The Original Salt - A Guide to Counterjungling in Low-Mid Elo

The Yetii Rider··7 votes·1,204 views

Hey guys. I'm a Gold V Nunu main (got up to Gold I last season), who climbed up from Silver III as soon as I discovered how much I love counterjungling. I've played with Plat players before, but never in Plat elo, so this guide is focused on how to counterjungle in Gold and below. I hope you guys learn something from this, and if I missed anything or if there's anything you disagree with, leave a comment so that the people who want to use this guide get as many tips and tricks as they can!

WHAT IS COUNTERJUNGLING?

Counterjungling is the art of invading your opponent's jungle and stealing as many camps as possible. Doing so denies your opponent experience and gold, and can punish someone who ganks too frequently. This is especially true if your teammates are able to ward and position effectively to make your opponent's ganks largely ineffective, but even if the enemy jungler is 6/0, you can still come back with a pretty good counterjungling strategy.

WHY COUNTERJUNGLE?

Counterjungling is a mid-risk, mid-reward strategy. You do have some inherent risk when you invade the enemy jungle, especially with no vision, but if you are careful and ward properly you can reduce that to no risk. The reward isn't as high as getting a kill, but extra CS and denial can be crucial in turning a game around during the team fight phase.

One of the strongest aspects of counterjungling is how powerful it can be when done properly. If you take a large raptor and two small raptors, then take a large Krug, you leave two small monsters in your opponent's jungle. Now, these monsters are easily dealt with, but they give next to no gold and very little experience compared to the whole camp. Still, your opponent will have to take the time to farm them, because if he doesn't then they will never respawn and give him a full XP again.

There are other benefits to counterjungling as well. Red and blue buff are much stronger this patch, so taking them will give your team a pretty sweet advantage while denying power to the enemy. If you Smite the big wolf, you even get an unkillable ward in the enemy blue side jungle, which is pretty strong if you're blue side and you want to take dragon.

Counterjungling offers the same benefits as farm jungling, in that you get a very efficient and very thick stack of gold compared to the risk of a ganker. Indeed, one of the best counterjunglers is also one of the best farm junglers, Shyvana.

WHO ARE THE BEST COUNTERJUNGLERS?

This largely depends on what you want to accomplish. If you want to blitz through your opponent's jungle, deny them CS and leave them two levels behind you, Nunu is by far the best champion for the job. His Consume easily takes large monsters while keeping you healthy for a quick escape, and the buffs all help with counterjungling. You get speed when you kill a monster, meaning you can rush to the next camp or get out of dodge. You get magic damage on-hit, based on how much health you build, which helps with clear speed, and you get increased health, which makes you harder to punish and also gives you more on-hit damage.

If you are counterjungling to not only put yourself ahead, but to catch your opponent out and duel them while they're weak, you want Shyvana. She has an insane clear speed with her Burnout, and all of her abilities have on-hit effects which means that she is a terrifying duelist. The main drawback of this strategy is that Shyvana does not have a lot of burst. She needs to take time to kill her enemies, especially in the early game, and that can easily allow for someone to come from lane to back your enemy up.

Other shining stars are Skarner, Irelia, and LeeSin. Nidalee and Kindred are fantastic invaders and duelists, but I haven't seen them do too well at that in lower elos.

Lee Sin is a very dangerous counterjungler in particular, specifically because of how safe he is. He has the option to ward the bush behind your red, Q over the wall to check if the red is there, then hop to it. If you're fighting red and you're low, he turns on you and kills you. If you're fighting red and you're high, he Smites it and dashes to his ward and leaves. If your team is anywhere near by, he just ward dashes out with no penalty for being caught.

The main thing that holds Lee Sin back from being the best counterjungler in the game is his generally average clear speed and the sheer power he has with his ganks.

HOW DO I COUNTERJUNGLE?

