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Amumu
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Amumu
Quest: Be more active on ganking, Take objectives.
Amumu is not hard matchup, but a good one can make a lot of successful ganks and get bring his team the lead, and you don't want this to happen, for that, you must act before him and do early ganks, whilemean the best way is to counter gank him. taking objectives for amumu takes more time than other junglers so overall you got a head start. he can't 1v1 you as well but attempting to invade an amumu is not recommended as his team may follow, just do your normal job. |
Ekko
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Ekko
Quest: Be more active on ganking, Take objectives, Counter gank, Track and report, Make sure he don't get fed.
Ekko is one of the strong junglers in season 10, people love his mechanics so his pick rate is getting increased over all, you can 1v1 an Ekko easily in any stage of game but be aware of his W, if you get his stun you are done, you may even invade him early game. he is an assassin so he got the good kit for getting kills and your job is to make sure that he don't, simply by out jungling, out ganking, getting objectives and track and report it to your team to aware them of Ekko and you are fine. |
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Bel'Veth
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Bel'Veth
Quest: Starve her scaling, Control void zones, Force early tempo.
Bel'Veth dominates through late-game snowballing - your goal is to accelerate the game before she hits critical mass. Prioritize early heralds over dragons to break outer towers quickly, denying her safe farming zones. When she shows on one side, immediately take resources on the opposite quadrant - her weak early rotations can't match your map speed. Coordinate with lanes that have priority to invade her jungle constantly, as she relies heavily on farm efficiency. In mid-game, avoid symmetrical teamfights in choke points where her area control shines - instead, look for picks or split push to stretch the map. |
Briar
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Briar
Quest: Exploit predictable pathing, Bait overextensions, Control vision.
Briar's forced aggression creates counterplay opportunities through map awareness. Place deep wards in her jungle to track her linear gank routes, then set up counter-ganks when she commits. When she's locked onto a target, immediately look for cross-map plays on the opposite side - her self-taunt creates predictable windows for objective trades. In mid-game, use her ultimates as engagement signals - if she jumps bot lane, rush her top jungle or take Baron. Communicate constantly with your team to collapse when she overextends, as her kit rewards isolation but crumbles against coordinated focus. |
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Elise
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Elise
Quest: Be more active on ganking, Counter gank, Make sure she don't get fed.
Elise may beat you if she do her combo at once, but if she miss her E she become an easy target as what as she is squishy, also counter ganking is her weak spot, when she start a fight she probably go all in, then if you join she is a free kill, if you give your team early lead with your ganks you make her job harder. |
Evelynn
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Evelynn
Quest: Invade, Make sure she don't get fed.
Evelynn is one of the easiest matchups, she is squishy and got no escape early, you can always try invading, killing her or taking her camps, while her main goal is to farm and reach 6 asap that she can start getting fed, and if that happen she get super fed she can even os you and we don't want this to happen, counter ganking is also possible just like taking all objectives. |
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Fiddlesticks
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Fiddlesticks
Quest: Invade, Take objectives, Counter gank.
For dueling him you need to keep Q to knock him and disable his heal drain, he probably just want to use fear on you and run but you can catch him with E and W, he is squishy so you can invade him early. |
Gragas
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Gragas
Quest: Counter gank, Invade.
I count Gragas as the easiset matchup ever, he is only effective if he get fed which is a hard concept for a gragas, or going full tank but players usually want to play AP as he can deal good damage, whilemean you can always 1v1 him, just killing him once or twice while he try to attempt ganks make him useless for the rest of game. |
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Graves
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Graves
Quest: Invade, Counter gank.
Graves is another easy matchup. he got nothing for dueling you in early so you can easily invade him, also if you counter gank him while he attempt to gank, you make him useless for the rest of game. |
Hecarim
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Hecarim
Quest: Ganking a lot.
Hecarim is a matchup mostly focused on who is gonna make more ganks, you usually can 1v1 him if you suprise him, while mean you want to avoid a full hp Hecarim specially if he has Ignite and Conqueror, counter ganking is also effective since he is another all in champ. |
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Ivern
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Ivern
Quest: Be more active on ganking.
Ivern is a supportive jungler, whilemean if his team get behind he can't do any thing, thats why like always early ganks are recommended in this matchup, you also want to be careful as what as he can stole your red/blue buff, you can also 1v1 him he isn't that strong, over all i have to say that i didn't ever face good Ivern players, just once or twice and i just ganked alot that we got a huge lead so his shields and cc's wasn't effective that much. |
Jarvan IV
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Jarvan IV
Quest: Be more active on ganking, Take objectives.
