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Recommended Items
Spells:
Flash
Smite
Items
Ability Order
Staggering Blow (PASSIVE)
Nautilus Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Nocturne
-->he can block one of your CC's and to nautilus, thats a lot
-->CC lock him if he jumps on your adc or ap carry in teamfights
Ideal
Strong
Ok
Low
None
INTRODUCTION
Why Nautilus?

--> His main damage is his shield (W) which gives him a rediculously large shield into the late game and does alot of dmg,
Has great lock down potential to the enemy team
has a passive snare with AA
-->Utility NAUT is great, helps your team out more, and instead of damage, your bringing benefits to your team, which means advantages for your victory.
-->As Utility nautilus, your only purpose in team fights is to be in the middle of the whole battle, and root people down, plus your CC's. Look at team fights section for more info on how to team fight.
Standard build order for Nautilus. Your shield is your main source of damage, sustain, and survivalbility. So maxing it out is key for all nautilus players. E is good for the magic damage plus the extra slow when ganking.
My skill order is R>W>E>Q
STAGGERING BLOW
-->SEASON 4 UPDATE: NOW ROOTS THE ENEMY LONGER WITH YOUR LEVELS.
This is one of the most overpowered passives in the game.100% chance root an enemy for 1.25 seconds at level 18! This is your main skill you will use to protect your carries or lock down the enemy carries.
Lvl 1: .25 seconds
Lvl6: .75 Seconds
lvl 11: 1 Second
lvl 18: 1.25 seconds
DREDGE LINE:
This is what makes Naut fun. Dredge line grabs a champions, like Darius and Blitz, and pulls the champion towards him, meeting halfway. He can also grab terrain and reduce the cooldown on this by half.
This is your main initiation tool. This is easy to land and has a wide range so don't worry too much about missing your hook.
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 75% AP)
TITANS WRAITH:
-->This is what makes Naut the ''Big daddy'' of the jungle. When this ability hits level 3, his camp clearing skyrockets. This is nautilus's main damage output, giving him extra magic damage with his auto attacks.
-->This is also a auto attack reset, meaning that he can reset his auto attack animation and add in an extra hit despite his attack speed.
-->This skill can last for a substantially long time, but substantially suffers from long cooldown.
Note: Put your shield up at 1:35 at wolves to maximize damage output.
SHIELD: 100 / 150 / 200 / 250 / 300(+ 10% Nautilus's bonus health)
MAGIC DAMAGE: 30 / 55 / 80 / 105 / 130 (+ 40% AP)
RIP TIDE:
-->Amazing ap scaling, good slow, and damages enemies 3 times if activated properly.
-->You can activate this in the middle of your hook.
-->So, as soon as you hook someone in, activate riptide to maximize your cc.
-->This is great for protecting, ganking, and escaping in sticky situations.
MAGIC DAMAGE: 60 / 100 / 140 / 180 / 220 (+ 50% AP)
SLOW: 30% / 35% / 40% / 45% / 50%
MAXIMUM DAMAGE: 120 / 200 / 280 / 360 / 440 (+ 100% AP)
DEPTH CHARGE:
--> The god of all abilities when ganking. You can't CLENSE or QUICKSILVER out of it. It's an unstoppable skill and knocks up all other enemies it passes through. This is very similar to VI'S ultimate in that it knocks up champions for almost a full second. Use the cast and knock up time to cast additional abilities or re-position yourself.
PASSTHROUGH MAGIC DAMAGE: 125 / 175 / 225 (+ 40% AP)
EXPLOSION MAGIC DAMAGE: 200 / 325 / 450 (+ 80% AP)
STUN: 1 / 1.5 / 2
My skill order is R>W>E>Q
STAGGERING BLOW
-->SEASON 4 UPDATE: NOW ROOTS THE ENEMY LONGER WITH YOUR LEVELS.
This is one of the most overpowered passives in the game.100% chance root an enemy for 1.25 seconds at level 18! This is your main skill you will use to protect your carries or lock down the enemy carries.
Lvl 1: .25 seconds
Lvl6: .75 Seconds
lvl 11: 1 Second
lvl 18: 1.25 seconds
DREDGE LINE:
This is what makes Naut fun. Dredge line grabs a champions, like Darius and Blitz, and pulls the champion towards him, meeting halfway. He can also grab terrain and reduce the cooldown on this by half.
This is your main initiation tool. This is easy to land and has a wide range so don't worry too much about missing your hook.
