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Recommended Items
Spells:
Ignite
Smite
Items
Ability Order
Backstab (PASSIVE)
Shaco Passive Ability
Threats & Synergies
Cho'Gath
Cho'Gath is super annoying, because he gets so tanky and has a long silence that will keep you from deceiving away. Defenitely build BoRK and skirmisher's. Counter-jungle and make sure he doesn't get fed.
Introduction

Before I jump in to the actual guide I thought I'd make a little introduction and explain why I decided to make this guide, aside from the fact that I enjoy making guides of course.
Long story short,

I decided to make this guide because although there are plenty of good guides out there, namely WhiteCrow's and Wikipro's

If you have any questions about the build or see anything that I can improve, please leave a comment.
If you are interested, you can find my other guides via my profile.
So with that said, let's get going.
+ Fun to play + Amazing early-game + Snowballs superhard + Can still be useful if behind + Very slippery and easy to juke with + Amazing splitpusher with the right items + "I'll make you disapear" isn't an empty threat + Can carry games 1v5 (Not easily though) + Has a high skill celling + He's extremely complex and versatile |
- Might be a bit hard to learn - Even harder to master - Not that good late-game - Has counters like anyone else - Hard to catch up with if behind - Has somewhat of a hard time against tanks - NEEDS a defensive item late game to survive - Soloing drake pre 6 is risky but not impossible - Doesnt have any hard cc - He's extremely complex and versatile |
Let's start with the runes.
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(Mandatory) Standard for AD junglers. But I only take 8 of these and then take 1 crit chance mark for reasons stated below. |
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(Mandatory) Every jungler takes armor to take less damage in the jungle, there's no other option here. |
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(Recommended) I take these because ![]() ![]() ![]() ![]() |
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(VS AP) If you don't like AP glyphs and feel that you need some MR these are the way to go. |
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(Mandatory) These helps you clear the jungle faster and gives you a nice DPS boost. |
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Optional Masteries











Examples
















Bad Summoner Spells










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(Mandatory) Ravenous Hydra |
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(Recommended) Stalker's Blade - Warrior |
This item is so good on ![]() ![]() |
There are other options for our jungle item, which I'll go over in the Situational Items chapter but this is the one I find the most common. ![]() ![]() |
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(Recommended) Maw of Malmortius |
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(VS Armor) Last Whisper |
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Build this once you notice that the enemy team starts building Armor. When you build this item is very situational as it shouldn't be built to early, because of the fact that you need AD for it to have anything to penetrate with, but you can't build it too late either as you need it to keep doing damage to tanks and eventually squishies, if they decied to get something like a ![]() |
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(Burst) Infinity Edge |
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(Boots) Berserker's Greaves |
This item boosts you ![]() ![]() ![]() ![]() ![]() |
These help with your jungle clear and your DPS. The only other option would be ![]() ![]() ![]() |
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OR |
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(Defensive) Banshee's Veil or Guardian Angel |
If you feel like you're getting focused and die a lot or just tend to get uncomfortably low in fights, even after you've bought ![]() ![]() ![]() I like ![]() ![]() ![]() ![]() |
Did I say some? I ment A LOT of Items,

