
- When he is coming out of the jungle, see if you can take note of his items. He is often just a strong CC and auto attacking damage dealer, but killable depending on his current life and mana. This is different than top lane Jarvan of old, where he is nearly unkillable and does insane damage.
- Learn to gauge his mana pool. He is stricken with Sion mana costs, so after an E+Q and ultimate he might not have enough to E+Q again immediately.
- In the late game, he won’t be as farmed as he should be unless fed. If that’s the case, he can be ignored depending on his item comp because he won’t be running Atma/Warmog/Triforce at the same time. He’ll be either off-tanky or full-tank with not an amazing in between.
>Example Team: Vladimir (top), LeBlanc (mid), Jarvan IV (jungle), Kog'Maw (bot), Jax (bot) All lanes don't have a lot of CC, but can dish out damage after a knockup. Additionally Vladimir is a weaker laner until around 9, Kog'Maw's early game is very squishy and LeBlanc is scary when fed. Because of all the early ganks available and tankiness to the lane, securing a kill should be a breeze.
>Good against: Teams with channels and no anti-initiate
>Bad against: Alistar, Janna, teams with safe or weak lanes. You won't get as much opportunity to gank and get the farm you want.
Pros
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- You can tower dive with Lee Sin relatively easily if you have minions or an ally in the correct location. Much like Katarina’s Shunpo or Jax’s Leap Strike, you can warp out to an ally in order to not take any more damage.
- If you land his gap closer, you have time before you have to activate it again. This allows you to play games with when you want to engage and initiate on someone.
- If you can close the gap to a minion or player behind your target it gives you the opportunity to kick them into a tower or ally.
- To quickly poke, kick an enemy and shield back to an ally. This gives you an opportunity to get free damage in since he does not have mana to worry about and there isn’t much time to react if done properly.
- Lee Sin is a great duelist, do not fight him straight up. Instead, try to catch him out of position or prevent him from being able to simply kick you away.
- When he comes in to gank your jungler or is jungling himself, go help your team and coordinate something to take him down. He can juke through trees, so don’t overextend yourself.
- If you see Lee, try to move around a lot in order to make his skillshot miss. A lot of his power comes from that, so dodging it will save you a lot of damage.
>Example Team: Annie (mid), Irelia (top), Lee Sin (jungle), Taric (bot), Ashe (bot) Having a stun/slow in each lane allows you to land your skill shot unconditionally, which will absolutely net kills. It does so much damage.
>Good against: Junglers weak to early invasion, low burst damage teams
>Bad against: A decent amount of CC, tankier teams
Pros
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- Through playing more, find out when it is right for you to enter a fight and activate your ultimate.
- Remember to activate your E before going in on someone. This will give you a lot more damage and is essential to getting that damage in quickly.
- Use your ultimate and Q smartly. Alpha is your only gap closer aside from running up, so if you can walk onto someone first THEN Alpha when the flash away, that’s a much better usage than “SURPRISE MISTR YIIIII” tactics.
- Your ultimate resets when you kill people, so killing just one person on their team means you might be able to wipe all of the rest of them. He has some serious power in this respect, so make sure you harness it.
- Kill him. Nah, but seriously he is a squishy, for the most part, until he is auto attacking you. He needs to build damage to maximize his ultimate and killing power so throw a stun or two down on him and he’s out. Don’t be baited if you’re low health, though. He can just pop his ult and heal to full while slashing your life away.
- Blind and Exhaust effects are very, very good against him. Much like Tryndamere, Master Yi is nearly negated by a well timed Exhaust, so take it.
- If your team is starting to get low in scuffles, it’s best to just pack up and heal rather than force a fight. You might come out of it victorious, but Master Yi will pentakill your team if they’re low.
- Keep Master Yi down. Don’t let him score easy kills or put yourself in situations where he excels. Think of him like a slower Akali in that if your team is low they are just food. Keep your health up and don’t engage Yi 1v1 if he has any kind of lifesteal as he will drop you like a bad habit.
>Example Team: Orianna (mid), Rumble (top), Master Yi (jungle), Alistar (bot), Kog'Maw (bot) With this team Orianna and Rumble do lots of AoE poke damage while Alistar keeps them alive and Kog fires from the back. This allows you to come into the fight halfway through and take care of bidness.