MAGIC DAMAGE: 60 / 105 / 150 / 195 / 240 (+ 75% AP)
TITANS WRAITH:
-->This is what makes Naut the ''Big daddy'' of the jungle. When this ability hits level 3, his camp clearing skyrockets. This is nautilus's main damage output, giving him extra magic damage with his auto attacks.
-->This is also a auto attack reset, meaning that he can reset his auto attack animation and add in an extra hit despite his attack speed.
-->This skill can last for a substantially long time, but substantially suffers from long cooldown.
Note: Put your shield up at 1:35 at wolves to maximize damage output.
SHIELD: 100 / 150 / 200 / 250 / 300(+ 10% Nautilus's bonus health)
MAGIC DAMAGE: 30 / 55 / 80 / 105 / 130 (+ 40% AP)
RIP TIDE:
-->Amazing ap scaling, good slow, and damages enemies 3 times if activated properly.
-->You can activate this in the middle of your hook.
-->So, as soon as you hook someone in, activate riptide to maximize your cc.
-->This is great for protecting, ganking, and escaping in sticky situations.
MAGIC DAMAGE: 60 / 100 / 140 / 180 / 220 (+ 50% AP)
SLOW: 30% / 35% / 40% / 45% / 50%
MAXIMUM DAMAGE: 120 / 200 / 280 / 360 / 440 (+ 100% AP)
DEPTH CHARGE:
--> The god of all abilities when ganking. You can't CLENSE or QUICKSILVER out of it. It's an unstoppable skill and knocks up all other enemies it passes through. This is very similar to VI'S ultimate in that it knocks up champions for almost a full second. Use the cast and knock up time to cast additional abilities or re-position yourself.
PASSTHROUGH MAGIC DAMAGE: 125 / 175 / 225 (+ 40% AP)
EXPLOSION MAGIC DAMAGE: 200 / 325 / 450 (+ 80% AP)
STUN: 1 / 1.5 / 2
QUINTS
1.Greater Quintessence of Movement Speed - Nautilus has one of the slowest base movement speed in the game. Movement Speed Quints will help you move around faster, gank more efficiently, and clear faster as well.
2. Greater Quintessence of Health - More hp for early game if you cant afford to buy movement speed. This gives you a higher shield at level one for the clears. (more hp = more shield)
3.Greater Quintessence of Armor - a good boost to your lvl 1 armor.
Glyphs
Greater Glyph of Scaling Magic Resist - No argument needed here. One of the best glyphs in the game.
Seals
Greater Seal of Armor - Early armor to help you in the jungle so you don't get wrecked by the camps.
Marks
Greater Mark of Attack Speed - Nautalis has a fairly slow attackspeed. ATK speed marks combined with your W will help you clear camps faster.
FROZEN HEART & RANDUINS
-NAUTILUS is a champion that relies on health and resistances. now some of you guys may be thinking
''why not get both every game???''
This is because getting both items costs a huge ammount of gold, and you need to spend that gold on more of the utility role. Like later in the guide, NAUTILUS is a utility champion, not a pure tank.
-->Using the randuins for a slow to protect your carries isnt as useful as using your E or using your CC on them. This will just be a little nerfed version of your E.
--> FROZEN HEART --Gives you armor, and mana. also reduces attack speed of your enemies. This is useful if you have an EZREAL OR CORKI on your team so they can peel for themselves in teamfights, and so you can be in the middle of the teamfights and help cc lock the enemy team for your bruiser.
SPIRIT VISAGE & BANSHEE'S VEIL
- as a tank, MR is also good if you are going agianst a heavy poke team or an aoe ap team. These items suit NAUTILUS well but only in certain situations.
BANSHEE'S VEIL
- a free shield from any spell. This is useful if you are the initator. Once you hook someone, you will most likely to be cc'd for the first couple of seconds and also useful for blocking skill shots for your team.SPIRIT VISAGE
- This will keep you sustained when you are having a little dance off at a mid turret or you are constantly fighting each other for baron but not fighting at the same time.
As NAUTILUS, You have the most CC in the game, So use all of your skills wisely in order to successively get a kill when ganking. whether its a lane gank, or a river gank. Nautilus can do a successful gank anywhere thanks to his amazing gap closer and lock down potential
-->First, If the enemy Champ is pushing his lane, Go up to him, And open up with your E,
Opening up with a Hook or ultimate can give the enemy a chance to flash out. Save it for later!!!
