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Spells:
Ghost
Smite
Ability Order
Fury of the North (PASSIVE)
Sejuani Passive Ability
Introduction
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Hello guys, this is going to my first guide, to my first and foremost favorite jungler. My name is Allen He, I have been playing League for a little more than half a year, but jungling has become my favorite role. I will not say I am an expert at League of Legends, but I will say I know a lot about
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So please, ladies and gents, sit back, keep your finger on that mouse wheel and I hope you enjoy reading about
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[PLEASE KEEP IN MIND ALL OF THIS IS MY VERY OWN PERSONAL PREFERENCE. I HOPE MANY OF YOU CAN GET SOMETHING OUT OF THIS, IF NOT I'M GLAD YOU STOPPED BY. BUT IN THE END, PLEASE, KEEP THE FEEDBACK COMING, I LOVE TO LEARN OFF OF MY MISTAKES.]
Pros of
Sejuani--
-Great initiator with both her
Arctic Assault and
Glacial Prison.
-Powerful tank.
-Quick Jungler with
Northern Winds.
-Easy to execute ganks.
-Rarely played.
-SO CC HEAVY, her passive
Frost.
-TOO MUCH CC, her E,
Permafrost.
-MORE CC,
Glacial Prison.
-SHE RIDES A FREAKEN BOAR.
-She's cooler than
Ashe.
-I think she has the best dance in the game.
Cons of
Sejuani--
-Has a particularly slow start if you compare her to other junglers like
Nocturne,
Shyvana, or
Lee Sin.
-Until late game, most skills stay on cool down for a rather long time.
-Her damage really falls off mid + late game.
-She is very much like
Amumu, but does less damage and has a shorter range.
Why do I play her?
I love jungling, and I think her ganks are the most fun to execute. I feel like with her, s lvl 3 gank is more often than not a guaranteed kill with the heavy cc on
Permafrost. Watching someone run from
Sejuani is like watching snails crawl across a desert.
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-Great initiator with both her
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-Powerful tank.
-Quick Jungler with
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-Easy to execute ganks.
-Rarely played.
-SO CC HEAVY, her passive
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-TOO MUCH CC, her E,
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-MORE CC,
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-SHE RIDES A FREAKEN BOAR.
-She's cooler than
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-I think she has the best dance in the game.
Cons of
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-Has a particularly slow start if you compare her to other junglers like
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-Until late game, most skills stay on cool down for a rather long time.
-Her damage really falls off mid + late game.
-She is very much like
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Why do I play her?
I love jungling, and I think her ganks are the most fun to execute. I feel like with her, s lvl 3 gank is more often than not a guaranteed kill with the heavy cc on
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AS for runes, I believe this is rather standard for a tanky-AP jungler.
The Quintessences I use include three
Greater Quintessence of Swiftness runes for the extra movement speed for early ganking capabilities.
One has once suggested a
Greater Quintessence of Resilience to add the slightest bit of armor to allow for prolonged jungling capabilities, really, up to you.
Greater Seal of Resilience - The Seals, of course flat Armor runes for those pesky wolves and your arch-nemesis from Frejlord, Ashe.
Greater Glyph of Shielding - The Glyphs consist of Magic Resist per level runes. Why these? Well most AP carries end up becoming much stronger in the later phase of the game, so compared to flat Magic Resist runes, magic resist per level runes are much more efficient.
Greater Mark of Insight - The marks, well, this one can go many ways. I personally prefer to use magic penetration marks to allow for those killer ganks early on. People can feel free to get attack speed runes,
, (I've seen a 2k ELO person use those) to speed up jungling, or even get more AP for quicker jungling since all of your skills scale off AP.
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One has once suggested a
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Masteries, those 30 points that people always seem to have different views over. In my very own opinion, masteries are not extremely significant, but they do matter down to a very minor level, so as I lay my mastery page out, please keep in mind even if you used a completely different build you'd probably do fine.
I consider my build to be the standard tank mastery page. a 1 - 24 - 5 tree.