I'm sorry if this chapter seems a little overkill, but I want to make the guide as indebt as possible and give the readers as much information as possible.
Offensive Options
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(VS Tanks) Blade of the ruined king |
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(Split pushing) Black Cleaver |
If the enemy team is fed or just has a better teamfight comp, split pushing tends to be the answer and ![]() ![]() |
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(Split pushing) Raptor cloak |
Don't build this into ![]() ![]() ![]() ![]() |
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(Split pushing) Statikk Shiv |
The passive is really good for split pushing and mixes a little magic damage into your burst. It also gives you more crit chance which is allways nice, especially if you have/are building ![]() You can pick and choose between the 3 split pushing items I've stated, It's really up to personal preference in the end. |
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(Snowballing) Sword of the Occult |
This is a risky item in my opinion as ONE death can lower your damage significantly. But if you're steam rolling the other team this might be a fun item to get as it gives you 110 AD (10 + 5 * Stacks) and 20% attack speed when fully stacked. |
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(Map Presence) Boots of Mobility |
This is a good alternative to ![]() ![]() |
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(CDR) Ionian Boots of Lucidity |
If you don't take ![]() ![]() ![]() ![]() ![]() |
Defensive Options
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(VS AP) Spirit Visage |
Increases your lifesteal and health regeneration, adds some CDR and a big chunk of MR. This increases your survivability by a lot and I highly recommend this if you're going for a tank approach. |
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(VS AD) Thornmail |
If the enemies have a REALLY fed ADC, or any other attack speed based champion like ![]() |
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(Tenacity) Mercury's treads |
If the enemy has a lot of CC or AP these are a good option, but you're probably not gonna be buidling these very often. |
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(VS AD) Ninja Tabi |
If the enemy team is pure AD these are a really good option, but you're probably not gonna be building these very often either. |
Jungle Item Options

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(Jungle clear) Ranger's Trailblazer |
There are a couple of reasons why you'd want this. First of all, this is a good item if you're behind as it let's you clear your, and the enemies, jungle faster and keeps your health from dropping too low, in case you get invaded. Secondly, there are times, although rare, when the enemy team doesn't have ANY form of escapes and all the CC you need is in your ![]() ![]() |
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(VS Tanks) Skirmisher's sabre |
If the enemy team has a lot of tanks this is a good option thanks to its on-hit true damage. If you buy this I suggest building ![]() |
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(Poke) Enchantment: Runeglaive |
99% of your games you're gonna go ![]() ![]() ![]() ![]() ![]() |
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(Passive) Backstab Cooldown: Passive |


"Behind" someone is the 180 degrees that are the way the target is not looking.

There are a few thing that make



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(Q) Deceive Cooldown: 11 seconds |



This might be my favorit ability in all of league. This is what makes

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(W) Jack in the box Cooldown: 16 seconds |

This is what makes

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(E) Two-shiv poison Cooldown: 8 seconds |

It let's you clear the jungle while loosing little to no health, unless you're super unlucky, and it slows whoever you're ganking so make sure to save the active for the very last moment possible or to finnish of the enemy.
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(R) Hallucinate Cooldown: 100/90/80 seconds |


This is very useful for soloing



Deceiving the enemy
When escaping, don't just

Or you could do what nobody expects and



Mix it up a little though, don't allways jump back towards the enemy, because then they'll figure you out in notime.
Allways ready
Allways keep a

For the finnish

Level 3 invade
If you kill someone at their first buff, you can get an early gank mid and then walk to their second buff and kill them there too, since they are already weaker than you. This is pretty much a guaranteed tilt for the enemy jungler and will make your game way easier.
Just be careful, they are probably ready this time.

Jack in a box

Jungling
When you are in the jungle you can use your box to tank camps and fear them to keep them from hitting you.

Replacement ward
You can use boxes as wards, although they don't see as far, and if there are nothing to


Safety box
When split pushing use your boxes as wards and to block of paths in the jungle. If you are being chased and the one chasing you walks over a box it will fear them and make them stop for a moment.
Split pushing
Later in the game boxes become useful for pushing. Place one at the caster minions when you push and if you are taking a turret place one by the side to help you take it a little bit faster. It doesn't do a lot of damage but it saves you a few auto attacks and those seconds can save lives.
Towerdives not allowed
You can place a box under your tower if a laner is low. It might save their lives and even lead to a kill if the enemy decides to towerdive and gets feared under tower.
Dueling
If you encountersomeone in the jungle or get jumped by an enemy, place a box at their feet during the fight. This will cause them to get feared and may turn the fight in your favor.
Teamfight setup
Before fights, you should allways put down a couple of boxes to give your team an advantage, make sure to ping the boxes so that your team realise that they're there. This goes back a bit to the "Safety box" tip, but one way of doing this is putting boxes in openings to the jungle to keep the enemies from flanking you and giving you an escape path if the fight goes sour.
Peeling





