- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, Summoner Spells
- Strategy and Tactics
Rune, Masteries, Summoner Spells
Greater Quint of Hybrid Penetration x3
Greater Mark of Hybrid Penetration x3
Greater Mark of Attack Speed x6
Greater Seal of Armor x9
Greater Glyph of Scaling Magic Resist x9
Marks: For Marks you can take any mix of Attack Speed, Attack Damage and Hybrid Penetration. These increase your clear times as well as damage output.
Seals: Armor Seals are the best for junglers as they mitigate a lot of the damage that you would take.
Glyphs: Magic Resistance Glyphs will make you tankier lategame. If the enemies don't have any magical damage you can replace them with Cooldown Reduction or Ability Power Glyphs to increase your damage output with Q.
Quintessences: You can take anything from Attack Speed, Hybrid Penetration, Attack Damage and Movement Speed. Hybrid Penetration is prefered, as it will increase your clear times because jungle creeps do have Armor.
- Points Available: 30 / 30
These will make you very tanky while giving you some damage to clear the jungle faster.
This is essential because of the extreme advantage it brings to being able to successfully gank at level 6. You can also use it in team fights to initiate, Hungering Strike (Q) and then Flash to escape. It cuts the distance between your enemy champions in the event of a chase and allows you to effectively get out of a team fight once you have taken enough damage, where you can hopefully heal off of a minion by using Hungering Strike (Q) and then re-entering the fight. You can use Flash as a panic button during your ultimate to cancel it and run away, in case you put yourself in a bad spot.
Smite is a mandatory spell for junglers to take. It helps you clear the jungle faster and secure objectives. Make sure you pay attention to the damage Smite deals before you cast it, so you can steal objectives from enemies.
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