-->By now, the enemy champ must be running away, Use your passive to root him up. Your ally Should now be following up and doing as much damage as possible.
-->When he gets a little too far, Use our Ult. Now, the enemy champ must have used his flash in order to keep distance from you and your ally. After the ult knocks him up, Hook him to your ally and you. And your passive should be up Again. After you root him a second time. He should be dead.
-->First, If the enemy Champ is pushing his lane, Go up to him, And open up with your E,
Opening up with a Hook or ultimate can give the enemy a chance to flash out. Save it for later!!!
-->By now, the enemy champ must be running away, Use your passive to root him up. Your ally Should now be following up and doing as much damage as possible.
-->When he gets a little too far, Use our Ult. Now, the enemy champ must have used his flash in order to keep distance from you and your ally. After the ult knocks him up, Hook him to your ally and you. And your passive should be up Again. After you root him a second time. He should be dead.


-->When engaging, hook the nearest person next to you, it should get you close enough for you to land an ult on all 5 people. by now, you team should have followed up with you. Now, the job of nautilus is to use your passive to use. Start by rooting all the enemy champs randomly. A second of rooting can really make a difference.
-->When getting engaged, immediately use your ult on all 5 people, if you can. then try and protect your Carries. when the enemy team engages, the bruiser and jungle are most likely already on your carries. use your 4 CC and protect them.
-->Peeling for your adc is very helpful, it makes sure no one even lands a single Auto attack on your adc, use everything you have to make sure they dont kill ur adc
-->You are food to adc's when it comes to kiting, so dont even think about focusing the enemy carries.
-->Stick to your carries like glue and bodyguard them during teamfights
Pros And Cons
PROS
-Most CC in the game
-Great shield
-Easy to land hook
-Good initiate and counter-initiate
-Can root several people in team fights with his passive
-Good clearing time (after 1st or 2nd clear)
-Shield increases his damage
-Good utility to team
-Can grab terrain
-amazing tank
CONS
-Slowest movement speed in the game
-Very vulnerable to early invades/ganks
-Can get shut down easily
-Damage plummets when shield is down
-Long cooldown on his shield
-Lowest base armor late game (for a tank)
-Base health is squishy (for a tank)
PROS
-Most CC in the game
-Great shield
-Easy to land hook
-Good initiate and counter-initiate
-Can root several people in team fights with his passive
-Good clearing time (after 1st or 2nd clear)
-Shield increases his damage
-Good utility to team
-Can grab terrain
-amazing tank
CONS
-Slowest movement speed in the game
-Very vulnerable to early invades/ganks
-Can get shut down easily
-Damage plummets when shield is down
-Long cooldown on his shield
-Lowest base armor late game (for a tank)
-Base health is squishy (for a tank)
Are you confused by the new jungle?
Do you die to Raptors too often?
Are you unable to clear the whole jungle without backing?
Fear not, this little guide should help you overcome some of these problems!
You can jungle with pretty much any champion, believe me or not - you just can't blindly follow one route on all of them. First things first - you need a proper runepage.
Armor seals are an obvious choice on all junglers UNLESS you get armor on marks/quints and use seals for HP/scaling HP. This might be an option on champions with innate armor bonus and/or HP scaling on spells.
Since Hunter's Machete no longer applies damage on hit, but over time, AS Marks are no longer mandatory. You should probably still get them on AA-oriented champions like Shyvana, Yi or Udyr, but tanks and mages should get hybrid penetration, with Fiddlesticks and Karthus possibly going for pure magic penetration or AP.
Most Glyphs won't directly help you with jungle clear (unless you stack AS there), so CDR, MR and even AP are an option. I think I'd recommend 3 scaling CDR glyphs (5% at lvl 18) and 6 flat CDR glyphs (5% outright), or 6 flat/scaling MR glyphs depending on the matchup.
Quintessences are all personal choice. On most typical junglers you don't need any excessive combat power and % Movement Speed is an option. However, by throwing in some AS/AD/AP, you will speed up your clearing time.
- the usual. Roll with whatever you want. However, even the small camps got a health increase now, so Bladed Armor in the Defense tree is now really usefull
Here's where you need to realize: You don't need to start at a red or blue buff anymore.
Every small camp will get you to level 2
Small camps require less time and effort (they have less HP than red/blue).
