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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Challenging Smite
Flash
Items
Ability Order
Call of the Freljord (PASSIVE)
Nunu & Willump Passive Ability

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Hi, I'm Vapora Dark, a veteran player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC main in season 7, again as a jungle main in season 8, and once more in season 9 playing a mix of all those roles including mid and Fizz. I can play every role to a very high level and have a very good understanding of the general aspects of the game on top of that. |
I've been writing guides on MOBAFire since 2011, among which my achievements include winning the MOBAFire guide contest multiple times, achieving the highest score on the site multiple times with multiple guides, achieving the most comments on a single guide of all time by a very large amount which hasn't come even close to being surpassed in the 3 years that it's been archived, and having the most collective guide views on the site by a very hefty amount. I've also written some champion guides for Riot Games on the Lolesports site.


As a tanky supportive jungler the best option here is ![]() ![]() ![]() |
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Your entire kit has a lot of slows that hit multiple people. Being able to give your entire team some decent healing will add up to a very large amount over the course of the game. As a supportive jungle this is the best rune here to support your team. |
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You don't need a small health boost early or a small amount of AP after some takedowns. You also don't need the healing second wind offers as that's for laning. That leaves the resistance buff you get after 10 minutes, which will give you a lot of gold efficiency the more you stack resistances and as a tank you'll have a lot. |
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Although your kit doesn't directly benefit from this outside of the healing from ![]() ![]() ![]() ![]() ![]() |
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Smite
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Passive: Call of the Freljord
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Call of the Freljord
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A very basic and uninteractive passive that grants ![]() Aside from helping with your clear speed from the AoE cleave and bonus attack speed/damage it scales into the late game decently by giving your marksman extra DPS and mobility. Whilst the benefit itself isn't super high, having an almost perpetual extra steroid in the late game can make the difference for your carry to kill the enemy team before they kill yours. As it auto selects targets you really don't need to think much about this passive. |
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Q: Consume
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Consume
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This is what makes ![]() ![]() It works both ways as well, being unable to be stolen from with proper timing is very nice but because the ability is so simple and is a point and click you can also steal things very easily. You can also take a bit out of enemy champions with ![]() ![]() I max this ability first for the incredibly high objective control and the jungle clear. Being able to outsmite people as soon as possible is one of your greatest strengths. |
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W: Biggest Snowball Ever!
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Biggest Snowball Ever!
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Being able to gank semi-effectively as a control jungler is very useful in the current meta. It controls like a mini ![]() Whilst you're still very slow and not the best ganker, being able to follow up on a laner engaging or simply having high movement speed can be good setup cc for you and your team. It also deals a pretty good amount of base damage in an area making it good for clearing as well as hitting multiple champions on an engage. It's worth noting it becomes significantly more powerful the longer you charge it, increasing the damage, slow and knock up duration based on how long you've been rolling it. I max this ability last as you only gain base damage for putting points into it, and your E scales a lot harder with points. |
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E: Snowball Barrage
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Snowball Barrage
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Your main damaging ability outside of your ultimate, ![]() The 30-50% 1s slow is pretty heavy, which you can refresh a couple of times. This is very important against mobile champions as it allows you to stay in range for Willump's Turn. Which if they're inside the ring when it goes off will deal a small amount of damage and root them. As this is done independently of your movement/abilities you can actually combo this with your ![]() I max this ability second for its high base damage and is just more useful than your W. |
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R: Absolute Zero
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Absolute Zero
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An incredible area denial tool that causes enemies in the area to be slowed by a heavy amount. It also shields ![]() Dealing some of the highest base damage in the game with a ratio to boot, it's not easy to get a full channel off. This is where ![]() I put points into this ability at 6/11/16 like most other ultimates. |

This chapter is currently under reconstruction following the Season 11 items rework, apologies for the inconvenience.

This chapter is currently awaiting an update, sorry for the inconvenience.

If you're not ganking, you should be farming. You want to get yourself as fed as possible so take as many jungle camps as you can, as well as take lane CS whenever the opportunity arises (explained further down). It's also really important to kill scuttle crabs when they spawn as they offer a large amount of gold and experience. As a control jungler it's very easy for you to take an early Dragon or Herald, and it's just as easy to steal a camp from the enemy jungler. Invading is very important to control junglers as it not only increases your XP/Gold but it also prevents your opponent from getting any, creating a larger rift between you both.
When you do gank you'll want to just attempt to flank a target allowing you to walk into melee range to being your


Whenever one of your ganks succeeds, look out for an opportunity to get an objective out of it. For example if you double kill the enemy bot lane you can convert that into a dragon since for the enemy mid and jungle to contest that they'd have to 2v4. However, dragon is not always a possibility, especially if your team is low or if you only kill one of the enemy bot lane, and sometimes it's just not even the best objective to take. If you have to choose between taking a dragon or getting the tower first blood, you should pretty much always go for the tower first blood, since it grants a massive gold increase which is more immediately beneficial than that of the buffs given by dragons. And in general I would just always prioritize towers over dragons, since getting more map control by taking down towers makes it easier to take dragons later on, whereas choosing to take a dragon instead is harder to convert into taking towers later. Additionally make sure to hold lanes whenever possible, e.g. if one of your laners has to recall or dies, the enemy will be shoving that wave into your tower to make your laner miss CS, so you can take advantage of this by taking the wave for yourself since it would die to tower anyway, and thus get yourself ahead since lane CS gives more gold and XP than a jungle camp, and does so without being at the expense of your HP. |
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Whenever you counter jungle, if possible you should take the big monster but leave 1 small monster alive, to delay the camp's spawning as much as possible. When the enemy jungler wants to farm the camp, they won't find it already in the process of respawning soon, but have to kill the last remaining monster for a tiny bit of gold and a tiny bit of XP, and then have to wait the entire 1m40s for it to respawn.
As time goes on in the game you'll become harder and harder to kill whilst also making your team a lot harder to kill as well thanks to your items and runes. Your damage will always be fairly low outside of a long


![]() ![]() ![]() That's it for my ![]() ![]() Special thanks to Hopper for banners and coding, as well as some input on info. (Go check her shop out!). Make sure to follow me on Twitch if you want to see me play. |
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