Jarvan is another easy matchup, he has some potential for early gank while he can get out played so easy, when he miss his E>Q combo he got nothing left so counter ganking is so effective, also you can 1v1 him in any stage of game. |
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Jax
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Jax
Quest: Be more active on ganking, Take objectives.
At first, Jax is getting pick mostly on top and not jungle, but if you face an jax despite that he is top or jung, don't be afraid, Jax isn't that hard at all, you can't 1v1 him so you just don't try to duel him, while he is easy on fights, i usually go Conqueror and Blade of the Ruined King and i even 1v1 him, but not that early because his ult is a huge buff for him, but i can deal with him in late. try to not get caught by him if he is playing jungle and wait for counter ganks, and team fights to beat him. |
Karthus
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Karthus
Quest: Invade, Counter gank, Take objectives.
Karthus is great at clearing his camps, thats why a right invade is some how recommended, other wise you need to do your early job which is ganking, whenever you catch Karthus you can go aggro and kill him as what as he is Squishy while you need to be careful and try to dodge some of his Q, counter ganking him is so easy due to his lack of cc. |
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Kayn
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Kayn
Quest: Be more active on ganking, Counter gank.
You can 1v1 him early but careful as he try to deal some damage and escape to fill his passive, most of kayn players spend their time to farm early game while we can gank and make the jungle diff as soon as possible, also counter ganking him is easy before his R. |
Kha'Zix
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Kha'Zix
Quest: Make sure he don't get fed.
Really, your first job is to do every thing to make sure he don't get fed his ***ssin kit make it possible for him to feed himself, simply by tracking him and asking your team to be safe, don't overstay and etc, and then counter ganking him and even outjungling him early as we can 1v1 him before his 6. a good Kha probably can beat Xin Zhao if he gets fed. |
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Kindred
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Kindred
Quest: Counter gank, Take objectives.
And again, another easy matchup. she is easy for counter ganking since you probably can 2v2 at mid or top, you can be her nightmare, you can 1v1 her easily. usually the whole jungle is my kingdom while i face a kindred, but there is still some Kindred mains that know what to do. i count her as a out of meta champs as she can't take fights vs many jungler at Drakes and Heralds. |
Lee Sin
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Lee Sin
Quest: Be more active on ganking, Take objectives, Counter gank, Track and report, Make sure he don't get fed.
I can say that the whole matchup may depends on how good Lee is, but still, Lee is not a threat at all, you can 1v1 him easily. The thing is about jungling itself, you must focus on ganking, counter ganking that game. Lee is also a good ganker so you wanna warn your team, once your team get the lead he can't do anything. Simply we can say that Lee has the Same concept that Xin does have but way to harder, because He really falls off late game while Xin just get stronger and yeah, scaling for Xin is easier with his Kit while Lee need to do more stuff. when i get a little ahead in this matchup i invade him often. |
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Master Yi
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Master Yi
Quest: Be more active on ganking, Make sure he don't get fed.
First let me say that: YES, you can 1v1 Master Yi aswell^^. Before 6 he is so easy to fight and invade, after 6 it depends, if you are ahead you can always kill him, if he is ahead you need to use R after he Q You, then if you are on a good position you can insta E > Q. if he didn't Q when he start fights, you just want to run because we need our ult knock for killing him. Anyway, Yi pref to farm at the early game so we have a great chance to make a lead. He mostly want to gank and join fights that he knows he can get kills so your team must not over stay or fight while he is nearby. |
Nidalee
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Nidalee
Quest: Disrupt early tempo, Control jungle corridors, Punish failed ganks.
Nidalee thrives on early map control through rapid jungle traversal. Counter this by establishing deep vision in pixel brushes and her raptor camp to track movements. When she commits to a gank, immediately invade the opposite quadrant - her camp-taking speed leaves little margin for error. Prioritize vertical jungling to compress her farming routes, forcing awkward pathing. In mid-game, use her spear-dependent playstyle against her by maintaining bush control around objectives - without vision, her threat diminishes significantly. Coordinate with lanes to collapse when she overextends for invades, as her escape tools rely on pre-set terrain jumps. |
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Diana
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Diana
Quest: Dominate early skirmishes, Track her ult timers, Deny multi-man engages.
