- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quint of Movement Speed x3
Greater Mark of Hybrid Penetration x9
Greater Seal of Armor x4
Greater Seal of Health x5
Greater Glyph of Magic Resist x3
Greater Glyph of Cooldown Reduction x6
Marks: Take Hybrid Penetration runes to increase your damage output and help you with jungle clear speed (netural monsters do have armor but no magic resist).
Seals: Armor makes you tanky and helps mitigate damage from the jungle.
Glyphs: This Magic Resistance and CDR mix helps you get to 40% CDR while also making you tanky.
Quintessences: These will help you gank more often and stick to targets easily. You can also take Armor quints if you want.
- Points Available: 30 / 30
Flash is a nearly mandatory spell nowadays. You need it to make all kinds of plays, such as escaping enemies, chasing them down, flashing through walls, smite-stealing, etc. You also have an in-built Ghost on your ultimate with a fairly short cooldown, so there's no reason to run Ghost.
Smite is a must for all junglers because its give you a shorter time for Jungle Clear Speed. When it comes to doing Dragon/Baron, check how much damage your Smite does and when Dragon/Baron gets down to that many Health Points, quickly use Smite on it so the enemy team can't steal Dragon/Baron from you.
- Page 5 of 7