I have several tips here. First, your first invasion. If you are blue side, I highly encourage you to invade your opponent's red for the first camp. You can get a leash from your top laner and it won't be a big deal. The reason this works is because there is only one person watching the red (the enemy top laner) and they usually watch it from the bush closest to the outer tower. You can circle around through the river and come up from raptors to get to red no problem. Wait in the river until 1:20, then move to the bush on the wall of red. Wait til 1:30, then move to the bush right next to red. Wait until 1:35, then emerge and you should get to the middle of the camp as red becomes targetable. Take the entire camp (you won't hit level 2 if you don't) and get out. Boom, you've denied the enemy jungler their strongest tool in early game ganking, as well as taken away some of their clear power and sustain in the jungle.

But what if the enemy is a jungler who typically starts red, you may ask? This is even better. You might think invading red against Rengar or Lee Sin is asking for a fight, but it's not. Junglers who start red don't start at the red camp itself, they start at Krugs. And unlike Gromp, Krugs puts you in a position where you have ZERO vision of your buff. You are assured that the enemy top laner won't be watching the buff because they are leashing Krugs. You have to be quick to get the camp before your opponent gets after you, and it might cost your flash, but it'll be worth it because these champions depend on red for their first clear.

If you are spotted, head immediately to your red buff so the enemy jungler doesn't just trade buffs. Ward the bush behind the red, so you can see the enemy jungler moving through the river. If they come right to red, cool, you get a free kill by calling on your laners. If they stop to clear another camp first, you take your own red and they waste their time invading. You don't care about having two reds, you care about your opponent having zero reds.

If you're red side, surprise surprise, you are just inherently at a disadvantage. I wouldn't invade until your first back, to make sure you have a Smite that helps.

The next tips are about itemization.

WHAT ITEMS ARE BEST FOR COUNTERJUNGLING?

This depends mostly on your champion, not your strategy.

LeeSin , Jax , and Irelia want item 3711 . Vision is very important, and you can get an early item 3341 to clear wards so you aren't punished as often. Plus, ward hopping.

Shyvana , Skarner and Udyr want item 3715 . These champions are tanky enough to brawl with the early game warriors but they need an extra bit of damage to make sure they come out ahead.

Nunu wants item 3706. Nunu is generally able to move around the map without caring about vision, and he doesn't want to fight if he gets caught out. Generally, Chilling Smite is just good to add a little bit of burst to Nunu's sustained damage kit.

item 3009 are your boots. item 3117 isn't good, you spend the large majority of your time in combat.

I'M TWO LEVELS AHEAD OF THE OPPONENT. HOW DO I WIN?

This is the tricky part. Counterjungling gets you ahead, but it doesn't help you win the game usually. However, being ahead means you can't be Out-Smited. Generally, my strategy is to control neutral objectives as much as possible. And hey, they all got stronger this patch! Baron buff lasts longer, dragons are more powerful, and the Rift Herald is a god. Take these objectives constantly, on spawn, and then go right back into the enemy jungle to keep him too weak to contest any of them. Then sit back and get carried by your super-buffed teammates.

10 Comments

Aeszarck2 votes

Great guide! Thanks for posting!

The Yetii Rider2 votes

{quoted}

Great guide! Thanks for posting!

Happy to help! Any specific questions I can answer for you?

Aeszarck1 votes

How do I make the decision whether to counterjungle, gank, or farm my own jungle? I often get this fear that I'll be unable to duel the opposing jungler, so I'll just gank lanes or farm. Also, how do I know when I should turn back?

The Yetii Rider2 votes

{quoted}

How do I make the decision whether to counterjungle, gank, or farm my own jungle? I often get this fear that I'll be unable to duel the opposing jungler, so I'll just gank lanes or farm. Also, how do I know when I should turn back?

