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Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
This build is to enable you to not waste gold on pots if you chose to jungle, and not having to change item builds but only rotation of purchase to counter specific damage types. I'm going to keep this as brief as I can because if you are like me, you hate reading excessive guides that probably aren't that great to begin with *eep*.
I find that Flat Dodge yellow, HP Quints, and Flat Magic Pen red are all necessary to efficiently jungle with this build. If you intend on using this build to jungle I would suggest getting mp5/level blues. If you are not going to jungle mana should not be needed as much and you can pick whatever you like for blue, and even Quints if you like.
I chose these for masteries because I like the durability you get from them, the bonus xp gain which can make the game while in the jungle, and for the health/mana regen option. You may notice there is a point I did not place, this is for you to decide. With this build you can spend that extra point into your favorite summoner spell.
If you caught on that I have 7 items listed including the Philosopher's Stone, than good for you! Whenever you need your 6th item you will sell the Philosopher's Stone. If you are doing well you can build Randuin's Omen early, if not I would leave it as Heart Of Gold until the end of the build; this ensures steady gold flow. Depending on what you are going against for damage dealers you can build Banshees before Sunfire Cape, or Sunfire Cape before Banshee's Veil. I typically prefer prioritizing Guardian Angel over Force Of Nature due to the fact it enables you to be a crazy tank and make those turret dives that could change the game to your favor.
I chose what I did based on jungling. If I were to be laning I would always prioritize taunt, but while having powerball as my level 1 skill. For Example: Q E E W E R ... only picking W when you cannot pick E, always picking your ultimate when you can, and always picking rank 2+ powerball for last. The only reason I pick W first in the jungle is because it helps drastically with burning down minions.
-- Despite not having a huge amount of health you will find you are quite durable.
Flash is pretty much a must. You can use it to flash then powerball away to safety, to surprise enemies, or flash ahead to get in range of that taunt and or powerball. Your second spell is flexible but if you are jungling you will definitely need Smite. Teleport is nice if you want to start a powerball then teleport in, always a classic. Or ghost if you feel the need for speed, or Clense if you don't like getting bossed around. Regardless all of the common spell bonuses can be upgraded with that extra mastery point I left you!
Start at golem(blue) - use your hp pot immediately, you will need the blue bonus. Next clear the wolves, and then the wraiths. At this point depending on how lucky your dodges were, you can proceed to the golem set of two or head back to base to heal. After you clear the wraiths you will have enough gold for your first item upgrade. Next obviously clear lizard(red), and you decide what to do next. Jungling seems to be rough after you run the first sequence, I suggest you ask your team mate if you can jump in and out of the solo lane on occasion to get some mana back, otherwise you will surely oom when you need it most.
The reason I max taunt as quickly as possible is because of how effective it is with ganks. Obviously your team has to not suck, but regardless even with a bad start you can pull the game around. Don't be afraid to use your ultimate to farm creeps or get the golem, it has a short cooldown and will likely be back up before the next team fight, just use judgement. Also don't be greedy with red, granted after you hit 6 you can probably solo most enemies but let someone that needs it get it instead. DON'T FORGET TO USE YOUR RANDUIN'S OMEN!!!