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Rookie Roster: Jungle Edition - Good Starter Champions For Junglers

Trumpis

Trumpis

Fri 15th Apr 2016 - 9:43am

Every lane in League of Legends is extremely different and required different sets of knowledge of the game. Each role has champions that excel there, but which ones should you try first to get a good feel for that role? I've decided to compile a list of champions that are easy to play, powerful at what they do, and are great entryways into the role of choice.

The first article of this series is covering the most unique position of the game, the jungle. Jungling is made for people who have good map awareness, risk evaluation and communication with fellow players. The hardest things about picking up a new jungler are figuring out how they clear, getting used to their clear speeds, and gank pathing. I've decided to focus on champions that fit the following criteria for this position.

- Mechanically simple
- Fast clears/ Sustainable clears
- Strong lane ganking potential
- High damage OR High sustain

Honorable Mentions - Champions that are also good pick up junglers, but not as good as the three that are subjects of this article.

- Evelynn: Rather simple mechanic of spamming Q, and straightforward AP assassin building. Not terribly high damage after early game, and can be tricky to figure out the limits of invisibility.

- Nautilus: I think Nautilus' best position is as a Jungler. I think it is better than Naut support, top or mid, however, I could not put him on this list in good faith. He is a simple jungler, but he can be built a myriad of ways, and has no real set combo to unleash after you use your Q.  He does have lots of CC, but not the highest damage later on.  I encourage you check him out, but for starting, the following three are better choices from an analytical standpoint.

- Master Yi and Udyr: See below paragraph for explanation.

Rookie Roster: Jungle Edition - Good Starter Champions For Junglers

 

Xin Xhao

Xin Xhao might have earned a spot on this list just because of his insane raw damage, simplicity of kit, and one dimensional item build alone. But if those were the high grades I looked for, then Master Yi and Udyr would be the other two on the list without question. (Spoiler: They are indeed, not the other two on the list). No, what I wanted to see out of the AD attack speed Guinsoo's crew was simple clears and a relatively easy gank mode. Master Yi, while not a champ that requires too much skill, has a much weaker clear than Xin Xhao. Udyr is also a really straightforward champion, but you can take him so many different ways in term of build path and skill leveling, I felt he was too much of a wild card to cover in one article.  

No, Xin Xhao makes this list on the principle that he is a monster AD threat with high damage, a great way to enter the fray, and his rather simple kit. I think that if you want to pick up jungling with someone who can single handedly carry games atlas-style, Xin Xhao is the man for the job.

Pros:
- Damage
- Clear times
- Easy ganking potential

Mechanic Tips: 
Remember your ultimate will only knock back champions who have not been marked, it is more effective as an execute or a way to single out a target. Also your E has a large cooldown in comparison to the rest of your kit, so keep that in mind when initiating on more than one champion. Your Q knock-up is one of the most powerful parts of your kit, and if you time this with your W, you can knock up and get a heal off of the same move, which can really turn fights in your favor.

Build Tips:
Guinsoo’s and Devourer might not be the potent combo they used to be back in the early weeks of the season, but they still are insane on Xin Xhao. I would go for Chilling Smite, as the damage you do is basic attack based, and the slower they move, the more attacks you can get off. So while sating Devourer, build Guinsoo's and Berserker's Greaves. I would then get one more offensive item, and then get some resistances, just so you do not become too fragile.

In terms of move set, start your w for the sustain, and then take your q and e. Maxing your Q first provides high damage, and unless you plan on staying in the jungle for the first 20 minutes of the game, I'd max Q first. W is the next to max because of the sustain you receive for the mid game team fights, and E is last for it is mainly used for utility. I would max ult whenever you get a chance. 

Fiddlesticks

Fiddlesticks is one of the most unique champions in the League of Legends, and the reason for this is his kit. He has been getting slandered for a while now with the lack of need for squishy junglers that cannot build Guinsoo's. A couple months ago he was even declared one of the most unviable champions for the current Meta. Then what gives for him being on this list?  Simply enough, he might be the greatest first jungler there is to play. He has his drain, which literally is made for jungling and extended fights. He has an ult combo to gank with that requires some practice, and a relatively easy build path. Just because he does not build Devourer or Warrior and normally ends the game short of 2K health does not mean he is any less viable than anyone else on this list for the purposes of learning the jungle.