First let's talk Maok... I mean defensive tree.
-
Tough Skin and
Bladed Armor are 3 points needed whenever heading into the mighty jungle.
-
Hardiness and
Resistance - standard armor and MR bonuses.
-
Vigor,
Veteran's Scars, and
Durability for the HP bonuses, need that warthog nice and beefy eh?
-
Initiator points because that is what you are!
-
Enlightenment scales late and mid game to allow for quicker cooldowns when you need to make bigger plays. This will become very helpful when you will be needing your Ultimate,
Glacial Prison, more often, and as well as your Q,
Arctic Assault, for more mobility which I will go into more detail later on.
-
Juggernaut, BECAUSE EVERY TANK NEEDS THIS. IT'S AWESOME.
- And of course,
Summoner's Resolve for the extra gold when you smite something, allows you to freely use it for extra money, because later in the game smite will become seemingly more and more useless unless for baron and dragon.
Offensive tree-
The one point in the offensive tree for
Summoner's Wrath is because as a jungler, I always carry exhaust for the best ganking outcoming. Also, as Sejuani, your
Arctic Assault can act as a very efficient escape if used properly. Like
Tryndamere's E, Sejuani's
Arctic Assault allows you to pass over many walls and obstacles on the map, so flash is not ENTIRELY necessary, not saying it's unnecessary either :D.
The utility... WELL this is where I think it's really free for all. I set my utility tree up like this because I prefer to recall faster and spend less time dead throughout the game. MANY people can disagree with me... but, in all honesty I wouldn't care because those 5 points I just played it out the way I wanted to, I feel like it really is more like a free for all than it is like a vital 5 points to a build.
I consider my build to be the standard tank mastery page. a 1 - 24 - 5 tree.
First let's talk Maok... I mean defensive tree.
-
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- And of course,
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Offensive tree-
The one point in the offensive tree for
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The utility... WELL this is where I think it's really free for all. I set my utility tree up like this because I prefer to recall faster and spend less time dead throughout the game. MANY people can disagree with me... but, in all honesty I wouldn't care because those 5 points I just played it out the way I wanted to, I feel like it really is more like a free for all than it is like a vital 5 points to a build.
Well then, now we talk money. MULA. Where to spend it, what to spend it on.
When I jungle
Sejuani, I do not vouche for the
Wriggle's Lantern as it is something many junglers like to carry when they...well, jungle. I prefer rushing for the Gold Per Second items, and just give a few hundred gold into getting wards. Why do I do this? Well, a wriggles doesn't really help
Sejuani jungle too much because she jungles rather quickly with her skills, and her base attack speed is rather low, making a wriggle's not that effective.
On the contrary, when you rush the tanky gold per second items, like
Heart of Gold or Philosopher's StonePhilosopher's Stone, you get that slight bit of mana boost that you might need if your blue ends up going to your AP carry, and the health to keep jungling and ganking.
So after the gold items, you have like 3k gold from staying in base for over 22 minutes, WHAT IS NEXT!? Well, from here, EVERYTHING IS UP TO YOU! YOU BUY, WHAT YOUR TEAM NEEDS! Sounds simple yes?
For example: If your team needs more armor because the enemy team consists of a
Tryndamere,
Miss Fortune,
Corki,
Gangplank, and
Garen... then build a
Sunfire Cape,
Thornmail,
Randuin's Omen, and
Guardian Angel.
If your team needs more magic resist because the enemy team consists of an
Ahri,
Akali,
Katarina,
Galio, and
Morgana... then build a
Force of Nature,
Banshee's Veil, and Mercury TreadsMerc Treads.
Simple!
I realized I missed something, boots! My favorite boots,
BOOTS OF MOBILITY!!!!!!!!! The notorious boots of roaming! No, I'm just kidding. When you play a tanking champion like Sejuani, you would like to go for either
Ninja Tabi or Mercury TreadsMerc Treads, and of course pick according to who is fed on the enemy team.
