Views: 1662 Blue Sentinel
|
If you
Smite it you get mana back. If you deal the killing blow to it you get
Crest of the Ancient Golem from it.
Using Smite:
Using
Smite upon the
Blue Sentinel will restore a large amount of mana over 2 seconds (25% of your maximum mana). This bonus can only be claimed once per spawn.
Dealing the Killing Blow
This unit regens 25 flat mana regeneration per 5 seconds and 0.5% of their maximum mana (or energy) per second and has 10% cooldown reduction on their abilities. If slain, this buff transfers to the killer.
Gaining mana by smiting the Blue Sentinel is something they added in S5. It is handy for jungle sustain for mana heavy users, though most junglers tend to reserve smite for other jungle camps unless they are in dire need of mana to complete their jungle route or deal with an immediate emergency elsewhere on the map.
Most junglers will take blue buff on their first clear, for the gold an XP and cool down reduction. Mana users will of course enjoy the mana regeneration aspect of the buff.
Mana intensive junglers may continue to take the buff throughout the game if they need the cool down reduction or the mana regeneration.
Donating Blue
However, if you have a mana using mid the usual practice is to donate the second and later Crests to the mid laner. There are some non-mana using mids such as
Zed that greatly benefit from the cooldown reduction so donating the buff to them can be beneficial, though this practice is more common in team environments than soloqueue.
Some mid-laners stack CDR so there may come a point in the game where they are no longer benefiting from the 10% CDR that the Crest provides. You may still choose to donate it to them in the case of heavy mana users.
Ziggs would be one such example.
As an alternative to donating the buff to the mid laner or keeping it for yourself, you may choose to give the buff to another champion on your team for either the CDR or the mana regeneration, though typically you would shoot for offering it to the champion that would benefit from it most. E.g. someone like
Ezreal who has fairly high mana costs and who usually doesn't itemize much if any CDR.
If during the laning phase the person you are donating the blue buff to is getting killed constantly and simply donating the buff over to the enemy team you can choose to stop giving the buff to them. This can be a tricky situation morale-wise though. More game aware mid-laners will actually tell you to keep the buff if they are losing lane badly when you ping them to come over and take it.
Once laning phase is over (generally considered to be when the outer lane towers go down) and team fights start you should again start to donate the blue buff to the mid laner despite their score, unless they prove to be utterly incompetent (people have bad lanes) This is because the more spell rotations they can get off in a team fight the more damage they are going to do or the more CC they will be able to apply.
Damage Over Time Effects
Something to watch out for when getting leashes for jungle camps in general or donating buffs is damage over time effects of which their are several in the game.
Teemo and
Blinding Dart,
Twitch and
Deadly Venom, the
Bladed Armor
defense mastery.
Some junglers choose to forgo Bladed Armor simply because of the risk of having the DoT effect from it doing the last tick of damage to the buff creature "stealing" it from the champion you are trying to donate it too.
You can ask champions like Twitch and Teemo to only autoattack the target twice rather than the three times that are typical for a proper leash because their poison damage will roughly add up to a third autoattack.
Other:
Blue Buff is important enough to the flow of the game that you should keep tabs on your blue buff and the enemies' blue buff so you can be there to take either when they spawn. Arranging buff steals is a bit outside the scope of what I'm trying to accomplish at the moment with this article, but I may create a post about it once I have a better understanding around the parameters for contesting for the enemies' blue.


Using Smite:
Using


Dealing the Killing Blow
This unit regens 25 flat mana regeneration per 5 seconds and 0.5% of their maximum mana (or energy) per second and has 10% cooldown reduction on their abilities. If slain, this buff transfers to the killer.
Gaining mana by smiting the Blue Sentinel is something they added in S5. It is handy for jungle sustain for mana heavy users, though most junglers tend to reserve smite for other jungle camps unless they are in dire need of mana to complete their jungle route or deal with an immediate emergency elsewhere on the map.
Most junglers will take blue buff on their first clear, for the gold an XP and cool down reduction. Mana users will of course enjoy the mana regeneration aspect of the buff.
Mana intensive junglers may continue to take the buff throughout the game if they need the cool down reduction or the mana regeneration.
Donating Blue
However, if you have a mana using mid the usual practice is to donate the second and later Crests to the mid laner. There are some non-mana using mids such as

Some mid-laners stack CDR so there may come a point in the game where they are no longer benefiting from the 10% CDR that the Crest provides. You may still choose to donate it to them in the case of heavy mana users.