Teamfighting

Zoning
Your boxes can be used to zone enemies as they will realise the danger of getting feared and thus decides to stay away, and if they don't you might be able to kill them.
Blocking skillshots
When you place a




Hallucinate


Kiting dragon
When your soloing dragon use your clone to kite it. This is done by putting yourself and your clone on opposite sides of the dragon and making the clone go up close to the dragon and attack it to get it to turn and then walking away with the clone so that it turns towards you again and then repeating the process. This will cause the dragon to get confused and not auto attack as frequently, it will also split the damage between you and your clone and let you get more

When you have


Permanent slow
Your clone procs on hit effects such as your


Fooling your enemy
This is probably pretty obvious to most, but you can use your clone to juke enemies by making them follow the wrong

Tower diving
When towerdiving you can use your clone to tank or if you've alredy gotten the agro you can split to loose it and then make your clone tank.
Clone explosion
your clone deals damage when exploding and sometimes that is enough to finnish someone off. For example you can send your clone in under tower and make it explode, killing the enemy that though they were safe. The clones explosion is one of the thing about

Dodging abilities
This might be the trickiest one yet. When you split yourself you stop to exist for a brief moment and if timed correctly you can dodge abilities with this. For instance let's say a



Jumping walls
This is one hell of a lot easier to do by just



Dance moves
This is just a silly tip and has no use except for trolling and tilting the enemy or your teammates, you have been warned.
By spamming your dance button and moving your clone around, it will appear to dance while moving and you can litterally do the worm sideways across the rift.
Yes, I told you it was silly.

The first camp


ALLWAYS start on either red or blue buff. We can take the first camp super easy so it might aswell be one of the big camps.
At 1:00 you place down a box at the wall behind your starting buff and then you put down another as soon as it's off cooldown and you continue like that until the buff spawns. Let the buff hit the boxes behind it once and then walk up close to it, so that it's attacking you instead, we don't want it to break our boxes. By doing this the boxes will burst it down in a matter of seconds and leave it on low enough health for you to finnish it off without problem. Then auto attack one of the small monsters once and then start killing the other one. Once your

Now from here we have a few different options, we can invade the enemy jungler and try to kill them and steal their buff, or we could go for an early gank or in the worst case scenario, if the other options are not good ideas, we can keep farming.
Buff > Invade
If you are going to invade, run towards dragon/baron pit. The box will finnish of the last monster by the time you reach the wall, put a point in

Buff > Early gank
If you're up against a jungler that is really strong level 2 or has good enough sustain to not be killed in the jungle (

Farming
Now if you can't invade and no lane is gankable, your only choice is to farm.
If you choose to stay in the jungle, I'd recommend taking




Remember to use your


The rest
If one of your laners back and the lane is pushing, hold it to get some free exp and farm. If a lane is gankable then gank and if you manage to get your hands on one of the enemies buff timers, for instance if you invaded level 2, hold onto that and make sure you're there to take it as soon as it spawns. Keep denying the enemy team exp, farm and of course buffs.
Make sure to ward dragon so that the enemies can't take it. You can solo it pre 6 but you'll be very low at the end of it and someone can easily steal it and kill you. If however an opportunity arises and bot- or mid-lane comes to help you, by all means go for it.

Split push when you can. This will give you farm and exp and keep you ahead. Assassinate as many as possible and keep snowballing.
Teamfighting is not

Once grouped, throw a



Ward extensively so that your team can get picks, which is your main task as an assassin.