Diana presents an interesting dynamic - while her early dueling is weaker than yours, her clear speed and scaling make her dangerous if left unchecked. The key is to abuse your early advantage by contesting every scuttle crab and invading her jungle when possible. Her Moonfall shield is crucial for surviving fights, so bait it out before committing fully with Audacious Charge. Post-6, her teamfight potential skyrockets with Lunar Rush resets, so either match her roams or punish opposite-side objectives when she shows on map. Warding her raptors is particularly valuable as it reveals her rotation patterns between mid and jungle. In teamfights, save Crescent Guard to disrupt her engages and split her from her team. |
Dr. Mundo
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Dr. Mundo
Quest: Rush grievous wounds, Out-tempo his farming, Starve his scaling.
Modern Mundo boasts one of the fastest clears in the game, but his early dueling remains exploitable. Your goal is to establish tempo before he completes his first item. Contest early scuttles aggressively - his pre-6 damage is negligible compared to your burst. While he can't match your gank pressure early, his mid-game power spike with Heartsteel is formidable. Always carry Executioner's Calling or Chempunk Chainsword to counter his Maximum Dosage healing. Track his camp respawns - stealing his krugs or raptors significantly delays his scaling. In teamfights, focus on zoning him from carries rather than committing to extended duels, as his sustained damage will outlast your burst. |
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Gwen
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Gwen
Quest: Disrupt her scaling, Bait Hallowed Mist, Win early skirmishes.
Gwen's weak early game gives you a crucial window to establish dominance. Her Hallowed Mist makes her untargetable, so engage only when it's on cooldown. Pre-6, invade her jungle aggressively - she can't match your duel potential. Post-6, her Needlework sustain becomes problematic, so build Executioner's Calling if your team lacks anti-heal. Focus on ganking lanes she can't easily assist, as her mobility is limited without Skip 'n Slash resets. In teamfights, use Crescent Guard to push her away from your backline during her ultimate. |
Lillia
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Lillia
Quest: Deny early stacks, Match her tempo, Interrupt ult setups.
Lillia's power grows with her passive stacks, making early disruption critical. Contest every scuttle crab - her weak dueling before Lillia's Blooms stacks gives you free reign. Ward her raptors to track rotations between mid and jungle. Her Swirlseed slow enables dangerous ganks, so ping missing aggressively when she disappears. Post-6, her Lilting Lullaby teamfight potential skyrockets - either match her roams or take opposite-side objectives. Build Maw of Malmortius against AP-heavy comps, and always save Audacious Charge to interrupt her ultimate channel. |
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Maokai
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Maokai
Quest: Counter-gank aggressively, Deny vision control, Match his objective pressure.
Maokai's strength lies in his relentless gank pressure and vision dominance through Sapling Toss. While you outduel him early, his point-and-click Twisted Advance makes his ganks nearly unavoidable. Prioritize control wards to clear his saplings in river choke points. His jungle clear is mediocre - punish this by invading when you see him commit to ganks. Post-6, his Nature's Grasp becomes a teamfight menace; either match his roams or force trades on opposite sides of the map. Build Maw of Malmortius if his AP damage becomes problematic, and always save Crescent Guard to knock him away during his ultimate engages. Track his unusual jungle pathing - Maokai players often prioritize ganking over farming, leaving camps vulnerable. |
Nocturne
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Nocturne
Quest: Disrupt his level 6 spike, Counter-gank globally, Itemize against burst.
Nocturne's Paranoia creates one of the most dangerous map-wide threats at level 6. Your early game is stronger - abuse this by invading his red buff side where he's most vulnerable. Ward his raptors to track his pathing towards level 6. Once he hits 6, play opposite his ultimate - if he uses it bot, immediately take Herald or his top jungle. Build Death's Dance to survive his burst combo, and save Crescent Guard to block his Unspeakable Horror fear. His split-push potential is formidable; coordinate with your team to collapse when he overextends. In teamfights, position to intercept his dives on your carries - your knock-up can disrupt his assassination attempts. |
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Nunu
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Nunu & Willump
Quest: Disrupt snowball ganks, Secure early vision, Counter-objective plays.
Nunu's strength lies in his relentless early gank pressure and objective control with Consume. To counter this, establish deep vision in river choke points at 1:10 to spot his predictable level 3 gank routes. When he appears on one side of the map, immediately take resources on the opposite side - his slow camp clearing leaves his jungle vulnerable. Coordinate with laners to collapse when he overextends for invades. Post-6, his Absolute Zero demands instant disengage in teamfights - use Crescent Guard to disrupt his channeling. Always save Smite for epic monsters, as his Q+Smite combo outsecures most junglers. |
Pantheon
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Pantheon
Quest: Respect early burst, Track ultimate roams, Punish cooldowns.
