I feel like the jungler makes top and mid to irrelevant now a days

Bultz··59 votes·12,602 views

I play top and mid mostly and half the time it feels like I do nothing. I get a kill and I think I am ahead only to look at the score to see the game has already been decided because the junglers is either 5 kills in or 5 deaths in. The games are starting to be decided before I even get to a decent point in laning. I fall behind and become so irrelevant because the jungler is either non stop ganking where he just carries the game, or I am none stop ganked where I can't do anything. The jungler needs to be forced to farm more.

131 Comments

RiotRiotRepertoir50 votes

We're looking into some stuff that could make early game jungling involve a bit more risk taking than what's currently in the game. Not sure of what the output will be, but we're talking things like:

  • Early clear speeds
  • Healthiness of first clears
  • Sources of sustain in the jungle generally

Since any of these things would likely be nerfs to the jungle position overall, we may also need to do some offset buffs to later in the game. Hopefully should have some more info soon.

HalcyonDweller22 votes

Dunno if you saw it but there's a shoutout post thanking you for doing all of these post responses, it's a big relief to see you addressing concerns and sharing your thinking. Don't let the haters bring you down, most of us are immensely grateful that you've been engaging with us more!

RiotRiotRepertoir33 votes

Coworker linked it to me, yeah. It's always a bit awkward to respond to those types of things when they pop up, but they can be a pleasant surprise.

HalcyonDweller4 votes

I feel ya about the awkwardness, but I'm glad that you saw it. :)

Denims Wrath6661 votes

i have a secret on how to carry games from toplane... but you will be surprised. ready? smite/flash spellbook top. pick a toplaner that can duo baron at 20. get jungle item before that if you're doing well

HalcyonDweller1 votes

Heyo, that's a fun strat. I've done that sort of thing too. Sometimes I try to counter-jungle at the start of the game, but the enemy team always guards it and it's super frustrating.

Oakleaf Ranger15 votes

OMG thank you.

Can we finally get rid of the ability for a junglers to get double buffs, level 3, full health, and be top lane before the laners even hit 3 yet?

Because that's what i want addressed.

Zelorxon3 votes

Please be trolling please be trolling please be trolling...

Oakleaf Ranger5 votes

Oh do you enjoy sitting under tower because the junglers decided to sit in the tri or river bush with double buffs, and full health ready just waiting for you step out so they flash CC you before proceeding to bash your brains until they decide to leave after you given up a wave or 2?

Because every top laner loves that. Especially the part where you have to give up lane control as you watch the other jg hand it to the other laner and hope that your other laners and jungle wont fuck up and carry because you just got heavily gimped.

Keti1 votes

Unless you nerf junglers a bonkers amount that isn't happening because actually 1v2ing level 3 isn't really happening. If anything it stands to make the "problem" worse because it'll push tanks like sej and Zac out but bring things like nidalee and Elise and Lee sin back in.

RiotRiotRepertoir9 votes

Still working on alignment on the desired outcomes, but stuff like that is on the table.

BestPudgeNA2 votes

{quoted}

We're looking into some stuff that could make early game jungling involve a bit more risk taking than what's currently in the game. Not sure of what the output will be, but we're talking things like:

  • Early clear speeds
  • Healthiness of first clears
  • Sources of sustain in the jungle generally

Since any of these things would likely be nerfs to the jungle position overall, we may also need to do some offset buffs to later in the game. Hopefully should have some more info soon.

Pls stop nerfing early JG, it's literally the only way the role can have an impact on the game. These early ganks are extremely easy to avoid in most cases. After we get out laning phase Junglers can't 1 v 1 solo laners, create pressure and with the exception of tanks they provide little to nothing in team fight compared to other roles. Tank Junglers are also extremely unfun to play in solo que because most of them are absolute garbage when it comes to dealing with invades and counter jungling.

RiotRiotRepertoir21 votes

Pls stop nerfing early JG, it's literally the only way the role can have an impact on the game.

Not sure if true. That may be more representative of the current state than the range of all possible states for jungle influence.

Also, reducing things like the healthiness of early clears could potentially make the jungle position MORE exciting to play, since that means your invades and other aggressive actions against the opposing jungler are more likely to result in kills if you can get the jump.

After we get out laning phase...

There are things that can be done to improve jungle impact after the early game if needed.