>Good against: Most AD characters, squishies and idiots who don't leave when at low health
>Bad against: Exhaust!
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- Your ultimate can be used to prevent vision, even if you’re not there or teleporting in to anything. If your team isolates someone, use your ultimate and they won’t see that someone is dying and you will still get the assist for it, even if you are nowhere near.
- Landing your duskbringer on all of the creeps in the camp will speed your jungle up greatly.
- Sometimes when your team enters a fight, the best time to use your ultimate is in the middle or end of the fight. Remember your allies still have full vision and denying vision to enemy healers, supports or casters can save your team, not to mention the chaos that is involved in some dude jumping into the fray.
- Nocturne can come back from being behind fairly well, but remember the he will be even squishier. Many Noc players choose to go straight damage, which makes them very easy to kill and should be taken advantage of. Check their items!
- When his ultimate goes off, communicate with your team via pings or voice as to who is getting attacked and where.
- Avoid overextending when he was not recently seen somewhere and keep in mind that he can be anywhere at a given time.
>Example team: Your team doesn't matter, it's Nocturne. DARRKKKKKNESSSSSSSSSSS
>Good against: Squishies. Squishies are scared of the dark.
>Bad against: Alistar, Janna, very tanky comps
Pros
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- Casting Absolute Zero in a bush does not reveal your position, so if you have the chance, get someone surprised with a thousand damage for an edge.
- Nunu’s midgame damage and Blood Boil effect is very strong. Be sure to abuse it as much as possible in order to maximize your team’s victory chances.
- If you are fighting around minions, consume one of them to gain some health back. It can mess with people’s combat math on the fly and keep you and possibly another team member alive.
- If you get Ionion Boots of Lucidity, your snowball can be cast before the slow even finishes, meaning you can infinitely slow someone. Make sure to keep the timing down and keep them from escaping.
- Keep in mind that most Nunu players won’t do a lot of damage, but will slow you long enough for someone else to wail on you. You don’t have to be scared of Nunu 1v1 usually, however always be wary when he is around his teammates.
- Wards, wards, wards. Nunu is always around the map and is a weak brawler, so knowing where he is at any point is integral to beating him. He has little power without his team, so this also allows you to hunt him down and get him.
- Save your stun/silence for activation of his ultimate. He will try to use it at an opportune moment, but make sure that at least one person on your team has saved a stun for him. You don’t all have to focus him, but try to knock him out of the ultimate as soon as possible.
>Example Team: Anivia (mid), Udyr (top), Nunu & Willump (jungle), Alistar (bot), Ashe (bot) He can provide strong ganks for bottom and top lanes with his additional CC to help. He can also secure red and blue buffs for Ashe and Anivia, respectively, which is very important and powerful.
>Good against: Low hard CC teams, junglers weak to invasion
>Bad against: High CC teams, high burst/assassin teams (they kill your team and you're left alive, crying)
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- Use Undertow by throwing it at your feet. This will instantly pick up the axe, refreshing the cooldown on it. When done properly with blue buff, you will have a reliable, spammable AoE attack to use on jungle creeps.
- Master the Undertow. It’s your key to ganking, poking and jungling so learn to use the skillshot and learn to use it well. Positioning is key, so try to throw the axe where you’re going to be running to if the enemy is fleeing you.
- When you have your W active, you gain spell vamp. That means that SMITE will give you life back!
- Your Reckless Swing ability does true damage. Make sure you use this to beat up those pesky tanks with tons of resistance, as it will truly hurt them more than anything else will.
- Dodge the axe! His axe is the key to almost anything he wants to do (unless he gets a good jump on you) so make sure you try your best to dodge the long range ones and juke the short range ones.
- Counter jungle him hard. He is very prone to being messed with in the jungle, especially since he is usually low life on his routes around Red buff. Use this to your advantage in order to get him down and keep him there.
- In a fight, try to bait his ultimate. There is a right and wrong time to use it, so make sure he doesn’t pick the right one.
