League of legends why do you jungle




















That's where this guide is ready to step in. Here we'll introduce you to the role of a jungler, explain the basics of performing the role effectively, and offer up a handful of tips which will put you well on your way to becoming king of the jungle in League of Legends. Where all the other players on your team will spend the early game gathering experience and gold in lane while attempting to emerge victorious over their opponents, you'll set off on an entirely different path as a jungler.

Instead, you'll accrue gold and experience by defeating monsters dotted around your side of the jungle. There are some tough creatures to fight in the trees, so junglers are usually stocky bruisers or tanky champions that can dish out a decent amount of damage while also being comfortable taking a few hits themselves.

Of course, some unorthodox picks make their way in from time to time, but fighters and tanks are generally considered the safe option. You can find some of our top picks in our Best Junglers Guide. It's not a complete player-versus-environment experience for a jungler, though.

Once you've collected your buffs and defeated all the monsters on your side of the map, you can begin consulting your minimap for any lanes which might need some help.

One of the best ways to do this is by ganking an ally's lane at just the right time, catch them off guard, and secure kills to gain an advantage. It's knowing when to attempt these ganks and which paths to take which is what separates the best junglers from the rest, so keep an eye out for low health targets who've pushed a little too far forward in lane. This way you've got a much greater chance of ambushing them when they've got no way of escape.

Knowledge of which group s a given champion belongs in can go a long way in predicting how that champion will build and behave in a match.

It should be noted that such categorizations show only how the champion is likely to act as a jungler , and are often distinct from how the champion is likely to act as a pick. A ganking jungler aims to contribute to his team by providing constant pressure to enemy laners and setting up kills for their allies, allowing them to snowball their way to victory even as the ganker jungler falls behind in gold due to generally low farm.

Such junglers often tend to prioritize heavy crowd control and mobility in their kit, which allows them to reach even the most heavily entrenched laners and lock them down long enough to ensure their demise.

Ganker junglers tend to be good picks against farming junglers, as without the need to worry about an opponent intercepting a gank attempt they can freely roam and harass opposing laners with no fear of reprisal. A farming jungler does what their title implies - they spend the vast majority of their time farming the camps that respawn in the jungle, and will also often supplement this income by entering an ally's lane and farming enemy minions as well.

This type of jungler sacrifices aiding their laners in the early game with the intent of getting large amounts of gold and levels to become a significant threat in the late game, and often boast a very high damage output and strong scaling, allowing them to farm the jungle at maximum speed and effectively become a second carry if they are allowed to farm for long enough. Farmer junglers tend to resist control junglers, who more often than not will simply not be able to steal camps at a rate that is able to compete with the high clearing speed of their opponent and will usually end up outscaled by their better farmed opponent.

Control junglers are aimed specifically at defeating other junglers and ensuring that they have as little influence as possible through the course of a game, and assist their allies mainly though use of objective control, such as using early takedowns of the Dragon and the two major buff camps on both sides. This type of jungler can be very varied in their design but most of them will prioritize sustainability or dueling potential as their key stats, allowing them to defeat other junglers through both attrition and raw power if needs be.

Control junglers are counterpicks to ganking junglers, as their stalking nature allows them to nullify their opponent's strengths by ensuring their ganks do not succeed, as well as crippling what little farm they already get. This setup improves jungle clearing speed, provides bonus health to cover early health losses and has the most flexible build path options. As the jungler is often expected to spend a large amount of time roaming the map between camps and lanes, Mobility Boots are a useful purchase to lessen the considerable travel time and maximize team contributions.

If Mobility Boots are not required or priority goes towards counterbuilding against the opposing team, then the other types of boots are viable alternatives. Ionian Boots of Lucidity is a common boots item that is rushed for several reasons:. Jungler itemization has gone through some considerable changes over the course of League of Legends ' lifespan, mainly owing to the unique difficulty in balancing a relatively unorthodox role with the more traditional laning positions.

