Stealing a small raptor

Greymoore·9/26/2016, 4:26:03 PM·2 votes·1,233 views

I've been watching games of Dopa in an effort to increase my own skills and I notice that when the jungle camps spawn, he steals a small raptor from the enemy camp, its always just one and then immediately heads back to lane. So my question is, does this have a moderate or big impact on the enemy jungler? or is it just a little annoying? What I'm thinking is that somewhere down the line, the enemy jungler will be a few exp points short of leveling up and would need to take another camp being one level less than he would normally be resulting in a slower clear time and more damage taken. Not to mention that the steal gives you a small exp advantage that can get you to level 2 faster for a level 2 all in. this is all that I can think of as potential benefits. Are my thought correct? This is as far as my Gold 5 reasoning goes [zombie-nunu-bummed]

3 Comments

venomous frost9/26/2016, 4:31:58 PM3 votes

stealing the small one will grant you just enough XP to hit level 2 on the first creep wave, instead of the firrst minion of the second.

Level 2 first= early lane dominance/potentiall all in.

Brutalitops019/26/2016, 4:47:14 PM2 votes

It's pretty understandable. A full clear level 1 right now will give you level 4, and while being denied such a small amount of gold as the small raptor is really more a minor annoyance than anything else, the exp disadvantage is a bit more significant. First off, you'd get level 3 off that camp if you started red side (Krugs), so if the enemy jungler started that side, they'd be going into their wolves still only level 2, and it would certainly prevent them from ganking. It's much less significant if they started blue side because they wouldn't take a bit of extra damage before getting their third ability, but being level 3 at the end of a full clear can certainly deter them from ganking until after they've taken a scuttle crab. One thing I do all the time is I scout where the enemy jungler started by throwing a ward over the wall where I think they would've, then start on the opposite side of the jungle from them. After my first camp, I go into their jungle and take a camp or 2. Those 2 camps don't get me level 5 where I would normally be level 4, but they do deny my opponent one of their buffs and level 4 from a full clear, still needing another 2 camps to get level 4, by which point I'm level 5 and well on my way to level 6. This overall means that I'll have a pretty significant exp advantage, and while the gold advantage is nice, the purpose of an invade is to set the enemy jungler behind in exp. I take 800 of their exp, so now they can't get it. Also, starting on the opposite side of the jungle from them means that I can do my full clear and then gank with the knowledge that they will be on the opposite side of the map, unable to countergank, which means that I can set a lane behind while putting myself significantly ahead. One common strategy I'm expecting for Ivern is to start at the enemy blue buff, take it with your instasmite, then go to your own red. Red, in case you don't know (I didn't realize this for a while), gives you more health regen while out of combat with enemy champions. Putting both of these on an Ivern right away makes him able to go around and plant the groves on the rest of his jungle without having to worry about his health or mana delaying him. This then means that he can go around and clear out all of the camps, get level 4, then go and gank someone right off the bat. His usual clear style that I'm expecting will be to start by placing a grove on one of your buffs, then go take an enemy buff with passive + smite, then go back and collect your buff. Now you have doubles and can go around your jungle and plant all the other groves without losing much health or mana, back, go around and collect the groves, then gank somewhere while full hp and full mana. His sustain like this makes it near impossible for the enemy jungler to countergank because of the poor health pool he'll have compared to Ivern's. It would always be safe to start enemy red buff, because unless they ward over the wall, they can't see you and they won't clear out Krugs fast enough to catch you.

1st Movement9/26/2016, 4:37:59 PM1 votes

It'll hurt the enemy clear and they will find themselves to do scuttles for the exp which can be predicted around 2:46

Provides exp advantage as well