Why Counterjungling is DEAD: AKA Why Tank-Junglers are Massively Underrated
What do Sejuani, Sion, Malphite, Amumu, Rammus, and Cho'Gath have in common? That's right, they all have a better win-rate than Lee Sin - the supposed King of the Jungle (A LOT better). Instead of getting caught up in the "Nerf Lee Sin" circle-jerk, flame war, let's explore why these supposedly "unviable" champions have such great success in SoloQ.
This is more of a theory-crafting post to explain the current state of soloQ, the meta, champion-strength, etc. In it I focus a lot of overall game-changes than specifically on the Jungle. I try to focus on what this means to the certain jungle champions' "viability" however.
There are a number of factors that contribute to the relative success of tank-junglers in soloQ. I'll organize my explanation into sections: Why Tank-Junglers/Late-game/Teamfight Champs are Underrated The Early-Game is Less Snowbally than Everybody Tells You Why Counter-Jungling is Dead Objective Changes and the secret to Winning SoloQ - Late-game/Team-fight Compositions
Why Tank-Junglers are Underrated Nobody really likes playing late-game champs. Nobody likes playing tanks. Nobody likes getting pushed around for 30 minutes. Nobody likes having a crappy early-game. Nobody likes having to rely on their teammates to do damage and win games. This is basically why nobody plays Tank Junglers (and other team-fight, CC-oriented champs) at the moment. They FEEL weak and reliant for a majority of the game. When you play a tank-jungler, you likely aren't going to stomp the enemy team into submission, and stompy games are more fun in soloQ (for the team that stomps). Tank-junglers are more consistent, aiming to get that mid-late game powerspike where they can win teamfights for their teams with their tankiness and AoE CC. When you win as a Tanky jungler, you don't feel like you earned it, you don't feel like you out-played your enemy. In reality, what you did is farm for 30 minutes, aimed you CC at the enemy, and won some teamfight at 35 minutes and ended the game in a 5-man push that was completely uncontestable. That isn't the way we picture SoloQ, and honestly, its not that fun. This is why nobody complains about Tank-junglers (and their relative power in soloQ) as much as they do about Lee Sin, Rek'Sai, Leblanc, Fizz, Zed, etc. who all have power in the early-game and feel more smooth and powerful to play (and more powerless to play against when you lose to them).
The Early-Game is Less Snowbally than Everybody Tells You In short, games are longer than they were last season (Averaging 35-40 minutes as mentioned in the 5.1 Patch Rundown by Riot). This means that early-game teams aren't as strong as abusing their early-leads and ending games as they were last season (mostly in lower-tier and unorganized play). The pro's play early-game teamcomps, people in Challenger play early-game teams. However, people in those forms of play are better at abusing early-leads than the majority of the casual/soloQ population. In reality, (in Gold or lower elo especially) your team won't be able to abuse their lead well enough to win off an early-snowball alone. This has a lot to do with the current objective changes in season 5. I'll go into more detail on this later.
In regards to the Jungle, this is the role that is actually the MOST forgiving of early-setbacks. The main reason for this current jungle XP mechanics. This is the result of a change in Season 4 (that nobody ever EVER talks about). Right-now, if you are a lower level than the monsters in the jungle, you get a metric boat-load of bonus XP when clearing camps. So if you suffer an early lose in the jungle as a Tank, its not that hard for you to catch back-up. Its way easier to do so than in a lane. The second reason why the jungle is less snowbally is that the first jungle clear is REALLY punishing to junglers who prioritize damage early. Lee Sin and Jarvan (etc.) have a hard time clearing their jungle early on untill they get some items. That means that their impact during the time they shine the most (the early-game) is mitigated by the difficulty of the jungle. Early-game junglers this season have a relatively harder time establishing and snowballing leads because they have a smaller window to capitalize on.
Why Counter-jungling is Dead Counter-jungling right now is probably THE WORST way for junglers to establish and snowball a lead.
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Invading takes time. Junglers don't have time. When you commit to invading the enemy jungle, you need to make sure you aren't passing over wards so as not to get caught in a 1v2, need to place wards yourself, and need to then look/wait for the enemy jungler (all while walking WAAAAAAAY over to the far side of the map. It takes a long time to walk that far). In reality, you'll get the same amount of Gold/XP from a successful invade as you will just clearing your own jungle. Unless you literally walk straight into the enemy jungler while they are clearing red-buff at 1/4 HP, you'll just be wasting your time - especially in the early-game where you desperately need levels.
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Invading doesn't establish a large advantage for you team. The only thing that you get from a successful invade is a small set-back on the enemy jungler. It doesn't set your lanes ahead and doesn't set you ahead (in reality, you'll probably be FAR behind in levels from your solo-lanes if you invade, making ganking afterwards difficult). You only slightly delay the power-spike of the enemy tank-jungler in the mid-late game. This isn't really a huge advantage for your team.