During Season One , the jungle was a highly profitable source of gold, so much so that often a Jungling champion could even obtain more farm than the lanes with some effort, eventually letting them afford expensive and deadly items if their farming efforts were not halted.

This was offset by the enormous difficulty of the jungle monsters of the time - there were extremely few junglers who could even clear effectively in such an rigorous environment and even fewer junglers who could begin the game with anything other than a Cloth Armor and 5 Health Potions.

The jungle rework of Season Two reduced the difficulty of the jungle monsters and the gold and experience that they gave out in an attempt to open the jungle to more prospective champions. Despite the decreased monster health, however, it was found that the decreased gold meant that dedicated farming was simply no longer an economically viable strategy, and many junglers were forced to find alternative solutions to the resultant gold starvation most often amounting to early stacking of gold generating items such as Philosopher's Stone and Heart of Gold , while other junglers whose core item builds often demanded a high gold income to be feasible simply could not function in such a low-gold environment.

The jungle in Season Three attempted to compromise between the high farm of Season One and the low difficulty of Season Two.

The introduction of Hunter's Machete allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly gold efficient items it built into in case of a poor early game, and the increase to passive gold generation saw most junglers in possession of at least passable amounts of gold.

These changes saw the number of viable junglers increase greatly. Season was built upon the framework set by Season Three, with several gameplay refinements aimed at combating issues seen at higher levels of play.

Of particular note, all of the high-tier jungle items provided benefits exclusively involving killing monsters and an entirely new jungle monster, Wight , was introduced, enabling much higher potential profits to both farming junglers who are sufficiently fast to keep up with the respawn times of the four camps and ganking junglers who do not perform well early on.

These buffs to farming junglers were boosted further with the addition of Feral Flare , which provided massive bonuses to junglers who could farm fast enough to acquire the upgrade early on.

On the flipside, the addition of Quill Coat kept slower utility junglers useful during a metagame period dominated by heavy early offense. A jungle route is: the order the team's jungler will take each of the camps scattered around the map during their first clear. Routes tend to vary from hyper aggressive to very docile and passive, depending on the playstyle of the jungler in question certain champions are more efficient with some routes than others.

Regardless of the route, each route is optimized to provide the jungler with the best balance of health and time invested - crucial during the earliest stages of a game - where many junglers are at their weakest, most vulnerable states. Ganking refers to the act of ambushing one or more players with the intent of scoring a kill. It is one of the most important aspects of the jungle role, as, while anyone in a match can effectively gank to some extent, the jungler is the champion who has the greatest capacity to do so as he is not bound to any particular lane, allowing him to freely roam across the map to appear wherever he is needed.

As the game progresses and more and more champions begin to roam the map and band together as opposed to extending out alone, ganking becomes less limited to the jungler and less of an important factor to success overall, but it nonetheless remains a valuable element of team strategy all the way up until a game's end.

Some champions are better at ganking than others. In particular, champions with very powerful or plentiful crowd control tend to be stronger at ganks than those without. For example, Shaco can gank a lane as early as level 2 possessing only a Red Brambleback buff - the slow it provides and the fear from a Jack in the Box can lock down an enemy champion for several seconds, potentially allowing Shaco or a teammate to kill him. Conversely, champions who have little to no crowd control such as Shyvana or have crowd control that can be difficult or unreliable to use effectively such as Dr.

Mundo will often find themselves hard pressed to obtain kills during ganks. A few specific junglers may have very poor initial ganking, but upon obtaining their ultimate can later gank with much more success. In such cases, the jungling champion will often focus solely on farming for the early game and later transition to ganking more heavily once level 6 has been reached.

One of the quintessential examples of this is Fiddlesticks , who has very weak ganks from levels 1 to 5 but becomes one of the game's most lethal gankers after they reach level 6 and acquire the use of Crowstorm which serves as a powerful gap closer and greatly increases lockdown potential.

