Hear me out: donger jg

RenownedWheat42··2 votes·465 views

So I tried it out for shits and giggles. Things I have to say:

*Surprisingly easy clears.

*Easy solo drag

*Can solo rift herald at 9, maybe earlier but I didn't try it.

*Shitty gank potential with only one form of CC and no gap closer.

*Otherwise, good zoning capabilities as per the donger.

*EDIT: Can also VERY easily solo baron.

What do people think about him?

EDIT 2: https://www.youtube.com/watch?v=FwMrvi0Klb0

12 Comments

MrHaZeYo1 votes

When you say easy clears.

Are they your 1st two clear laps?

Are they fast?

RenownedWheat421 votes

I fucked up my very first clear with odd turret placements but first round of clears is pretty easy usually. Get to red early, set up turrets, you'll be able to do three.

Red > Wolves > scuttle/gromp > gromp/scuttle > blue is easy and simple.

MrHaZeYo1 votes

I'ma start with I've never tried or seen done so I really have no idea and will take your overall word for it.

I just feel like ya 3 turrets on Red, EZPZ. Although I feel if your getting a Leesh why not set them up next to your next camp (the extra 2) to make that clear way easier. I feel like Scuttle would take to long to be worth it. Again, never seen a heimer try. I feel like the camps after though would be annoying. Spose Gromp being a solo camp it'd be easier but what about the clears on the multi camps (Raps/Golems/Wolves) during the intial part of the game, because off just the solo camps you won't have much money, maybe a Amp Tome.

I'd imagine in a normal game where your just playing for fun, it wouldn't be awful, but in a ranked game where people are trying, the enemy Lee Sin is going to take advantage of you and keep you down the entire game. When I see match ups like that I just live in the enemy jungle. As they will prolly be able to deal much more damage to you if they can't you in a bad spot based on the fact Donger is more of a zone control champion, using his turrets as a super defense and not really a offensive champion. He wants you to come to him.

RenownedWheat421 votes

I did it in a practice tool to try out pathing and objectives (dragon, herald, baron) and honestly he's really far from bad. This is also why I set up turrets at Red instead of wolves, gromp, or blue. He doesn't take longer than most early-game junglers to take scuttle, and his clear is REALLY quick due to turrets.

Yeah, he'd probably get harassed like a motherfucker by people like Lee Sin, but that's a given. I just think Heimer's incredibly quick and easy clears are worth taking note of. They also give him decent invade potential since he doesn't even need to stand directly on the camp to take it. (turrets on enemy raptors, for example, just hide nearby while they do the work.)

It's purely a for-fun pick, as well.

MrHaZeYo1 votes

Fair enough.

RenownedWheat421 votes

Added in the level 9 herald solo in case anyone doubts the donger can pull that off.

Grymmstrike1 votes

I don't know how he works, but couldn't you set up the turrets and then be on the opposite side of RH from your turrets to get the damage on his eye and kill him a lot faster/easier?

RenownedWheat421 votes

I honestly didn't even know that was a thing till I hit him in the eye the first time in the video.

Truly not Gay1 votes

I have tried it myself and always thought the early game was too difficult because the turrets have a long cooldown and die in 2-3 hits at rank 1.

RenownedWheat421 votes

Red kills turrets easy but you'd get a leash so that doesn't matter. If you go without a leash tank some hits yourself and then cycle turrets out. It'll be fine.

Haven't tried raptors second but wolves second is REALLY easy with only one turret as well.

crzymdscntst1 votes

I've done this, though I haven't done it lately.

His ganks are surprisingly not where he fails this test, but the clear times an counter-jungling. That and his ammo replenishment is pretty gimped right now, which is another area he falls in normal gameplay anyways. Basically other junglers get better results. He starts needing farm and lacking on total growth via itemization.

Here's a couple ways to gank with turrets:

Over-extended target top, drop your turrets on their escape path. They will start backing off into turrets as muscle reflex. Effective top lane for blue team, bot lane for red team (the tri-bush as your entry makes getting to the turret a not-safe thing.) Equally when your ally is overpushed, you can hinder waves to make the enemy sitting ducks in some scenarios. (not for long)

Lure and Ambush, trick them out of lane into waiting turrets, this requires team coordination. Most effective mid, but risky. More effective if they're using Greenfather's as they'll try to bump up a nuke by dodging into the bush just prior.

Wall-drop turrets. This works all over the map, but you need practice for it to work well. This is all about placement and being smart/clever. Get into the enemy Raptor circle, drop turrets on the wall to make their placement on the opposite side. From your placement, rockets can get them under their tower. Ward behind you since you're likely using 3 ammo stacks for best effect. This works at Dragon, but is tricky at Baron pit. This works on that weird loop near gromp, dropping into the river or behind/under enemy tower. Gromp wall itself allows you to stall/stop minion waves from reaching bot tower, this can be useful for other reasons. Just remember that the second your turrets are visible as active, your enemy knows you're near, hence the ambush from over the wall.

None of these are standard ganking patterns, they rely on clever usage of placement to create a situation that negatively impacts your opponent. You need coordination definitely. Be smart about how and where you do these.

Alternatively... take Heim top, take herald after a good shove to get your enemy out of lane and hyper-push... or something.

Lugg1 votes

I'm not surprised since Malz can jungle quite well also. Having minions tank monsters makes clears very safe and you barely lose any life.

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