- Kite him. Just run and attack him and he’ll never catch you unless he hits an axe. If you see him pop his ult and charge at you, just leave until he’s not hunching down (in ult) anymore and then drop him like a rock.
>Example ENEMY team: Annie (mid), Udyr (top), Rammus (jungle), Alistar (bot), Ashe (bot) He can go through Udyr's constant stun, Rammus/Alistar's life pools with true damage and can kill Ashe/Annie extremely quickly. Anyone else will have to sit through 6 years of CC before they can move again.
>Good against: Alistar!!!!! True damage goes through his ult and no CC works on him.
>Bad against: Fast characters or kiting style teams. Often times you'll pop an ult to just get outrun and then be a sad bro.
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Note on Rammus: He's the unfortunate reciever of many of the 1's in certain categories. This does NOT mean he is bad and you shouldn't pick him. It simply means that if your team needs aspects of things from him that he's bad at, you will fail. Rammus was on the winning team for Dreamhack this year, so he is definitely viable. But if you cannot get a team to compensate for his shortcomings, things can be rough.
- Powerball can be charged in place in a bush, then you can take off so that you are even faster. This makes waiting for a gank good and gives your teammate a very clear sign that you’re ready to kick some face.
- When defending a tower and taunting someone into it, you can powerball them in place in order to get an extra tower hit on them (the micro knockup keeps them there).
- Your ultimate has some great AoE damage, don’t forget to use it in a teamfight.
- After you taunt, be sure to activate Defense Curl so they take more damage when attacking you.
- Try to keep him down in the jungle by chasing him out often. You can’t necessarily kill him, but getting him out and having to recall goes a long way.
- Don’t let him kill you in a gank. This sounds logical, but remember that his gank is stupid good and get out at all costs. The more assists and kills he gets, the more of a nightmare your late game will be.
- Never, ever focus Rammus. With good items he’ll have over 200 Armor and MR which means his effective health is 6 billion. That’s a big number, so don’t do it. You’ll be taking damage when you focus him as punishment from me (Riot).
- Quicksilver Sash! This is so useful against his taunt that I would almost say it is a must. Watching your character walk into the enemy team is a painful experience.
>Example Team: LeBlanc (mid), Urgot (top), Rammus (jungle), Taric (bot), Miss Fortune (bot) A gank to any of these lanes will net a kill with high early damage and lane control partners. Because you will net kills on hardcore snowballers, your mid game will be a crush into a 20-min surrender.
>Good against: Anyone with a channel, teams with a single heavy damage dealer (taunt 'em)
>Bad against: Counter jungling strategies, disruption in the jungle, wards
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- Shaco is very good at helping your team snowball by establishing early lane dominance. You must do this in order to take the game because you won't be able to carry in the late game, you must rely on your team to do so with the help you've given them.
- You can particle dodge projectiles. This means that tower shots, skillshots, etc. can be dodged by using your ultimate AS IT HITS YOU. This leaves that spell hitting your particle cloud and neither you nor your twin incurs damage. This is really useful, so get it down.
- Always take advantage of your passive. Get behind people and deal that extra damage, it does matter a lot.
- If a team skirmish is happening, tell them to hold at a tower while you push. You can escape almost any situation with well placed boxes and Deceive, and even if they send a team at you your allies will get a tower or dragon for it.
- Think of Shaco as a troll. Do everything you find extremely annoying to other people, like constant harassment, killing, escaping, etc. You will be most effective this way, though it’s odd advice.
- For the love of God, don’t be an actual troll. There’s a lot of AP Shaco trolls that sit in a bush with 6 boxes waiting for someone to come. Don’t. Do. This. It’s not viable. It’s not cool. It just makes people angry while they beat you.
- Look for the poof! When he uses Deceive, he will leave a poof of smoke in the fog of war. This alerts you to where he might be.
- Don’t chase him forever. He will outrun, flash or trick you. You’ll then find yourself alone in the jungle with whispers and jester noises surrounding you while he kills you.
- When he uses Twin , click on the twin. The twin will have no items or buffs, so you can easily tell which is which. If you click on a Shaco and they have items, it’s a real person.
- Remember his twin does DAMAGE when dying. Don’t just shank it because it exists, it will AoE your team.
