Season 5 Compiled Jungle Information
Following up on my offer on doing this.
As I did mention I don't know much about the new jungle. However if we could get some knowledgeable junglers to start posting what they know I can compile it here.
Youtube vid that goes over General things in the Jungle
Scip posted his Youtube with some the first clears of some champs.
General Season 5 Jungle Advice
Smiting jungle monsters gives you a different buff depending on which one you smite.
Murkwolves: Summons a Rift Spirit (ward) that watches over a portion of the jungle, giving vision to your team.
Raptors: Grants "Razor Sharp" giving you a warning and Magical Sight (can spot invisible units) when an enemy ward spots you.
Gromp: Grants "Gift of the Toadstool," poisoning enemies who attack you with magic damage over time.
Krugs: Grants "Gift of the Heavy Hands," stunning minions and monsters you strike and doing bonus true damage vs turrets (this consumes the buff).
Red and Blue: Smiting the Brambleback (red) restores 20% of maximum health, while smiting the Ancient Sentinel (blue) restores 25% of maximum mana.
Important: It's worth noting opposed to the old jungle of starting red and blue. Starting and smiting Gromp is good for the vast majority of junglers.
Some Changes from S4 Jungle
All small monster camps now respawn every 100 seconds (instead of 50 seconds)
All small monster camps have had their base health, attack damage, gold, and experience rewards increased by 20%
All Jungle camps are worth the same EXP.
A link to Nightblue's Jungle Tier list/ Notes on New Jungle
Items
Stalker’s Blade+ Show Spoiler +
PASSIVE - CHILLING SMITE: Your Smite can target players, dealing 28-164 true damage (based on level) and slowing their movement speed by 50% for 2 seconds
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters.
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters.
Poacher’s Knife + Show Spoiler +
PASSIVE - SCAVENGING SMITE: Smiting a large monster in the enemy jungle reduces your cooldown by half (regardless if you kill the monster or not). If you Smite and kill a large monster in the enemy jungle, you get +20 gold and +175% movement speed that decays over 2 seconds.
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
Skirmisher’s Sabre + Show Spoiler +
PASSIVE - CHALLENGING SMITE: Your Smite can target players, giving you vision of them, making your attacks deal a bonus 18-69 (based on level) true damage to them, and reducing their damage to you by 20%. This lasts for 6 seconds.
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
Ranger’s Trailblazer + Show Spoiler +
PASSIVE - BLASTING SMITE: Your Smite damages all monsters near the target, dealing 50% damage and stunning them for 1.5 seconds. Your Smite cooldown is reduced by 15 seconds and restores 15% of your missing health and mana when used on monsters.
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
PASSIVE - JUNGLER: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters
Enchantments
Warrior enchantment + Show Spoiler +
+45 attack damage
+10% cooldown reduction
+10 armor penetration
+10% cooldown reduction
+10 armor penetration
Magus enchantment + Show Spoiler +
+80 ability power
+20% cooldown reduction
+20% cooldown reduction
Juggernaut enchantment + Show Spoiler +
+500 health
+10% cooldown reduction
+35 tenacity
+10% cooldown reduction
+35 tenacity
Devourer enchantment + Show Spoiler +
+50% attack speed
+40 magic damage on hit
PASSIVE - DEVOURING: Killing large monsters permanently increases the magic damage on hit by 1. Champion kills and assists permanently increase the magic damage on hit by 2.
+40 magic damage on hit
PASSIVE - DEVOURING: Killing large monsters permanently increases the magic damage on hit by 1. Champion kills and assists permanently increase the magic damage on hit by 2.
Champions
Aatrox
Akali + Show Spoiler +
fullclear done in 4:04, I'm sure it could be a few seconds faster if you had some myserious optimal runepage or any micro at all, both of which i don't
I used 21/9/0 for that time, you can also go 9/21/0, it's a bit slower (by about 2-3 seconds) but in return you basially do not fall below 30% hp ever, which is also nice
Runes were 2 armor quints, 1 flat AD quit, flat AD marks, armor seals, flat AP glyphs
standard path starting golems
it...works
with real runes it could work well I think.
I used 21/9/0 for that time, you can also go 9/21/0, it's a bit slower (by about 2-3 seconds) but in return you basially do not fall below 30% hp ever, which is also nice
Runes were 2 armor quints, 1 flat AD quit, flat AD marks, armor seals, flat AP glyphs
standard path starting golems
it...works
with real runes it could work well I think.