Pantheon's Grand Starfall creates cross-map pressure - when he uses it, immediately take objectives or invade his jungle on the opposite side. His early dueling is strong with Shield Vault, so avoid extended trades when his Empowered bar is full. Ward pixel brushes to intercept his gank paths, and coordinate with laners to collapse when he overcommits. Post-6, his roams become more frequent - ping missing and countergank by pathing toward his landing zone. In teamfights, save Crescent Guard to peel him off your carries during his dives. |
Poppy
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Poppy
Quest: Respect wall stuns, Control river terrain, Bait ultimate.
Poppy's Heroic Charge punishes Audacious Charge engages near walls. Fight her in open areas and save E for after she uses W. Her Steadfast Presence blocks your dash - time engagements around its 24s cooldown. Ward pixel brushes to avoid surprise Keeper's Verdict knockups. Build Black Cleaver to shred her armor stacking. In teamfights, position to intercept her attempts to isolate your carries with ult. |
Rammus
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Rammus
Quest: Build magic resist, Disengage powerball, Punish early weakness.
Rammus's Defensive Ball Curl counters your attack speed - build Wit's End and Maw of Malmortius. His pre-6 ganks are weak - invade his blue side early. Post-6, his Soaring Slam deals surprising damage - save Crescent Guard to knock him away during teamfights. Never chase him when Powerball is active - instead, punish his long cooldowns (18s on W). Ward his raptors to track his unusual gank paths through lanes. |
Rek'Sai
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Rek'Sai
Quest: Match early aggression, Ward tunnel routes, Counter-burrow.
Rek'Sai's Queen's Wrath gives her superior early dueling - avoid 1v1s until level 3. Pink ward her common tunnel spots (river walls, buff camps). Her Void Rush has predictable audio cues - save Audacious Charge to dodge the knockup. Build Death's Dance to survive her burst combos. Post-6, her ult reveals low-health targets - always recall when wounded. In teamfights, focus on interrupting her tunnel engages with knockups. |
Rengar
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Rengar
Quest: Deny brush control, Itemize armor early, Track ferocity.
Rengar's Unseen Predator makes river skirmishes dangerous - fight in open areas. His level 2 invade potential is extreme - ward your buffs at 1:20. Build Plated Steelcaps before first item to mitigate his Savagery burst. Track his ferocity bar - engage when he has zero stacks. Post-6, his Thrill of the Hunt requires defensive positioning - group when the alert appears. In teamfights, save Crescent Guard to peel him off carries during jumps. |
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Sejuani
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Sejuani
Quest: Invade early, Disrupt her clear tempo, Counter-engage ultimates.
Sejuani's weak early dueling makes her vulnerable to invades - target her blue buff side where her Winter's Wrath clear is slowest. Her Permafrost stun requires melee allies to activate - prioritize ganking isolated lanes. Post-6, her Glacial Prison engage is devastating; either match her roams or punish with opposite-side objectives. Build Tenacity items to reduce her CC chain duration. In teamfights, use Crescent Guard to split her from follow-up damage when she engages. |
Shaco
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Shaco
Quest: Control his boxes, Track invisibility timers, Secure early vision.
Shaco's Jack In The Box setup demands early sweeper purchase. His level 2 invade potential requires defensive warding at your buffs. Track his Deceive cooldown (8s early) - engage when it's expended. Build Oracle Lens by first back to neutralize his box traps. Post-6, his Hallucinate clone deals reduced damage - focus the real Shaco (look for item actives). In teamfights, save Crescent Guard to knock him away during backline dives. |
Shyvana
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Shyvana
Quest: Disrupt dragon stacks, Punish pre-6 weakness, Itemize against hybrid damage.
Shyvana's power spikes directly correlate with Dragon's Descent availability. Invade aggressively pre-6 when she's weakest - her Burnout clear leaves her low on health. Ward dragon pit at 3:00 to prevent early stacks. Build Wit's End and Death's Dance to mitigate her hybrid damage. Post-6, her ultimate has a long cooldown - force fights when it's down. In teamfights, Crescent Guard can disrupt her flight engages and zone her from your backline. |
Skarner
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Skarner
Quest: Control spire zones, Bait ultimate, Build tenacity.