- Don’t facecheck bushes at less than half life. He might be there, the bastard.
>Example Team: Doesn't matter, as long as they can fight (not a team full of squishies)
>Good against: Olaf, Fiddlesticks, Trundle, Warwick, low life laners
>Bad against: Burst damage, sustained damage, getting hit
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- Trundle’s Rabid Bite can reset your auto attack timer, so double tap that sucka. It also applies Wriggle’s proc, making it effectively twice as good.
- Wait to use contaminated ground until the fight actually starts. This will allow you to get in on the right targets at the right time instead of spreading filth for no reason.
- When using Contaminated Ground in the jungle, put the circle so that no parts of it reach into the lanes. When you are at wraiths, they will be able to see your ground if you placed it at the center of the camp in midlane. This reveals your position and isn’t recommended.
- When using the pillar, try to trap people against or near a corner, wall or creeps. This will mess with their pathing and provide you a few more auto attacks.
- Trundle is sort of reliant on his Contaminated Ground. He doesn’t need it, but being on it makes him very strong. Stay away from him on the ground if you value your life.
- Trundle is a tanky guy, so focusing him isn’t the best option. It is better to ignore him at first or CC him away. He will do some good damage with Trinity Force, but it won’t rival a strong caster or carry.
- Try not to fight in contained areas such as the jungle. It allows him to pillar paths off entirely which sets your team up for death. Engage him and the team on open ground in order to avoid this.
- Use his pillar against him. If he does it to you, wait for it to come up and then flash or escape to the other side. This will force him to go around his own object and likely not catch you.
>Example ENEMY Team: Annie (mid), Singed (top), Nocturne (jungle), Ashe (bot), Soraka (bot) Trundle can use his pillar to knock Singed and Nocturne back as well as catch Ashe, Soraka and Annie very out of position. He can also ultimate onto Singed making their primary damage taker significantly weaker and unable to run away easily.
>Good against: Kite compositions, AD and/or tank junglers, teams with a single tanky character, jungle or corridor fights
>Bad against: Open river fights, characters with escape mechanisms, your team not having an initiate
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- Get used to the form changing in a custom game or you will super fail in a real game. Believe me, I’ve been there.
- Learning when you should be form dancing (changing) is important because it will help you get across the map faster as well as make you sound like some sort of nightmare animal train.
- Remember that your Phoenix is an Aura so you are able to switch forms right afterward in order to get benefit from another form. Remember to keep going back to Phoenix to keep the DPS up, however.
- In this form your best method of team fighting is going between phoenix, turtle and bear to stun people running through to your carries. The bear can stun multiple people in the form and the turtle will keep you alive longer in the fight. Phoenix should always be active and radiating death.
- As I’ve said a few times, Udyr can be kited hard. Just stay away from brush when you’re over-extending and ward river to see if he’s flanking you. You’ll get out before he can hit you and if you’re Ashe just fire and take a step back, repeat.
- If you choose to fight Udyr alone, don’t. He can soak up tons of damage with a shield every few seconds as well as dish out some serious pain if you stick around to take it. Don’t forget that he can dodge your attacks with his passive.
- Running from Udyr for a long distance is also tough to do. Try not to put yourself in situations where he can chase you up a lane or river as he will outrun you eventually.
>Example team: Doesn't matter.
>Good against: Everything he's not bad against.
>Bad against: Ashe (permaslow = permafrown), Alistar (headbutt = useless screaming bear man thing), Janna (CC queen), Kayle (slow and invuln is big), Lee Sin (kicks you in the face and can deal with your burst well), skill teleporters ( Ezreal, Tristana, LeBlanc, etc.)
Pros
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SPACESPACE |
Cons
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- Get used to the form changing in a custom game or you will super fail in a real game. Believe me, I’ve been there.
- Learning when you should be form dancing (changing) is important because it will help you get across the map faster as well as make you sound like some sort of nightmare animal train.
- You can preload your tiger strike to be able to double strike them. You do this by putting up tiger form, which lasts for 5 seconds, charge in with bear form, hit them and they get both stunned and tiger form proc’d. You then switch to tiger again immediately and continue bursting them down.