Pros:
- Some of the highest sustain clears in the game
- Born to disrupt and disturb all the team fights
- Great early game damage

Mechanic Tips:
When playing the Fiddle, there a couple of things to keep in mind. I know this transcends a bit into the build portion, but Zhonya's Hourglass is essentially part of your move set when you get it. You need to be able to time this one just right with your ult. Remember your ult has a bit of a Flash component to it, so you can hop walls with it if you are close enough. This is a great way to surprise a pushed up enemy lane. I would not always default to hitting Zhonya's right as you ult, because then you cannot close the gap with enemy champions, or keeping them in the ultimate. What I recommend is ulting in and trying to Q at least one target before hitting Zhonya's. This makes sure your Crowstorm is raging foul fury on at least one enemy.  

The other key mechanic to keep in mind is your Drain. This ability is super easy to implement in the jungle, but has a bit more trouble working in mobile team fights. It's best to try and start draining on a champion that is either directly attacking you, or that could not get away from you fast enough to avoid most of its damage. Essentially, with your drain, just try and hit the target that you think it could do the most damage to.

Build Tips:
In terms of which jungle item, I think one could argue whether Tracker's or Chilling is better. Chilling allows you to keep close contact with your enemy, extending the time they are within the range of your ult or drain. Tracker's on the other hand allows you to get more vision down so that you can be ready to ult into team fights, and see where the enemy is more often. I think personally it would depend on if the enemy team is really mobile, or would just fight in one location rather than move and dash around. If they are going to be harder to hold down, Chilling smite is the answer. If they are immobile, tracker's is the answer. After this, Zhonya's and Ionian Boots are your priorities. Then I would just get more AP damage items like Luden’s or Deathcap. I would not build Abyssal Scepter, since your passive already has a similar effect. I might end with two items such as a Rylai's and Liandry's just for some more sustain and backbone. It is not necessary, but it will help you do more in the extended fights you thrive so well in. 

As for your move set, take Drain first. After that I would take a point in E, and then at level 3, take another drain point. At 4 is when you should be strong enough to gank with drain, and get your Q so that you can incapacitate the enemy for a bit longer. Your Drain is what you max first, and then I should would take points in E. Q is more for utility, and the mid game damage helps you stay relevant. 

Amumu

Arguably one of the easiest junglers to pick up, Amumu is a powerhouse of damage and tank that should never be underestimated. Amumu's kit relies heavily on his ability to get uncomfortably close to his opponents, and doing a consistently potent amount of damage over time. He is on this list of several reasons over other mage junglers like Diana. Amumu has a great amount of crowd control, making team fights or even individual assassinations very easy, since your opponent will have a tremendously difficult time escaping. He also has a large damage potential, and relatively easy clears with his E passive. Amumu is half burst mage and half tank, but on your team, he's always a safe pick.

Pros:
- Crowd control
- Safe clears early
- Long range/ Cross terrain ganking

Mechanical Tips:
Keep in mind that your W takes up A TON of mana when it is being used, so turning it off and on again is a bit of a hassle you should be willing to deal with. Even during extended fights it might be a good idea to turn it off if you are just chasing. Turn it on after you initiate, so that you don’t waste any mana just getting to the fight. Your Q-R combo is insane in terms of its strength and efficiency, but make sure to use it at the right time. If you use your Q to initiate, and the enemy champions Flash away out of your ult range, you have used your team’s primary form of AOE CC for nothing. Don't be too trigger happy, and be at the ready if you have to use your combo a bit out of order. Also remember your Q, like any hook or grab, has a bit of channel time, so keep in mind placing it in front of an enemy champion instead of directly at them.

Build Tips:
So with Amumu, I like to take more damaging runes and masteries (sans maybe a keystone mastery).  This allows for extremely fast clears and high damage early ganks.  With building, I would rush Chilling Smite and Cinderhulk, because except for your Q, you have no real mechanism for chasing. Also it's a good way to even increase your insane CC chains. After Cinderhulk and some boots (I like Merc Treads), I would keep going tank, maybe a Rylai's, Rod of Ages or Liandry's for some magic damage. I personally like health based items, like Randuin's Omen, Warmog's, Dead Man's Plate and then an item like Banshee's Veil, so that you can enter fights without getting bursted down before you have time to use your own crowd control.

Start your E when jungling, because of its passive, and the fact that you will have additional help with the damage form a leash.  Follow this up with your W to take blue buff, which at low levels makes your W be able to be consistently on. Taking Q at level 3 ensures the possibility of a level 3 gank, and while you could take another spell in order for faster clears, I like getting all the spells just in case there is a lane I can make a surprise appearance in.

I hope you guys take something from this article, and start your journey in the jungle with some of these picks. If you have any questions, comments, or want to talk or play a game in the future, find me on twitter @Buns_and_Roses. Thanks guys, and good luck on the Rift!