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Before I move on, I'd like to point out I've provided a very basic guide to building a tank. It's really common sense, to counter build the enemy team. Something I used to do often was buy a
Warmog's Armor early on. This is something I tended to do on
Sejuani because after all, what is a tank without Health? Plus,
Warmog's Armor scales with minion kills, so getting one early both allows you to use it efficiently and quickly build it to max stats.
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Another suggestion is building somewhat support-tank-like...yeah. What do I mean? I mean building items like
Shurelya's Reverie, or even a
. The Shurelya item is fantastic on
Sejuani because it provides a decent amount of cool down reduction, you already can build it off your Philosopher's StonePhilosopher's Stone, and it makes you even better of an initiator. You can be in front of your team, and throw your
Glacial Prison on the enemy team, then pop that
Shurelya's Reverie active ability and POW POW POW POW RIGHT IN THE KISSAAAAAA.
When I jungle
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On the contrary, when you rush the tanky gold per second items, like
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So after the gold items, you have like 3k gold from staying in base for over 22 minutes, WHAT IS NEXT!? Well, from here, EVERYTHING IS UP TO YOU! YOU BUY, WHAT YOUR TEAM NEEDS! Sounds simple yes?
For example: If your team needs more armor because the enemy team consists of a
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If your team needs more magic resist because the enemy team consists of an
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Simple!
I realized I missed something, boots! My favorite boots,
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Before I move on, I'd like to point out I've provided a very basic guide to building a tank. It's really common sense, to counter build the enemy team. Something I used to do often was buy a
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Another suggestion is building somewhat support-tank-like...yeah. What do I mean? I mean building items like
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Here comes the skill sequence, probably the reason why most people come here. First off I will explain all of her skills.
Sejuani's skill set makes her an amazing tank, ganker, initiator, and a very fun champion to play.
Her Passive-
Frost - Not breathtaking for a passive, but basically Frost is applied to champions she hits. This passive is the base of what makes
Sejuani the CC queen.
Her Q,
Arctic Assault-
Arctic Assault - It is a basic Dash that damages and applies
Frost to all minions and champions hit. The Dash stops when
Sejuani collides with an enemy champion.
PROS - With this skill, your ganks are surprising, your escapes are mind boggling, and your enemies will be jaw dropping. With this skill you can pass through nearly any wall in the Summoner's Rift Map, just like
Tryndamere's Spinning skill, I believe it's his
Spinning Slash. With this you can easy gank from the enemy's triangle bush by just using Arctic Assault over the wall behind either Baron or the Dragon.
CONS - This skill does require you to execute it very precisely and accurately, because it has an extraordinarily long cool down. Also, you must hit the champion you want to gank or slow, or else
Frost won't be applied.
What to do - I take 1 point in
Arctic Assault at lvl 2 because it allows me to jungle faster by applying
Frost to all my jungle creeps at one time, which amplifies my
Northern Winds damage.
Her W,
Northern Winds-
Northern Winds - A storm swirls around
Sejuani that deals magic damage over time to enemies around her. The damage of the storm in increased if the enemy is affected with
Frost or
Permafrost.
PROS - This is your basic jungle skill, it is what allows
Sejuani to jungle rather quickly. It is always wise to keep in mind that they receive more damage from
Northern Winds if affected with
Frost or even
Permafrost.
CONS - Early on, it may be difficult to clear a camp even with
Northern Winds only because her general damage output is rather low. Sometimes the cool down may seem unnecessarily long early game.
What to do - I take 1 point at lvl 1 for quick clearing of wolves and Blue Golem. I will do into detail later about choosing between
Northern Winds and
.
Her E,
Permafrost-
Permafrost - AAAAAAH this skill is awesome. It allows you to convert the
FROST applied to enemies into
PERMAFROST, which SLOWS. THE. LIVING. BEJEEEZLES. OUT OF THEM. Oh, and it does some instant magic damage.
PROS - THIS MAKES YOUR GANKS FREAKEN AMAZING. Slows up to 70% MOVEMENT SPEED. SEVENTY. I CANNOT EVEN COUNT THAT HIGH. I STOP AT 69.. I mean... It is also a great farming tool late game when you have mana to waste.