Split pushing is something





Clear waves and push as fast as you can. If someone comes to stop you, either kill them or



With your clone and your box you will take the tower in no time.
Allways keep an eye on the map though. If someone leaves to stop you, you want to be prepared.
To sum up the late game, your job as

Most of the time you want to

If it's a very imobile enemy with no CC that has pushed and is overextended you can simply walk up to them and slow them, this will usually result in a



Now if you cant get the crit because they're to far away you might aswell place a


Once you're visible the preparations are over and the gank has begun for real. Attack the enemy and slow them with your


If they

If you get a kill, that's awesome. If you don't, you will almost certainly have burned a

If you have your ultimate and think you could use some extra damage to secure the kill and maybe even take the tower as a result of that, feel free to use it. But keep an eye on the dragon as your clone helps you take it faster and the one whos tanking looses less health, so you might be better of to save it for that instead.
Now that's HOW you gank, now let's talk about WHEN to gank.
The most obvious is of course if a enemy laner is low on health or pushed in, but you also need to keep an eye on how your laner is doing. If they're low the enemy might get a return kill and make their situation worse. You also need to keep track of the enemy jungler to avoid counter ganks. Wards of course help a lot with this.
If there are no potential kills in any lane it's still worth ganking just to pressure the map. Either to get someone low enough that they have to back and let your laner establish a CS or experience lead or to pressure a lane to give them something to think about, while your team takes a different objective, like dragon.
Ganking comes in many shapes and forms and for many different reasons, it will come to you in time and remember "practice makes perfect".
Level 2 invade
Once you've taken your buff, go to the dragon/baron wall and

ALLWAYS keep an eye on the map. If an enemy leaves their lane to help their jungler, you want to know before you get killed.
Never sacrifice your life in exchange for the buff, because that'll just give the buff right back to them...
If you can't kill the enemy jungler that's not the end of the world. We're invading to deny them the buff and experience. Killing them would of course be even better, but it's not the main goal.
1st scenario:
You started your red and you're now walking up to their blue, which they're currently taking.
Be patient here,

This scenario is the most dangerous one as the enemy laners have a lot of time to react and might come to help before you even get to grab the buff.
2nd scenario:
You started your red and you're now walking up to their blue and there is no jungler in sight.
You now have a choice, either wait for them and hope they didn't back after their red or take the blue and leave.
It almost never pays off to wait, so my advice is to take it and then get an early gank mid or something.
If you wait, refer to scenario 1, but if you don't wanna risk it, then throw a ward over the wall so you get a heads up if someone's coming and then take the buff. Once you're done you should leave to go gank a lane. No use in staying.
3rd scenario:
You started your blue and you're now walking through the bush to their red, which they're in the process of taking.
Wait for it to get low and

Since they can't see you, unless they warded the bush, you should be safe untill you engage on them. So unlike scenario 1 you still have the element of surprise.
4th scenario:
You started your blue and are walking through the bush to their red and there is no jungler in sight.
This is a lot like scenario 2. You have a choice, wait for them or take it right away. The difference is that you now have a hiding place in one of the two bushes near the red buff. Which greatly increase your chances of getting a kill on the enemy if you wait.
If you decide to wait, refer to scenario 3, but be careful so that they don't ward your bush.
If you don't wanan risk wasting your time, take it and start ganking right away.
Continous invades
But be careful, invading is dangerous and if you don't know where the enemies are it's usually a bad idea. If an enemy leaves lane you might have walked over a ward. Abort mission and rotate to something else. Living is more important than counter jungling.
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Special thanks goes out to:
League of Legends, for being an awesome game. MobaFire and the hard working crew that runs the website. C9Hai and C9Meteos, I took a lot of inspiration from their guide layout. WhiteCrow, for his amazing Shaco guide and for helping me get better at ![]() Wikipro, for his Shaco guide. ...and last but not least, my thanks goes out to you guys who read my guide! I may have made this for myself as much as for anyone else, but the fact that someone actually reads it makes it so much better. So thank you! Best regards /Greedforce |
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be useful to others, please leave a like and a comment,
it helps me out more than you realise. :)
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