Small camps provide with comparable, if not better, buffs
The last fact is undeniable on tanks. AS junglers can still start at either Red Brambleback or Krugs, but the best start for tanks is smiting the Gromp. You get the equivalent of Quill Coat right away and should be able to clear wolves or blue without smite after that.
Here comes the best part though - Rigid jungle routes are no more. You can go Gromp-Blue-Crab and get a very significant control point right away. You can continue clearing your own jungle. On some champions, the good old Red-Wolves-Blue path is possible as well, althought not always will you have enough health to gank top afterwards.
On some champions clearing the first 3-4 camps will leave you at low health. In that case, you should know your limits and recall as soon as you get 350 gold to upgrade Machete. The upgrade will significantly speed up your jungle clear.
(Smite first) Gromp - Wolves - Blue (smite to secure) - back
(Smite first) Gromp - Blue - Crab (smite to secure) - Top
Blue (smite to secure) - Wolves - Gromp (smite asap to get the buff) - back
Red (smite to secure and heal up) - Wolves - Blue (smite to secure) - Crab/Top
Red (smite to secure and heal up) - Wolves - (Smite first) Gromp - Blue - Crab/Top
Plan your Smite usage. Try to avoid wasting it on Wolves/Raptors on the first clear.
Unique Passive - Jungler
Jungling with Machete upgrades, just due to numbers on the passive, is stupidly easy. The DoT and regen provided by 750g items allows to clear camps without hassle, even on Leona (she's still extremely slow though).
Ranger's Trailblazer gives your Smite reduced cooldown, AoE stun on monsters and heals you for 15% of missing health. The last effect won't be needed during jungle clear, but can help immensely when coming back to jungle after a gank. Overall it's best on slow clearing junglers like Nautilus, even if they don't lack AoE power.
Stalker's Blase allows you to cast Smite on enemy champions dealing (16 + 8 * level) damage, up to 160 at 18, and slowing them for 50% for 2 seconds. This is a pocket Bilgewater Cutlass active, perfect for champions with lacking initiation like Shyvana.
Skirmisher's Sabre allows you to cast Smite on enemy champions giving you vision of them and heavily increasing your power in a 1v1 duel (bonus true damage on hit, 20% reduced damage from them). The possibilities are numerous, and you can use it for both invasion attempts and ganking powerup.
Poacher's Knife boosts your counterjungling: whenever you Smite and kill a monster in the enemy jungle, you gain 20 bonus gold, 175% MS decaying over 2 seconds and the cooldown on Smite is reduced by half. This item gives you no bonuses whatsoever with clearing your own jungle, but makes you very annoying and unstoppable in stealing your opponent's jungle.
To sum this section up, only the Trailblazer sems to be aimed at a select group of junglers, and all the other can be utilized on many different champions.
Last but not least, you get effectively 16 different final items by being allowed to combine every Machete upgrade with every possible enchantment.
Juggernaut grants 500 HP, 10% CDR and Tenacity. In theory a tank item (and a good one at that), in practise will probably get abused by towerdiving bruisers.
Warrior grants 45 AD, 10% CDR and 10 armor penetration. Perfect for the likes of Jarvan IV, Vi and Kha'Zix. This is basically SotEL, but with more offense-scaling properties - so "build this and go tanky after" effect is a little bit diminished.
Magus grants 80 AP and 20% CDR. Mage item that will more likely than not become an annoyance on AP Amumu, who is IMO long overdue for a nerf.
Devourer has 50% AS and 40 magic damage on hit, so it is much like the current Flare, but you don't necessarily have to sit in the jungle for 15 minutes to get it, making your team hate you. Possible option for Udyr, Nocturne, Shyvana, and of course Yi.
Overall many champions should benefit from more than one enchantment. Nocturne can opt for both Warrior and Devourer, Jarvan IV can buy both Juggernaut and Warrior, and most tanks will have both Juggernaut and Magus as an option.
Blue and red buff (Crests) are no longer the best target to Smite. Smiting allows to secure them, regain some health (or mana) and that's about it.
As the game goes on, the best targets for Smite are:
Dragon and Baron, obviously
Scuttle Crabs (bastards are evasive and can run under your opponent's feet)
Sentinel/Brambleback (securing Crests - buffs from using Smite aren't that imrpessive)
Raptors (or: Razorbeaks, replacing Wraths)
Gromp (the buff works when fighting aganst enemy champions)
Krugs
Wolves (if you expect enemy to invade your blue)
Razor Sharp, the bonus from Razorbeaks, is exceptional: it grants you true sight whenever you get spotted by a ward. This is a one-use effect, but it's still insanely strong.