As an alternative to donating the buff to the mid laner or keeping it for yourself, you may choose to give the buff to another champion on your team for either the CDR or the mana regeneration, though typically you would shoot for offering it to the champion that would benefit from it most. E.g. someone like

If during the laning phase the person you are donating the blue buff to is getting killed constantly and simply donating the buff over to the enemy team you can choose to stop giving the buff to them. This can be a tricky situation morale-wise though. More game aware mid-laners will actually tell you to keep the buff if they are losing lane badly when you ping them to come over and take it.
Once laning phase is over (generally considered to be when the outer lane towers go down) and team fights start you should again start to donate the blue buff to the mid laner despite their score, unless they prove to be utterly incompetent (people have bad lanes) This is because the more spell rotations they can get off in a team fight the more damage they are going to do or the more CC they will be able to apply.
Damage Over Time Effects
Something to watch out for when getting leashes for jungle camps in general or donating buffs is damage over time effects of which their are several in the game.





Some junglers choose to forgo Bladed Armor simply because of the risk of having the DoT effect from it doing the last tick of damage to the buff creature "stealing" it from the champion you are trying to donate it too.
You can ask champions like Twitch and Teemo to only autoattack the target twice rather than the three times that are typical for a proper leash because their poison damage will roughly add up to a third autoattack.
Other:
Blue Buff is important enough to the flow of the game that you should keep tabs on your blue buff and the enemies' blue buff so you can be there to take either when they spawn. Arranging buff steals is a bit outside the scope of what I'm trying to accomplish at the moment with this article, but I may create a post about it once I have a better understanding around the parameters for contesting for the enemies' blue.
Neutral monsters: Each type of neutral monster in League of Legends gives a different amount of experience upon death. Experience points from neutral monsters are split between every allied champion within an 400-unit range.
Source
Interestingly enough the XP sharing distance for minions is 1400-unit range, which is considerably further than neutral monsters.
Well, isn't it still the best way to start jungling at the Gromp or Krugs. You use your
I apologize as this is going to be a little disjointed. If I can think of a way to organize it I will. Some of the ideas I'm still trying absorb and formulate as I work on improving my jungling.
Jungle Routes:
Gromp or Krugs are still common starts, but best is relative. The lowering of the damage on the Razorbeaks opened up a lot of potential jungle paths to all junglers.
If you are an autoattack based champion then Krugs are a great start. If you aren't, then there are better potential starts.
Even after the damage reduction on Gromp I still think Gromp hurts a lot for what you get for it in your first clear. Don't get me wrong, it definitely helps with clearing the other camps as they all have more than one creep autoattacking you, but I will often start Blue over Gromp if my goal is to secure both buffs as quickly as possible.
On jungles with good early ganking potential (e.g.
Route Efficiency:
Respawn rates are also lower in the S5 jungle so you have to think about minimizing travel time past empty camps. Also some junglers e.g.
When to Smite:
Current thinking regarding
Duo-jungling:
Duo-jungling to manage lane swaps is an advanced tactic that requires more coordination that I would expect to be able to achieve in soloqueue.
Your team has to have a plan to make it work.
Can my team get deep wards in to detect a lane swap?
Is the laner following you around only going to absorp XP or are they going to take some of the creeps for the gold?
Can your laner and you properly juggle creep aggro to keep you both as healthy/conserve resources as is possible?
Sharing Camps With Laners:
I will let laners start a camp if they can use it to good advantage and they ask (e.g.
If I am running
You do need to guard your resources (the jungle) if you are behind. So if your mid laner is ahead two kills and a level on their lane opponent and you are behind you should let them know that they are taking away a ticket (and a ward detecting device) to getting you back in the game when they take say the Raptors. If they need farm then coordinate with them to ward up the enemy Raptors so they can take them at their leisure and keep that side of the jungle lit up.
XP Loss due to bungled Leashing
This still happens on starts sometimes usually when you have a melee support who doesn't get out of range fast enough. And on some junglers this can be killer especially if you have leveled up a non-clearing ability for an invade. I don't know the exact distance they need to be away (this is something I should find out....if any viewers know, drop a comment) to avoid siphoning off some XP. It is a delicate balance as any extra damage your lanes can do is welcome assuming they can make it to lane on time and not miss out on any creeps or arrive separated making them easy targets for a quick dive by the enemy laners.
I usually manage this by pinging the laners off after three autoattacks and waiting a bit before finishing of a low health creep until my laners are out of range to take XP.