Zac preparing to jump in on a dueling Sejuani and Jax through a river gank. River ganks are the most common type of gank and involves the jungler approaching a lane through the river, entering the bush there and beginning his assault on the opposing team once correct positioning is established.

This type of gank is the most readily available to any jungler and, depending on the mobility of the ganking champion, can work successfully even against opponents who have not extended significantly beyond their own side brush. As a tradeoff for this ease of use, however, river ganks are among the easiest to spot ahead of time for a competent team - a single Ward in the river bush can quickly warn a laner of the jungler's intentions and allow them to back off and avoid danger.

The other types of ganks most often occur to bypass this vision of the river. Nautilus waiting for a side gank opportunity on Pantheon. Side ganks also known as a lane gank involve the jungler entering the side brush in order to get very close to his targets before initiating the gank. This type of gank has many more limitations than a simple river gank, as it can only be done in bot or top lane and relies on a lack of vision on both within the bush from the enemy team and of the jungler as he enters it in order to maintain the element of surprise.

This gank is much more commonly done at top lane than at bot lane, as the latter contains a support champion who has the responsibility of keeping the side brush warded, but when pulled off in either case it can be extremely deadly due to the sheer proximity of the ganking champion allowing him to almost immediately lock down his target and prevent them from fleeing. Xin Zhao sneaking up on an unaware Katarina in a loop gank.

Loop ganks involve the champion entering the enemy jungle from near the mid lane, and for bot or top lane loop ganks walking around the Dragon or Baron Nashor spawning pit and entering the target lane through the tribush or for mid lane loop ganks making use of the entrances to the lane on the same side as an enemy turret. Volibear and Twitch attempting a tower dive gank on Ezreal.

The riskiest gank to perform, this type of gank involves the jungler collaborating with allies to trap and kill enemies who are under the apparent safety of their turret.

This gank can be done on any laner through use of the jungle - bot and top lane for red and blue team respectively uses the path and small brush directly behind the turret and the opposing side makes use of the grass near the Ancient Golem camp. Mid lane tower dive ganks make use of the path near the Greater Murk Wolf spawns. Hecarim assisting an allied Dr. Mundo in a lane gank against Yorick.

A lane gank involves the ganking champion dispensing with all form of subtlety and approaching his targets by walking directly down the lane towards them, and are usually done only as a last resort against enemy lanes that are heavily fortified with wards as they do not have an especially high chance of success. You should still start red buff, but quickly move to the opposite side of the jungle. This is a significantly harder path considering these are all bigger damage camps with more damage.

After completing your initial partial clear, you are faced with several branching paths. You can either look for a gank, look to gain priority over a neutral objective, or continue farming your jungle. This option may help your farm, but it is not the best option for a majority of junglers. You may get a marginal lead over your jungle opponent in the short run, but you should seriously weigh your options before committing. The most popular pathway to go after getting your initial three camps is to immediately visit one of your solo lanes for a gank.

The viability of this option is entirely up to your laners, as their lane needs to be a gankable state before you approach. For this to happen, your ally needs to be pushed in for the opponent to over extend. At this point in the game, relatively few champions can successfully pull off a tower dive even with perfect tower aggro management.

If you successfully pull off a gank, use that time to quickly farm, return to the shop, and look for a gank again. If the enemy jungler is alive and nearby, they might slip in at the last moment and steal the monster kill and its benefits for their own team—leaving us vulnerable. With over 7 years of experience with in-depth feature reporting, Steven's mission is to chronicle the fascinating ways that games intersect our lives.

Whether it's colossal in-game wars in an MMO, or long-haul truckers who turn to games to protect them from the loneliness of the open road, Steven tries to unearth PC gaming's greatest untold stories. His love of PC gaming started extremely early. Without money to spend, he spent an entire day watching the progress bar on a 25mb download of the Heroes of Might and Magic 2 demo that he then played for at least a hundred hours.

It was a good demo.



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