Tank Junglers are also extremely unfun to play in solo que.

That's pretty subjective, but not necessarily invalid.

loli nukes2 votes

{quoted}

Not sure if true. That may be more representative of the current state than the range of all possible states for jungle influence.

Also, reducing things like the healthiness of early clears could potentially make the jungle position MORE exciting to play, since that means your invades and other aggressive actions against the opposing jungler are more likely to result in kills if you can get the jump.

There are things that can be done to improve jungle impact after the early game if needed.

That's pretty subjective, but not necessarily invalid.

As a jungle main I love the idea of making the jungle harder, even if the only real impact is just spicing it up. The issue I personally have is that jungle champs have received a lot of nerfs in the past (same receiving buffs like skarner and voli ty <3). Will champs like vi naut maokai poppy wukong panth hec get looked at or our some of them just not junglers anymore. Anytime I see changes to the jg role as a whole I hope it doesn't just slightly change the way they current junglers are working and instead get some new faces in the pool.

RiotRiotRepertoir13 votes

One of the ideas I've had for the jungle is that the sustain mechanics in it are stronger on low Health and weaker on high Health, with the intention of actually making the sustain more effective for users that already struggle a bit, and less effective for those with way overkill sustain values. Ideally this could open things up a bit.

We've had some talks around getting some underperforming junglers back in the game a bit more, and I think that's good work to do, but that we need to solidify our vision for the jungle first before tweaking individual champions unless it's necessary.

BobaFlautist3 votes

I like that idea on paper, but depending on how it's implemented it runs the risk of being another Eve passive.

My issue with Eve passive is that it discourages you from trying to manage hp when jungling. Healing past the threshold (with, say, potions or smite) is a waste unless you plan to gank (because you're likely just to take damage back down to the threshold), and healing when below the threshold is a waste because your passive will deal with it.

This puts you in a weird situation where the best use of resources is to clear on as low hp as possible without dying (and not waste much time kiting or using W except against buffs), let your passive heal to the cap, then use your healing all at once before ganking. It also makes damage taken while ganking or holding lanes almost meaningless (unless, of course, you die).

Tomoe Gozen1 votes

I understood this as in "Smite" HP heal being stronger the lower HP you are. Which would probably focus Smite as a jungle clearing tool primarily and would, in my opinion, make sure that you have to consider saving it for a gank and extra effects or ganking a lane with more HP.

loli nukes2 votes

{quoted}

One of the ideas I've had for the jungle is that the sustain mechanics in it are stronger on low Health and weaker on high Health, with the intention of actually making the sustain more effective for users that already struggle a bit, and less effective for those with way overkill sustain values. Ideally this could open things up a bit.

We've had some talks around getting some underperforming junglers back in the game a bit more, and I think that's good work to do, but that we need to solidify our vision for the jungle first before tweaking individual champions unless it's necessary.

thanks for the response and I totally agree with making the jungle a state where then champions can be balanced into, I look forward to testing the changes whenever they come and look forward to seeing some new faces :D. Thank you and all the rioters with the state of roles, champions, and the game you have been sharing with us in recent times. I know in the past the community has reacted really badly to certain changes and I'm happy that you guys are willing to show design ideas even if they wont go in. Thanks for all the activity and dedication to making the game the best it can be!

AMYS GRAVE9 votes

If i may attempt to elaborate on the tank junglers point - Tank junglers often have slower clear speeds, locking them for more time in the PvE aspects of jungling, which are (for many) the least interesting.

RiotRiotRepertoir17 votes

That I can definitely see being true.

Divewing2 votes

Sorry for hijacking, but "Lead live gameplay designer"?

I thought that was Meddler..?

(genuinely unsure)

Abibyama4 votes

Repertoir Gameplay Thoughts confirmed

RiotRiotRepertoir9 votes

Meddler's my boss.

He's the best, right?

MorganFreemanBot8 votes

Hi there! I don't believe I've ever actually responded to a red post, so I'm going to try and make this informative.

First up: I started playing League at the tail end of S2 preseason, and have been a jungle main since I was.. Level 19? I think? I have, off the top of my head, over 5,000 wins in League of Legends. I'd guess I have over 11,000 games at this point. I would be willing to bet that at least 70% of those games are as a jungler. Napkin math, that's over 7,000 games played as a jungler.