CONS - This skill can only be used on enemies with
Frost. Once you use it, it goes on a pretty long cool down, meaning you have to play EXTREMELY SMART with it. What I mean is, you can use
Arctic Assault into your enemies, but only hit 2 of the enemy tanks. At a time like that, using your
Permafrost may not be the best decision, because you let the rest of the team move freely, and the tanks shouldn't be your main focus in the first place.
What to do - I take a point in
Permafrost at lvl 3 for amazing lvl 3 ganks, and again I will discuss what skill to focus on just below the paragraph about her ult.
Her R,
Glacial Prison-
Glacial Prison - Just imagine... Ashe's ult, except it is just so. much. better.
PROS - The area of effect is pretty freaken large, making it VERY possible to stun 3+ people. The stun lasts longer on the enemy if they are hit directly, but even if you miss slightly, the ult will explode at the end of it's travel and stun those in the area, but just for a shorter amount of time. Another great thing about this is, it applies
Frost to those that are hit. So, right after using your
Glacial Prison, you can use
Permafrost to keep them grounded even after the stun.
CON - THERE ARE NONE. Well, I mean OKAY FINE. IT ISN'T INFINITE RANGE. Gosh guys. So picky.
~~~
Okay, here comes the important part I left out. What do you choose to max? your amazing
Permafrost? or your scary
Northern Winds?
Well here are some ways to sort it out for yourelf.
Do you prefer to gank more? Then pick
Permafrost.
Did your jungle get invaded, and you lost all but one small wraith!?!? (Omg I would hate that) But then you pick
Northern Winds
Do you think the slow is not SLOW ENOUGH!? Then pick
Permafrost.
Do you realize that none of your enemies ward their bushes!?!? Then pick
Northern Winds
Permafrost.
Do you find it extremely difficult to gank before lvl 6? Then pick
Northern Winds
That's basically how you work it out... haha, what do I do? honestly I do think about those questions, then I make my decisions.
Remember a build is never set in stone, rather it's set in water. Where everyone who wants to can influence it and change it. ANDBECAUSESEJUANIMAKESICEWHICHISSORTOFLIKEWATER.
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Her Passive-
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Her Q,
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PROS - With this skill, your ganks are surprising, your escapes are mind boggling, and your enemies will be jaw dropping. With this skill you can pass through nearly any wall in the Summoner's Rift Map, just like
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CONS - This skill does require you to execute it very precisely and accurately, because it has an extraordinarily long cool down. Also, you must hit the champion you want to gank or slow, or else
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What to do - I take 1 point in
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Her W,
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PROS - This is your basic jungle skill, it is what allows
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CONS - Early on, it may be difficult to clear a camp even with
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What to do - I take 1 point at lvl 1 for quick clearing of wolves and Blue Golem. I will do into detail later about choosing between
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Her E,
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PROS - THIS MAKES YOUR GANKS FREAKEN AMAZING. Slows up to 70% MOVEMENT SPEED. SEVENTY. I CANNOT EVEN COUNT THAT HIGH. I STOP AT 69.. I mean... It is also a great farming tool late game when you have mana to waste.
CONS - This skill can only be used on enemies with
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What to do - I take a point in
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Her R,
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PROS - The area of effect is pretty freaken large, making it VERY possible to stun 3+ people. The stun lasts longer on the enemy if they are hit directly, but even if you miss slightly, the ult will explode at the end of it's travel and stun those in the area, but just for a shorter amount of time. Another great thing about this is, it applies
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CON - THERE ARE NONE. Well, I mean OKAY FINE. IT ISN'T INFINITE RANGE. Gosh guys. So picky.
~~~
Okay, here comes the important part I left out. What do you choose to max? your amazing
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Well here are some ways to sort it out for yourelf.