Skarner's Dominion spires give him combat advantages - avoid fighting in these zones early. His Impale has a long cooldown early (120s) - track its usage for engage windows. Build Mercury's Treads to reduce his CC duration. Post-6, his flash-ult combos are deadly - position conservatively when his ultimate is available. In teamfights, use Crescent Guard to peel him off carries after he engages. Ward his jungle entrances to intercept his predictable gank paths. |
Taliyah
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Taliyah
Quest: Disrupt her kiting, Track wall jumps, Counter-roam.
Taliyah's Threaded Volley gives her strong kiting potential - engage with Audacious Charge when she's near walls to limit her mobility. Her Weaver's Wall creates rotational advantages - match her roams or punish with opposite-side objectives. Build Hexdrinker against her burst combos. Post-6, her ultimate cooldown is long (160s early) - capitalize when it's down. In teamfights, Crescent Guard can interrupt her Seismic Shove setups. |
Udyr
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Udyr
Quest: Respect early duels, Kite his engages, Itemize against hybrid damage.
Udyr's Wilding Claw makes him dangerous in early skirmishes - avoid extended trades. His Blazing Stampede gives strong engage - save Audacious Charge to disengage. Build Plated Steelcaps and Wit's End against his hybrid damage. Post-6, his stance dancing becomes more potent - focus on interrupting his Wingborne Storm healing. In teamfights, Crescent Guard can disrupt his attempts to dive your backline. |
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Vi
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Vi
Quest: Dodge Q engages, Punish cooldowns, Counter-gank ultimates.
Vi's Vault Breaker is her primary engage tool - sidestepping it removes her threat. Her level 6 Cease and Desist creates guaranteed ganks - track her ult timer (110s early) and counter-gank. Build Plated Steelcaps to mitigate her Denting Blows damage. Post-6, her tower dives become dangerous - ping missing when she disappears. In teamfights, save Crescent Guard to interrupt her ultimate trajectory. |
Viego
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Viego
Quest: Invade early, Control resets, Itemize against sustain.
Viego's Sovereign's Domination makes him snowball hard - deny early kills. His Blade of the Ruined King rush gives strong dueling - build Executioner's Calling to counter his healing. Post-6, his reset potential is extreme - focus him first in skirmishes. Ward his raptors to track his farming pattern. In teamfights, Crescent Guard can zone him during possession attempts. |
Volibear
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Volibear
Quest: Kite his engages, Disrupt tower dives, Build anti-heal.
Volibear's Frenzied Maul healing makes extended fights dangerous - burst him down quickly. His Sky Splitter gives strong gank pressure - ping missing when he hits 6. Build Bramble Vest to counter his sustain. Post-6, his tower disable is deadly - collapse when he overextends. In teamfights, Crescent Guard can knock him away during ultimate engages. |
Warwick
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Warwick
Quest: Respect early duels, Track blood trails, Itemize against healing.
Warwick's Jaws of the Beast gives insane early sustain - avoid 1v1s when below 50% HP. His Blood Hunt reveals low-health targets - recall when wounded. Build Executioner's Calling first back to counter his healing. Post-6, his Infinite Duress is telegraphed - save Audacious Charge to dodge. In teamfights, Crescent Guard can peel him off carries. |
Wukong
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Wukong
Quest: Track clone usage, Respect level 6 spike, Build armor shred.
Wukong's Warrior Trickster makes targeting difficult - watch for the real one (takes tower aggro). His Cyclone teamfight potential is massive - disengage when he ults. Build Black Cleaver to counter his armor stacking. Post-6, his tower dives become strong - ping missing when he disappears. In teamfights, Crescent Guard can disrupt his multi-man knockups. |
Zac
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Zac
Quest: Interrupt E engages, Control bloblets, Match his roams.
Zac's Elastic Slingshot ganks are telegraphed - ward jungle entrances at unusual angles. His Cell Division makes him deceptively tanky - focus bloblets in fights. Build Bramble Vest against his healing. Post-6, his Let's Bounce creates strong engages - save Crescent Guard to disrupt. In teamfights, position to intercept his backline dives. |
Zyra
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Zyra
Quest: Clear plants early, Avoid choke points, Build tenacity.
Zyra's Garden of Thorns gives strong zone control - prioritize killing plants in fights. Her Stranglethorns combo is deadly in jungle corridors - fight in open areas. Build Mercury's Treads to reduce her CC duration. Post-6, her objective control is strong - always sweep dragon/baron pits. In teamfights, Crescent Guard can knock her away from optimal ult positions. | |
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