Amumu
Elise
Eve + Show Spoiler +
Scip's dissertation will go here
Fiddle + Show Spoiler +
Strong Jungler as he sustains very well in the new jungle
Hecarim + Show Spoiler +
Jarvan IV
Kha'zix
Ree Singa
Malzahar + Show Spoiler +
Start Machete + 2 hp pots, spam Q in fountain to get passive on next cast. Take whichever trinket you want.
Start blue, cast Q at 1:48 to have voidling with frenzy when it spawns, let voidling take 2 hits and then tank buff + smite it. Clear wolves, red, wraiths (smite wraith, not red), go back and get Smite of choice + pots + ward. Prime your passive while in fountain.
Go clear dragon using wraith buff thing, casting Q when you walk past wraiths/wolves so that it frenzies when you start dragon and then take it at level 3 with aggro swap. Farm until ult and then use ult for ganks and voidlings for objective control. Ult their divers in fights.
Start blue, cast Q at 1:48 to have voidling with frenzy when it spawns, let voidling take 2 hits and then tank buff + smite it. Clear wolves, red, wraiths (smite wraith, not red), go back and get Smite of choice + pots + ward. Prime your passive while in fountain.
Go clear dragon using wraith buff thing, casting Q when you walk past wraiths/wolves so that it frenzies when you start dragon and then take it at level 3 with aggro swap. Farm until ult and then use ult for ganks and voidlings for objective control. Ult their divers in fights.
Master Yi
Maokai
Mundo + Show Spoiler +
Trailblazer Smite Masteries, Runes (keeps you a bit healthier for that all important first run and it's not like 4% spell vamp is going to make much of a difference with your ridiculous regen lategame).
E-Q-W opening skill order, Maxing Q-E-W after that but not 100% sure that it's optimal, probably doesn't matter that much either way. you gotta start with E at rocks smiting as soon as they spawn, do red with E+Q, smite birds, run over and do wolves while you still have one more stun left from the rock buff.
after wolves you gotta regen some hp and wait for smite's cd by sweeping your blue side river for wards since you have the bird buff. with your 3rd smite you take down the toad easily and if things go perfectly you can do blue with like 5hp left but it's probably better to just back and clear it on your second run. might be able to do blue a little more safely with a 3rd LS quint that i don't own. i got more ip than i can use so i'll test that out today and maybe make a video.
i know waiting around for smite after wolves seems like a waste of time, but clearing river wards is a legit use of your time and you can still finish a tier 3 trailblazer item in ~9:30 if you do nothing but farm.
probably a good idea to ward the bush above red before you clear it to let you see a possible invade coming since you want to stay low to get maximum value from your E's missing health ratio. abusing lifesteal on the scuttle crab made things easier too.
things were close enough that an extra attack speed quint and mastery point with expose weakness might be better than 3 LS quints and feast.
i've never recorded or uploaded anything to youtube before so if there are any details i messed up on (volume or whatever) i'd appreciate some feedback.
E-Q-W opening skill order, Maxing Q-E-W after that but not 100% sure that it's optimal, probably doesn't matter that much either way. you gotta start with E at rocks smiting as soon as they spawn, do red with E+Q, smite birds, run over and do wolves while you still have one more stun left from the rock buff.
after wolves you gotta regen some hp and wait for smite's cd by sweeping your blue side river for wards since you have the bird buff. with your 3rd smite you take down the toad easily and if things go perfectly you can do blue with like 5hp left but it's probably better to just back and clear it on your second run. might be able to do blue a little more safely with a 3rd LS quint that i don't own. i got more ip than i can use so i'll test that out today and maybe make a video.
i know waiting around for smite after wolves seems like a waste of time, but clearing river wards is a legit use of your time and you can still finish a tier 3 trailblazer item in ~9:30 if you do nothing but farm.
probably a good idea to ward the bush above red before you clear it to let you see a possible invade coming since you want to stay low to get maximum value from your E's missing health ratio. abusing lifesteal on the scuttle crab made things easier too.
things were close enough that an extra attack speed quint and mastery point with expose weakness might be better than 3 LS quints and feast.
i've never recorded or uploaded anything to youtube before so if there are any details i messed up on (volume or whatever) i'd appreciate some feedback.