Do you prefer to gank more? Then pick
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Did your jungle get invaded, and you lost all but one small wraith!?!? (Omg I would hate that) But then you pick
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Do you think the slow is not SLOW ENOUGH!? Then pick
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Do you realize that none of your enemies ward their bushes!?!? Then pick
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Do you find it extremely difficult to gank before lvl 6? Then pick
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That's basically how you work it out... haha, what do I do? honestly I do think about those questions, then I make my decisions.
Remember a build is never set in stone, rather it's set in water. Where everyone who wants to can influence it and change it. ANDBECAUSESEJUANIMAKESICEWHICHISSORTOFLIKEWATER.
WHAT!? DUH.
IGNITE AND
FLASH. WHO ASKS THIS QUESTION ANYMORE!?
IGNITE
FLASH OP IN THIS META.
I just had to say that, sorry guys. But okay, let's be straight forward, as a jungler, PLEASE TAKE
Smite. Please. Don't play like that
Warwick who thinks it's cool to just jungle without smite and carry
IGNITE AND
FLASH.
The questions do run in as we decide on the 2nd skill. I'll provide some suggestions but my favorite is really
Ghost. Ghost allows you to keep up with your team if you're a little behind and a fight is about to break out. Ghost also allows you to quickly keep up even if you miss your
Arctic Assault for a gank. And Of course,
Ghost can be used defensively as an escape.
What About
Exhaust? Well, You don't really need the slow from
Exhaust, because honestly with
Sejuani's skill set your CC is outstanding without
Exhaust.
Why not
Ignite? Don't be that *** jungler who takes the kills when ganking with
Ignite... it's just NOT COOL MAN.
How about
Flash? DON'T BE SILLY.
Flash is for NEWBS. Just kidding. You don't need
Flash, when you have a readily available
Arctic Assault that can get you out of any situation. Also, taking
Ghost can also be an escape mechanism.
Teleport!?!?!?!?!? Oh c'mon, you already know from all the exclamations and question marks I just put up...
Need I really explain the rest, I'm sure many know why
Heal, or
Revive, or even
Clarity is a bad decision for
Sejuani.
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I just had to say that, sorry guys. But okay, let's be straight forward, as a jungler, PLEASE TAKE
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The questions do run in as we decide on the 2nd skill. I'll provide some suggestions but my favorite is really
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What About
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Why not
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How about
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Need I really explain the rest, I'm sure many know why
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IN THE JUNGLEEE THE MIGHTY JUNGLEEEEEE THE LION SLEEPS TOOOOOONIGHT.
The jungle! The mighty jungle. The feared jungle. I don't know why, but a lot of people do not like to jungle. But I am not one of those people, I love being in the jungle, the level of freedom as a jungler is incomparable to that of those in lane. When someone tells you a jungler is not important, FALSE.
So false, the jungler...is like the chief commander of a war battle. The jungler is the one that pays attention to everything. Like, LITERALLY, everything. From when your own jungle creeps spawn, to when red and blue buff spawn, to when dragon and baron spawn, ALONG with where EVERYONE on both your team and the enemy team is, ALSO [hah, bet you thought I was done] where the wards are at.
Think of the jungler as the babysitter for the lanes that are doing bad, the bully for the lanes that are doing well, and the make or break for the evenly performing lanes.
I think, many people misunderstand "priority" in the game of the leaguing of the legends. If I get any point across in this guide, I hope it's this: YOU ARE NOT ALWAYS THE MOST IMPORTANT.
That's right, sorry for bashing on those brightly shining egos of everyone! But this is something that needs to be understood. So, what do I mean by that phrase? Well, unless you are an AD carry, AP carry, you are not that important. Do not get me too wrong when I say this, just please let me explain. As a jungler, I tend to like to give kills to the people I gank for. Why? Because when I play
Sejuani, or
Trundle, or
Nocturne, I don't need that money as much as my lanes do. Also, when you give the 300g to those in lane, they'll have a much higher advantage in lane compared to me taking the 300g and staying in the jungle, while those in lane only received 75g.
This way, you allow those in your lanes to either get a higher advantage, or catch up if they're doing bad.
