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Best Jungle Runes

Creator: TheSoupKitchen#99523 August 15, 2011 7:57pm
SirSpankAlot
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oh xD , didnt know O.o.
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Searz
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PsiGuard wrote:

*fail list*

These are the generally accepted jungle runes (let me know if I missed any). Some of them are situational, and some work best on certain champions. I personally recommend the first option for each type of rune.

Most are good/decent, but lemme make a real list for ya :P

9 Greater Mark of Desolation
6-8 Greater Mark of Attack Speed + 3-1 Greater Mark of Desolation

9 Greater Seal of Armor

9 Greater Glyph of Scaling Magic Resist
9 Greater Glyph of Cooldown Reduction

3 Greater Quintessence of Desolation
3 Greater Quintessence of Attack Damage
3 Greater Quintessence of Armor

These are the runes 90% of the junglers in the game should be using.
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PsiGuard
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Well, I included all those Searz. I also happened to mention the rest of the runes that junglers use (think fiddlesticks). I pretty much ordered them top to bottom based on effectiveness.
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Searz
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Yea, but the runes I didn't include among your ones are the ones that only work with a specific champion or 2.
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it varys but imo a must are Dodge seals,attack speed quints,ArP Marks and Attack speed Glyphs
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Barman5000 wrote:

it varys but imo a must are Dodge seals,attack speed quints,ArP Marks and Attack speed Glyphs


I'm pretty sure that even Jax doesn't use dodge seals to jungle.

Also, most champions that CAN use armor pen quints and still clear the jungle, will do so because AtS quints fall off pretty hard late game.

Then again... so do Armor Pen when you grab a Last Whisper.
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PsiGuard's post is great and you should listen to it.

However, you do have to know what mix of marks/quints to use on AD champions.

You should almost never run straight 25 armor pen because it's not optimal for jungle speed. Only use it if you want your ganks to hit like a truck, although typically earlier ganks are stronger.

Run 8 ArP marks, 1 AS mark, and 3 AS quints if you're playing an AD jungler that autoattacks a lot, such as Master Yi, Nocturne, or Udyr. The key here is to reach 12 ArP and 14 AS so you deal true damage to the weakest jungle creeps, maximizing your overall damage without wasting much armor pen.

Run 6 ArP marks, 3 AD marks, and 3 AD quints if you're playing an AD carry with a natural strong AS buff or an autoattack resetter. Xin Zhao and Trundle both fall in this category. Because they can reset autoattack timers, the extra AD is optimal because you don't need attack speed that much.

Always use armor seals when jungling. It gives you a ton of survivability. Never use dodge. Attack speed is only good if you want a stupidly fast jungle and even then it's too dangerous to be worth it.

For quints you want to go either AD, AS, or ArP for offense, or flat AP for AP jungles like Fiddle. For defense, armor quints generally win out on health quints. Movespeed is viable too.
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Temzilla wrote:



I'm pretty sure that even Jax doesn't use dodge seals to jungle.

Also, most champions that CAN use armor pen quints and still clear the jungle, will do so because AtS quints fall off pretty hard late game.

Then again... so do Armor Pen when you grab a Last Whisper.


Jax can use either armor or dodge. Dodge is better with quints.


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PsiGuard's post is great and you should listen to it.

However, you do have to know what mix of marks/quints to use on AD champions.

You should almost never run straight 25 armor pen because it's not optimal for jungle speed. Only use it if you want your ganks to hit like a truck, although typically earlier ganks are stronger.

Run 8 ArP marks, 1 AS mark, and 3 AS quints if you're playing an AD jungler that autoattacks a lot, such as Master Yi, Nocturne, or Udyr. The key here is to reach 12 ArP and 14 AS so you deal true damage to the weakest jungle creeps, maximizing your overall damage without wasting much armor pen.

Run 6 ArP marks, 3 AD marks, and 3 AD quints if you're playing an AD carry with a natural strong AS buff or an autoattack resetter. Xin Zhao and Trundle both fall in this category. Because they can reset autoattack timers, the extra AD is optimal because you don't need attack speed that much.

Always use armor seals when jungling. It gives you a ton of survivability. Never use dodge. Attack speed is only good if you want a stupidly fast jungle and even then it's too dangerous to be worth it.

For quints you want to go either AD, AS, or ArP for offense, or flat AP for AP jungles like Fiddle. For defense, armor quints generally win out on health quints. Movespeed is viable too.


/agree to all

Except AS quints on Nocturne. Shroud of Darkness is usually sufficient for jungling, and you get it at level 2.
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Run 8 ArP marks, 1 AS mark, and 3 AS quints if you're playing an AD jungler that autoattacks a lot, such as Master Yi, Nocturne, or Udyr.

Actually, it should be the other way around :P
7AS marks, 2 ArP marks and 3 ArP quints.
While it doesn't make any difference in stats AS quints are just generally a bad buy because they're almost never needed/useful since you can achieve the same results with AS marks.

Quoted:
Run 6 ArP marks, 3 AD marks, and 3 AD quints if you're playing an AD carry with a natural strong AS buff or an autoattack resetter. Xin Zhao and Trundle both fall in this category. Because they can reset autoattack timers, the extra AD is optimal because you don't need attack speed that much.

Naah, I'd take 9ArP marks (or 2-3 AS marks) instead. AD marks just fall off so hard compared to AD quints. The quints are 37% stronger after all.

Any jungler who has a strong auto attack and can start with Vampiric Scepter is a good candidate for AD quints.
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