- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Movement Speed+1.5% movement speed
Greater Mark of Hybrid Penetration+0.9 Armor Penetration / +0.62 Magic Penetration
Greater Seal of Armor+1 armor
Greater Glyph of Magic Resist+1.34 magic resist
Greater Glyph of Cooldown Reduction-0.83% cooldowns
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
FlashTeleports your champion a short distance toward your cursor's location.
SmiteDeals 390-1000 true damage (depending on champion level) to target monster or enemy minion.
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