It might sound tough, but it's really not that bad, in the end you're helping out your team more than you think. Also, that's where the gold from the Philosopher's StonePhilosopher's Stone and the
Heart of Gold come in handy!
Going back to the phrase, if you had to choose between getting yourself killed [as
Sejuani lets say], or getting your AD carry
killed, you should let the
Ezreal die because no one likes AD
Ezreal anyways :X. Hehehehe just kidding! OF COURSE YOU TAKE THE HIT. Especially when you're such a CC heavy champion, you should be able to save both yourself and
Ezreal easily if that Pulsefire skin can't save you guys.
What do I mean by that last example though? Well, think of it this way, it's better to have someone with FEW kills die, than letting someone with a 5 kill rampage get shut down. [Remember!? NO TAKING KILLS WHEN JUNGLING... There are exceptions however, but that's besides the point.]
The jungle! The mighty jungle. The feared jungle. I don't know why, but a lot of people do not like to jungle. But I am not one of those people, I love being in the jungle, the level of freedom as a jungler is incomparable to that of those in lane. When someone tells you a jungler is not important, FALSE.
So false, the jungler...is like the chief commander of a war battle. The jungler is the one that pays attention to everything. Like, LITERALLY, everything. From when your own jungle creeps spawn, to when red and blue buff spawn, to when dragon and baron spawn, ALONG with where EVERYONE on both your team and the enemy team is, ALSO [hah, bet you thought I was done] where the wards are at.
Think of the jungler as the babysitter for the lanes that are doing bad, the bully for the lanes that are doing well, and the make or break for the evenly performing lanes.
I think, many people misunderstand "priority" in the game of the leaguing of the legends. If I get any point across in this guide, I hope it's this: YOU ARE NOT ALWAYS THE MOST IMPORTANT.
That's right, sorry for bashing on those brightly shining egos of everyone! But this is something that needs to be understood. So, what do I mean by that phrase? Well, unless you are an AD carry, AP carry, you are not that important. Do not get me too wrong when I say this, just please let me explain. As a jungler, I tend to like to give kills to the people I gank for. Why? Because when I play
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This way, you allow those in your lanes to either get a higher advantage, or catch up if they're doing bad.
It might sound tough, but it's really not that bad, in the end you're helping out your team more than you think. Also, that's where the gold from the Philosopher's StonePhilosopher's Stone and the
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Going back to the phrase, if you had to choose between getting yourself killed [as
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What do I mean by that last example though? Well, think of it this way, it's better to have someone with FEW kills die, than letting someone with a 5 kill rampage get shut down. [Remember!? NO TAKING KILLS WHEN JUNGLING... There are exceptions however, but that's besides the point.]
SIMPUHL. YEH?
That's my standard route for
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However it is usually wise to gank right after red buff, by that time you should be lvl 3, and with your entire skill set a gank should be very easy to execute. When ganking, keep in mind that your Q
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Now comes the section where we review the junglers and how they compare, counter, or make games easier for
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Amumu I think is
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Difficulty to deal with as a jungler = 6/10
Difficulty to deal with in a overall game = 8.5/10
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Warwick, the "supposed" king of the jungle, but maybe not anymore after
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Difficulty to deal with as a jungler = 4/10
Difficulty to deal with in a overall game = 6.5/10
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Probably. THE fastest jungle clearer in the game. She will be done with her entire jungle, before you even start the Red Lizard Buff Camp.
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Difficulty to deal with as a jungler = 7.5/10
Difficulty to deal with in a overall game = 7/10
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A wild Skarner appeared! Skarner, a very feared champion. When Skarner is on the enemy team, your AD carry must take caution. Skarner is played because of two reasons, one: his ultimate, and two, his perma-slow. Skarner has the ability to slow you for as long as he stands hext to you, and with his speed boost shield and passive, it is very difficult to escape a Skarner. He is not an early ganking jungler, but he definitely could be. His jungle speed is mediocre, a little blue dependent, but he is very mobile and once he his 6 you will see him on lanes much more often. Be warned however, Skarner is VERY strong duelist early game, do not engage him 1v1 unless you're sure you have an advantage.