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Comeback in the mechanics in the jungle are EXTREMELY strong (and often unnoticed). This was prior mentioned because of the XP mechanic in the jungle currently. Power-gaps between junglers are usually the smallest and easiest to close in the early-mid game.
The weakness of counterjungling can be further emphasized by the relative crappiness of
- the worst and most unpopular jungle upgrade in the game at the moment. Not only is the item just bad, the fact that counter-jungling is also a bad strategy helps create its unpopularity.
In short, if you are invaded as a tank-jungler (probably won't happen, especially with proper precautions, wards, etc.) this is actually an overall boon to your team. Since you catch back up WAY faster than your laners, you should be glad that you are the one being set-behind instead of anybody else on your team. If the enemy jungler is wasting time in your jungle, this is only them wasting their early-game power-spike dicking around with you instead of their carry's lanes (like they should be). Leads in the mid/bot-lane are way more snowbally than leads in the jungle. Getting these lanes rolling is what counts.
Objective Changes and the secret to Winning SoloQ - Late-game/Team-fight Compositions As mentioned earlier, games are going longer - why?
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Global gold was nerfed. Early game teams need gold to snowball their lead more than anything else. Dragon no longer gives global gold (or experience for that matter). Towers give less global gold (as a result of changes in season 4). Towers are also harder to take because of shields + lasers. Less towers + less global gold + less global experience = less snowball.
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Dragon changes. Now that dragon buffs have been nerfed and reordered, it has become more of a late-game investment than a snowball factor for your team. The #1 reason for this is the % bonuses it gives. % bonuses are obviously stronger in the late-game, meaning early-game compositions can't abuse it at the moment.
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Tower/Baron changes. Towers are harder to take. Early-game comps are generally bad at sieges, and bad at diving (especially diving lasers and shields). With the new changes to towers, you basically need Baron to break into the enemy base and start getting inhibs. Baron is hard to take untill 25-30 minutes and again, early-game comps are bad at taking it. This basically guarantees that games will last until at least this point - giving late-game compositions the time they need to scale-up and fight.
All these changes can be summarized. Global gold leads are generally smaller and are traded for % damage/stat bonuses. These bonuses are relatively weak in the early-game meaning early-game leads are usually smaller than last season. Moreover, because of tower/baron changes, these leads are harder to abuse. Since leads are generally smaller and harder to abuse, games go for longer. Since games go for longer, late-game teams with team-fight compositions are a LOT strong than they were before.
This means that Tank junglers that come armed with a lot more CC for their team have better tools for turning around early setbacks, winning those late/mid-game teamfights, getting those essential objectives, and winning the game.
Conclusion So there you have it. This is my explanation for why tank-junglers have such seemingly confusingly high win-rates despite them passing completely under the radar of most of the community.
To combat some possible counterpoints:
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Tank junglers can't carry. You're right, they can't carry. If you are Meteos and you are playing in Gold III, then you'll have a much easier time winning your games by abusing enemy mistakes, and snowballing early leads on Lee Sin, j4, Pantheon, etc. If you have the humility to admit the fact that you are actually playing in the elo you deserve however, then tank junglers/teamfight champs are a much more consistent/stronger pick. If you are playing against people at your own level of play, then tank junglers are a great way to abuse the current late-game/objective-oriented focus of soloQ games. Tank junglers are better at closing out games once you have a lead, and they are better at turning around games at that 30-minute point that you are basically guaranteed to get to.
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I can't play tank junglers because my teammates always feed!!!!1111 Again, if you can stop catering to your own inflated opinion about your skill, then you'll look past the fact that your bot-lane fed one game. Statistically, over a large number of games, you'll get teammates that go even/get-ahead and that you can rely on. Keep in mind that your teammates are just as good as the people they are going against (and as you for that matter) - that is why they are in YOUR elo (lmao). If you give your teammates the tools they need to carry, they will eventually carry you.
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Win-rates don't mean anything. Lee Sin is still objectively better than tank junglers - especially in the highest level of plays. Will most people, especially in low elo, be able to abuse Lee Sin and his early-play making potential though? No, no they won't. By playing tank junglers, you are setting yourself up for consistently strong play, and consistent wins over a large number of games. These junglers have more identifiable power-spikes and are easier to abuse than early-game junglers however. Are they objectively better? No. Do they tend to do better in practice? Yes.
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I don't agree with anything you said and you're stupid. Thank you for telling me that. Now please explain what points you don't agree with?
Thanks for reading, and let me know what you think about my theorycrafting!
again - "uuuuhghgh...."
or
- "OH SHIT!!!"