- As I’ve said a few times, Udyr can be kited hard. Just stay away from brush when you’re over-extending and ward river to see if he’s flanking you. You’ll get out before he can hit you and if you’re Ashe just fire and take a step back, repeat.
- If you choose to fight Udyr alone, don’t. He can soak up tons of damage with a shield every few seconds as well as dish out some serious pain if you stick around to take it. Don’t forget that he can dodge your attacks with his passive.
- Running from Udyr for a long distance is also tough to do. Try not to put yourself in situations where he can chase you up a lane or river as he will outrun you eventually.
>Example team: Doesn't matter.
>Good against: Everything he's not bad against.
>Bad against: Ashe (permaslow = permafrown), Alistar (headbutt = useless screaming bear man thing), Janna (CC queen), Kayle (slow and invuln is big), Lee Sin (kicks you in the face and can deal with your burst well), skill teleporters ( Ezreal, Tristana, LeBlanc, etc.)
Pros
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SPACESPACE |
Cons
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OR
- Hungering Strike can reset your auto attack, though the timing is a bit weird.
- Hungering strike does a % damage, so when you use it on a tank you will heal more than on a squishy. Keep that in mind when you’re running low on life.
- Your ultimate applies on hit effects, which is why Madred’s is awesome on him.
- If you want to sneak up on someone that is low life, you can turn your Blood Scent off and the just walk in, ultimate them and turn it back on to chase if necessary. I’ve done this many times as a good player will roll out as soon as they hear the howl.
- Warwick becomes a lot less tanky when he is ignited. Overall, unless he is ignited or the last person standing, do no focus him. He’ll do an ok amount of damage and cause some mayhem, but he is not a carry nor does he do carry damage.
- If you hear the howl and he is level 6, you have to get out of there quickly. Also be aware that if you’re low he can and will dive you because his ultimate will slice you up.
- Quicksilver sash and/or stunning him mid-flight of his ultimate will get him out of it. Keep this in mind if you have a stun or are constantly dying to him.
- A majority of Warwick’s damage is magical, so building MR is effective as it shuts down his Hungering Strike and Madred’s bonus damage.
- Construct a team that can do something without the main damage dealer. Warwick against a team that is focusing around a main source of damage will have that source focused, jumped on and killed immediately. You have to make sure that your team can mop up without your main carry.
>Example team: Annie (mid) (STUPID COMBO, STUPID I TELL YOU), Rumble (top), Warwick (jungle), Vayne (bot), Sona (bot) This team allows for large burst damage that synergizes well with Warwick's ultimate as well as letting him be a primary tank for the team (next to Rumble)
>Good against: Single person all-stars ( Katarina), Anyone with a channel ability
>Bad against: Ignite, Ignite effects ( Gangplank, Miss Fortune, etc.)
Pros
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Cons
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- Three Talon Strike resets your auto attack, so swing then push Q for a quick double attack.
- When using Three Talon Strike, you can hit anything twice and then the third hit will knock someone up. You can hit two neutral minions and charge out of the bush to get the third knockup hit on them.
- When you are ganking someone, save your charge and use better positioning to get the hits in. They will flash away if you get close enough to hit them and THAT is when you should charge in. This will allow you to get them no matter what.
- Your charge ability plus Three Talon does massive damage, so test your limits on who and when you can tower dive as Xin can generally kill someone before the tower even blinks and take only a hit or two.
- Be wary of early ganks. When you see him, wait for his charge and then flash out
- He is relatively squishy unless he builds really tanky (even as tanky DPS with Mallet/Wriggle’s), so don’t be afraid to lock him down
- He relies heavily on getting early kills and farm. If you can ward well and not give him that, he will taper off hard into the late game
>Example Team: Vladimir (mid), Jax (top), Xin Zhao (jungle), Alistar (bot), Vayne (bot) This comp allows for really strong dives on every single lane while maintaining a fierce lane presence. This team will win hard early or struggle through the late game, but you can dive 2-3 people whenever you want thanks to pool, leap strike, Vayne's stun arrow and Alistar's ultimate combined with your burst mobility.
>Good against: early game squishies
>Bad against: Anti-initiate, Tanky DPS stronger than him, anti-dive (something like Singed or Udyr)
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