Generally speaking, counterjungling and ganking are both about opportunity. If you see the opposing laner is pushed up and trading, or if your laner reports in chat that the enemy laner no longer has a summoner spell, that's the best time to try and make a play in that lane. On the other hand, opportunity can also arise if your opponent is farming under their turret and you have a wave pushed up. In that case, you are committing to a turret dive, and you should plan accordingly. Have your ranged attacker hit the opponent first to draw turret aggro and then back up. Your melee characters (including you as the jungler) will then finish off the opponent. You will take full damage from the aggro juggle as of this patch, but 120% of turret damage is better than 100% plus 120% (the damage from the first shot not hitting you gives you time to deal damage to the opponent).

Similarly, if you have vision of the enemy jungler (usually when he's ganking a lane, but also if he's taking dragon or herald, or passes over a ward in blue or red side) that's when it's the best time to counterjungle. If you are blue side and just took your red, and you see the opponent ganking top, you can slip into his blue side jungle and take his gromp. Then you go and take wolves, taking the small wolf and then slowly killing the big wolf until you can smite secure it. You want to maximize the time you have the vision of the wolf in the jungle.

Alternatively, if you don't have vision of the jungler but have reason to believe he's backing, that's when you invade blue side and START with a smite buff, so that you get an easy ping when the jungler is entering his own jungle (it's really really helpful) that's when you run out.

How to know when to leave: If you're planning on counterjungling and you don't have a system set up for when to leave, the best thing to do is take item 3711 and start with a ward over a wall so that you have good vision of the entire jungle, then when you see the opponent you leave in the opposite direction.

Aeszarck1 votes

Awesome! Thanks for the detailed reply!

Boswick1 votes

Any advice for countering with skarner? I tend to avoid it because taking a spire in the enemy jungle is basically like lighting up a big neon sign that says "ENEMY JUNGLER IS HERE" and without taking it his clear is slow. I get that he can duel like a mofo on a spire but i usually just powerfarm to 6 and camp a lane.

The Yetii Rider1 votes

{quoted}

Any advice for countering with skarner? I tend to avoid it because taking a spire in the enemy jungle is basically like lighting up a big neon sign that says "ENEMY JUNGLER IS HERE" and without taking it his clear is slow. I get that he can duel like a mofo on a spire but i usually just powerfarm to 6 and camp a lane.

Skarner is less an opportinust than he is just oppressive. Don't fear the vision given to your opponents. Embrace it. Ward all over the enemy jungle and take the spire in the other side when you see them. If they come to get you in their jungle, use the power of the spire to murder them. If they take the opportunity to gank your lane, you just get a clear for free. If your laners are so bad that every gank results in a kill, you weren't going to win the game anyway.

ll League God ll1 votes

Given that season 6 jungle route is better as 3-4 small camps then backing, unlike the season 1-5 routes which people still use which are start on red / blue or do a camp then red / blue is out dated.

If someone invades my jungle for a buff, they will lose gold and EXP from the time it takes to walk over, as well as red and blue camps giving significantly less gold and EXP overall than the 4 smaller camps.

Anyone who tries to argue taking red or blue on first clear is smart is a fool and shouldnt be jungling.

Red and blue should only be taken when you are ganking, any other time is a pure waiste. They dont help clear much faster, and you lose their power in ganks.

I typically jungle twitch... yes twitch... if anyoen invades my jungle, they arent getting out alive, its that simple.

The Yetii Rider2 votes

You are depriving the enemy of their power. Taking a buff camp doesn't take that long and it makes ganks by the enemy jungler worse.

ll League God ll1 votes

[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=KUmA5Ebt,comment-id=00020000,timestamp=2016-05-15T18:48:33.787+0000)

You are depriving the enemy of their power. Taking a buff camp doesn't take that long and it makes ganks by the enemy jungler worse.

as a twitch JG, red buff is just icing on the cake and absolutely not needed for ganks. Think about the time it takes to run across the map, thats assuming the enemy jungle hasnt even cleared their camps yet, which any decent jungler will ward their own jungle anyway.

I have no reason to debate or argue this as i have seen time and time again how little counter jungling against me has been even remotely effective

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