Difficulty to deal with as a jungler = 6.5/10
Difficulty to deal with in a overall game = 8/10
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A used-to-be popular choice, until his ultimate,
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Difficulty to deal with as a jungler = 7/10
Difficulty to deal with in a overall game = 7/10
BELOW CHAMPIONS WILL BE REVIEWED SOON.
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Wards. WARDS. WARDDSSS. So important. SO SO important.
Sight Ward
That 75 or 125 gold spent on wards will get you kills, and prevent your team from dying.
here's a ward to show you where to place your wards.
YELLOW STAR = VERY IMPORTANT. MUST WARD.
BLACK STAR = IMPORTANT. WARD IF POSSIBLE.
ORANGE STAR = MODERATELY IMPORTANT. WARD IF YOU PLAN TO INVADE, OR ARE GETTING INVADED.
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Here are a bunch of reasons for each of the areas that I've pointed out for wards--
Baron Nashor : Because... Baron is worth 1500 gold to your entire team, and can make a team either come back, or gain a better lead.
Dragon : Warding it allows the bot lane to have view of the PURPLE SIDE's jungle entrance, and allows you to attempt to counter or steal when the enemy team tries to take it.
River to either TOP or BOT lane : Well. This prevents the basic ganks, and due to the map being disproportionate, if you are on the BOTTOM of PURPLE side/TOP of BLUE side, you only need to ward that area to prevent ganks.
Triangle-Bush next to river : A better jungler would gank from that bush knowing/thinking that the river bushes are already warded.
Bushes next to middle lane : Well, clearly these allow you to prevent the middle lane from getting ganked.
The Enemy's BLUE or RED buffs : This will allow you to know if someone's taking it, and provide you as a jungler the opportunity to either steal, or coordinate with your team to gank them in their jungle.
Your BLUE or RED buffs : Warding these will allow you to know if anyone were to walk into your jungle and try to take your buffs. Knowing when people are in your jungle allows you to quickly react with your team to gank them taking both the kill and the buff back.
NOTE - with the new buff to
Evelynn, Sight WardSight Wards will not reveal her, even if she's near them. a CHAMPION must be near her for her to be revealed, unless her stealth is on cooldown.
Sight Ward
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That 75 or 125 gold spent on wards will get you kills, and prevent your team from dying.
here's a ward to show you where to place your wards.
YELLOW STAR = VERY IMPORTANT. MUST WARD.
BLACK STAR = IMPORTANT. WARD IF POSSIBLE.
ORANGE STAR = MODERATELY IMPORTANT. WARD IF YOU PLAN TO INVADE, OR ARE GETTING INVADED.
Here are a bunch of reasons for each of the areas that I've pointed out for wards--
Baron Nashor : Because... Baron is worth 1500 gold to your entire team, and can make a team either come back, or gain a better lead.
Dragon : Warding it allows the bot lane to have view of the PURPLE SIDE's jungle entrance, and allows you to attempt to counter or steal when the enemy team tries to take it.
River to either TOP or BOT lane : Well. This prevents the basic ganks, and due to the map being disproportionate, if you are on the BOTTOM of PURPLE side/TOP of BLUE side, you only need to ward that area to prevent ganks.
Triangle-Bush next to river : A better jungler would gank from that bush knowing/thinking that the river bushes are already warded.
Bushes next to middle lane : Well, clearly these allow you to prevent the middle lane from getting ganked.
The Enemy's BLUE or RED buffs : This will allow you to know if someone's taking it, and provide you as a jungler the opportunity to either steal, or coordinate with your team to gank them in their jungle.
Your BLUE or RED buffs : Warding these will allow you to know if anyone were to walk into your jungle and try to take your buffs. Knowing when people are in your jungle allows you to quickly react with your team to gank them taking both the kill and the buff back.
NOTE - with the new buff to
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