Keep in mind that the Smite bonuses are ganted on Smite cast - so you can just Smite enemy Wolves/Raptors and run away, gaining the buff and denying it to the enemy.
Dragon control is the high point of the preseason changes. Basically the types of champions who could solo drake are mostly unchanged, but the double-jungle-item Udyr is no more. Notes:
First Dragon is always valuable. even when you are behind. It's a small offensive bonus, but it's something.
Second Dragon, in both last iterations, is not really helpful when behind, unless your waveclear abilities need a damage boost.
Third Dragon is crazy, with +5% MS for everyone.
Fourth and fifth are overkill. Fifth dragon is on par with Baron and since Baron no longer gives you regen, it will be occasionally good to get fifth drake and give up baron.
Baron Dancers
As with Dragon, high point of controlling the river are Scuttle Crabs. It's an irremovable source vision and a handy speed buff. One note is that with the removal of regeneration bonus, the value of Baron for teams that are behind went a little bit down.
Summary
This whole system requires more testing. The possibilities for junglers have increased exponentially and we are likely to see some meta shift (just kidding Lee Sin free win). Anyway, be open-minded in approaching the new jungle and try to test new things - maybe you'll find a better solution!
Feel free to add feedback and share your jungle routes.
Do you die to Raptors too often?
Are you unable to clear the whole jungle without backing?
Fear not, this little guide should help you overcome some of these problems!
Preparation
You can jungle with pretty much any champion, believe me or not - you just can't blindly follow one route on all of them. First things first - you need a proper runepage.
Armor seals are an obvious choice on all junglers UNLESS you get armor on marks/quints and use seals for HP/scaling HP. This might be an option on champions with innate armor bonus and/or HP scaling on spells.
Since Hunter's Machete no longer applies damage on hit, but over time, AS Marks are no longer mandatory. You should probably still get them on AA-oriented champions like Shyvana, Yi or Udyr, but tanks and mages should get hybrid penetration, with Fiddlesticks and Karthus possibly going for pure magic penetration or AP.
Most Glyphs won't directly help you with jungle clear (unless you stack AS there), so CDR, MR and even AP are an option. I think I'd recommend 3 scaling CDR glyphs (5% at lvl 18) and 6 flat CDR glyphs (5% outright), or 6 flat/scaling MR glyphs depending on the matchup.
Quintessences are all personal choice. On most typical junglers you don't need any excessive combat power and % Movement Speed is an option. However, by throwing in some AS/AD/AP, you will speed up your clearing time.
For masteries
- the usual. Roll with whatever you want. However, even the small camps got a health increase now, so Bladed Armor in the Defense tree is now really usefull
First Clear
Here's where you need to realize: You don't need to start at a red or blue buff anymore.
Every small camp will get you to level 2
Small camps require less time and effort (they have less HP than red/blue).
Small camps provide with comparable, if not better, buffs
The last fact is undeniable on tanks. AS junglers can still start at either Red Brambleback or Krugs, but the best start for tanks is smiting the Gromp. You get the equivalent of Quill Coat right away and should be able to clear wolves or blue without smite after that.
Here comes the best part though - Rigid jungle routes are no more. You can go Gromp-Blue-Crab and get a very significant control point right away. You can continue clearing your own jungle. On some champions, the good old Red-Wolves-Blue path is possible as well, althought not always will you have enough health to gank top afterwards.
On some champions clearing the first 3-4 camps will leave you at low health. In that case, you should know your limits and recall as soon as you get 350 gold to upgrade Machete. The upgrade will significantly speed up your jungle clear.
Example tank/mage routes:
(Smite first) Gromp - Wolves - Blue (smite to secure) - back
(Smite first) Gromp - Blue - Crab (smite to secure) - Top
Blue (smite to secure) - Wolves - Gromp (smite asap to get the buff) - back
Red (smite to secure and heal up) - Wolves - Blue (smite to secure) - Crab/Top
Red (smite to secure and heal up) - Wolves - (Smite first) Gromp - Blue - Crab/Top
Plan your Smite usage. Try to avoid wasting it on Wolves/Raptors on the first clear.
Unique Passive - Jungler
Jungling with Machete upgrades, just due to numbers on the passive, is stupidly easy. The DoT and regen provided by 750g items allows to clear camps without hassle, even on Leona (she's still extremely slow though).
What upgrade to choose?