Nautilus
Nocturne + Show Spoiler +
Been running 2x AS 1x LS quint, 3x AS 6xAD red, armor and scaling MR. Not sure on the lifesteal rune, another AS quint may be better, along with more AD. So much AS because devourer is awesome.
Tried both the onhit and the farming smite. If you want to play bullet nocturne, onhit smite is amazing. If you want to fill a more support/tank role, I would just go with the farm smite.
After devourer I've tried ghostblade(good), botrk(also good), and wits(also good). Ghostblade probably does the most raw damage including the active/movement, but wits/blade are both better options for survivability/clearing jungle.
Haven't tried to build a tank item after devourer yet because I've been teambuildering against silvers/golds, and quite frankly I didn't need the defensive stats when I can kill people in seconds. I would imagine that devourer alone wouldn't be enough damage after midgame if you weren't fed, although getting a sunfire for a bit extra damage and tankiness wouldn't be too bad.
Different perspective from Scip
http://www.twitch.tv/scipaeus/c/5597647
attack speed reds and quints, armor yellows, CDR blues, 9/21/0. I'm not convinced building a lot of dmg is a good idea on Nocturne, I think I'd like the skirmisher+devourer+tank build better on him, so this setup is geared towards that+best early jungle. I fucked up the clear a few times, didn't hit all the dudes with my autoattack on red, autoattacked 1 time too many on wolves (shoulda stopped, waited for my passive autoattack) which would give me a stun on the frog just before the golem buff would run out and then I clearly didn't do the blue buff perfectly, but close enough.
Tried both the onhit and the farming smite. If you want to play bullet nocturne, onhit smite is amazing. If you want to fill a more support/tank role, I would just go with the farm smite.
After devourer I've tried ghostblade(good), botrk(also good), and wits(also good). Ghostblade probably does the most raw damage including the active/movement, but wits/blade are both better options for survivability/clearing jungle.
Haven't tried to build a tank item after devourer yet because I've been teambuildering against silvers/golds, and quite frankly I didn't need the defensive stats when I can kill people in seconds. I would imagine that devourer alone wouldn't be enough damage after midgame if you weren't fed, although getting a sunfire for a bit extra damage and tankiness wouldn't be too bad.
Different perspective from Scip
http://www.twitch.tv/scipaeus/c/5597647
attack speed reds and quints, armor yellows, CDR blues, 9/21/0. I'm not convinced building a lot of dmg is a good idea on Nocturne, I think I'd like the skirmisher+devourer+tank build better on him, so this setup is geared towards that+best early jungle. I fucked up the clear a few times, didn't hit all the dudes with my autoattack on red, autoattacked 1 time too many on wolves (shoulda stopped, waited for my passive autoattack) which would give me a stun on the frog just before the golem buff would run out and then I clearly didn't do the blue buff perfectly, but close enough.
Nunu
Pantheon + Show Spoiler +
Can solo dragon level 3. more Information is needed
Rammus + Show Spoiler +
ok
Rengar
Shaco
Shyvana + Show Spoiler +
Stalkers Blade is good for converting ganks into kills as the slow and true dmg helps shyvana get to her target
Skarner
Sejuani
Trundle
Udyr AKA ManBearPig
VI + Show Spoiler +
For Vi, Nightblue recommends Warrior -> Bruta/Hexdrinker -> Trinity -> Tank, but I have no idea how he's getting enough gold to make that build work. Frankly, in my games, even when I'm ahead, anything more ambitious than Warrior -> Sunfire usually results in me exploding in team fights. I dunno, maybe I'm just bad at the champion, but I just don't really see how building so heavily into damage works unless you get really fed.
Voliburr
Warwick+ Show Spoiler +
Very strong with new jungle. Evidenced by his 60% Win Rate Getting Skirmishers Sabre and upgrading it into Devourer. Smiting someone and then ulting makes you do a crazy amount of dmg. Wits after helps as well if your ahead.
Wukong
Xin Zhao
Zac
So as we compile information every champ will get a spoiler with information pertinent only to them. Thinking on the matter a general jungle explanation would be helpful as well. For instance I have heard starting the Gromp is better then starting red or blue. Information that is general should have a place as well as a quick item run down.
I have never done anything like this before so any tips/suggestions are welcome!