Ranger's Trailblazer gives your Smite reduced cooldown, AoE stun on monsters and heals you for 15% of missing health. The last effect won't be needed during jungle clear, but can help immensely when coming back to jungle after a gank. Overall it's best on slow clearing junglers like Nautilus, even if they don't lack AoE power.
Stalker's Blase allows you to cast Smite on enemy champions dealing (16 + 8 * level) damage, up to 160 at 18, and slowing them for 50% for 2 seconds. This is a pocket Bilgewater Cutlass active, perfect for champions with lacking initiation like Shyvana.
Skirmisher's Sabre allows you to cast Smite on enemy champions giving you vision of them and heavily increasing your power in a 1v1 duel (bonus true damage on hit, 20% reduced damage from them). The possibilities are numerous, and you can use it for both invasion attempts and ganking powerup.
Poacher's Knife boosts your counterjungling: whenever you Smite and kill a monster in the enemy jungle, you gain 20 bonus gold, 175% MS decaying over 2 seconds and the cooldown on Smite is reduced by half. This item gives you no bonuses whatsoever with clearing your own jungle, but makes you very annoying and unstoppable in stealing your opponent's jungle.
To sum this section up, only the Trailblazer sems to be aimed at a select group of junglers, and all the other can be utilized on many different champions.
Enchanting
Last but not least, you get effectively 16 different final items by being allowed to combine every Machete upgrade with every possible enchantment.
Juggernaut grants 500 HP, 10% CDR and Tenacity. In theory a tank item (and a good one at that), in practise will probably get abused by towerdiving bruisers.
Warrior grants 45 AD, 10% CDR and 10 armor penetration. Perfect for the likes of Jarvan IV, Vi and Kha'Zix. This is basically SotEL, but with more offense-scaling properties - so "build this and go tanky after" effect is a little bit diminished.
Magus grants 80 AP and 20% CDR. Mage item that will more likely than not become an annoyance on AP Amumu, who is IMO long overdue for a nerf.
Devourer has 50% AS and 40 magic damage on hit, so it is much like the current Flare, but you don't necessarily have to sit in the jungle for 15 minutes to get it, making your team hate you. Possible option for Udyr, Nocturne, Shyvana, and of course Yi.
Overall many champions should benefit from more than one enchantment. Nocturne can opt for both Warrior and Devourer, Jarvan IV can buy both Juggernaut and Warrior, and most tanks will have both Juggernaut and Magus as an option.
Objective control
Blue and red buff (Crests) are no longer the best target to Smite. Smiting allows to secure them, regain some health (or mana) and that's about it.
As the game goes on, the best targets for Smite are:
Dragon and Baron, obviously
Scuttle Crabs (bastards are evasive and can run under your opponent's feet)
Sentinel/Brambleback (securing Crests - buffs from using Smite aren't that imrpessive)
Raptors (or: Razorbeaks, replacing Wraths)
Gromp (the buff works when fighting aganst enemy champions)
Krugs
Wolves (if you expect enemy to invade your blue)
Razor Sharp, the bonus from Razorbeaks, is exceptional: it grants you true sight whenever you get spotted by a ward. This is a one-use effect, but it's still insanely strong.
Keep in mind that the Smite bonuses are ganted on Smite cast - so you can just Smite enemy Wolves/Raptors and run away, gaining the buff and denying it to the enemy.
Dragonslayers
Dragon control is the high point of the preseason changes. Basically the types of champions who could solo drake are mostly unchanged, but the double-jungle-item Udyr is no more. Notes:
First Dragon is always valuable. even when you are behind. It's a small offensive bonus, but it's something.
Second Dragon, in both last iterations, is not really helpful when behind, unless your waveclear abilities need a damage boost.
Third Dragon is crazy, with +5% MS for everyone.
Fourth and fifth are overkill. Fifth dragon is on par with Baron and since Baron no longer gives you regen, it will be occasionally good to get fifth drake and give up baron.
Baron Dancers
As with Dragon, high point of controlling the river are Scuttle Crabs. It's an irremovable source vision and a handy speed buff. One note is that with the removal of regeneration bonus, the value of Baron for teams that are behind went a little bit down.
Summary
This whole system requires more testing. The possibilities for junglers have increased exponentially and we are likely to see some meta shift (just kidding Lee Sin free win). Anyway, be open-minded in approaching the new jungle and try to test new things - maybe you'll find a better solution!
Feel free to add feedback and share your jungle routes.
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