Unfortunately, you guys have nuked the part of the API which allowed websites to pull hours and # of games played, so I can't get that info while at work. Suffice it to say I've spent a lot of time in the jungle and have pretty extensive experience with every iteration (except S1) of the jungle which you guys have put forth.

I want to talk to you today about the design ideology I've noticed in the jungle, and also the 'punishments' for junglers and how they operate.

Historically, the jungle has always leaned heavily towards one of two playstyles; those being gank centric or farm centric. We are currently in a gank-centric jungle (my favorite) and I'd like to talk about how we got here.

Most league players, at least those who jungle heavily, with some time under their belt will remember S4 and S5 as the ages of Feral Flare and Devourer, respectively.

The S2 jungle was heavily gank centric and, after that, S3 was spent trying to encourage more farming in order to curb a pretty nasty 'feast or famine' jungling style. This didn't really come about until S4 and S5; these were the two seasons when Riot heavily doubled down on the farm centric style. This led to one very big game play orientation / problem, which then splintered into numerous other effects.

The big gameplay dilemma: Ganking wasn't really worth it. You would be giving up ensured gold and xp for a shot at gold and xp; and in most cases the difference was marginal enough (you could easily farm 200g+ from your camps in that time) that ganking was usually the wrong choice. This split into the two primary problems with the season. There is more to this (it was INSANELY hard for a jungler to catch up when falling behind), but more on that later.

**1: **Junglers didn't gank much, if at all. This meant that laners had no 'safety net', for lack of a better term. If you fell behind / had a bad lane match up, you were pretty much on your own. This led to a lot of laners being upset that they didn't get any outside help (and that one hostile gank could REALLY fuck them over), but also felt bad as a jungler because you didn't participate much. The higher up the skill ladder you climbed the more junglers would gank, but ganking pretty much always felt shitty / extremely scary during these seasons.

** 2:** Somewhere between 15-20 minutes the jungler's would emerge, and subsequently run the rape train on everyone else in the game. The combination of interaction free - and therefor threat free - farming meant that Junglers would get insanely strong off of farming.

This felt bad for laners because there would suddenly be this hyper powered monster curb stomping them, and they got so powerful without needing any lane dynamics / offering no real opportunity to 'shut them down'.

It also felt bad for junglers, because farming camps for a quarter of an hour is not an engaging experience.

Some other minor problems included:

The trivialization of counter jungling (steal a camp? np, they all have a 45 second respawn timer) which really reinforced the "afk farm" play style.

The pub-stompy nature of flare and later devourer. These items were reviled in lower leagues due to the power they gave their bearers, but totally non-viable in higher levels where a team would capitalize on the power dip it forced on the enemy jungler.

So, what's the solution?

Well, we currently have the counter point. Laners cried and whined about junglers being able to afk farm, without worry, before emerging to stomp their entire team; junglers hated the immense risk vs miniscule reward style of ganks. Now ganks are mandatory; they are absolutely needed, and a major contributor of gold.. But, we've seen this before, and it leads to 'feast or famine' in a huge way.

The solution is simple: Junglers, similar to laners, need to be able to participate in the game even if they do not crush their 'lane phase'.

One of the problems with s4-5 - which I hinted at earlier but didn't harp on - was a "fall behind, stay behind" style of jungling. The jungle was an xp stream roughly equal to that of a solo lane, provided it was aggressively and repetitively farmed. This led to one of the major reasons not to gank; if you failed the gank, or heaven forbid died, you would never be able to (reasonably) recover that xp. This meant that ganks gone bad would result in a gold AND xp disadvantage, which was too heavy a risk to take in most cases. This is why, as I said earlier, ganking was nerve wracking and felt 'bad'. It was less about what you could gain when doing it, and more about the horrible price you could pay.

Junglers in the present game have a substantially weaker gold stream than laners. Even a jungler who is moderately successful at ganking will have less gold than their laners themselves; this is one of the reasons that jungler items are so gold efficient but also restricted to smite users, so that junglers can end the "laning phase" roughly equal with laners item wise despite being down in gold.

Basically, you cannot kick jungler gold AND xp in the balls at the same time, or else jungling becomes far too unforgiving. Junglers need to suffer handicaps to one or the other (gold is the better option) from 'failing', while able to stay roughly equal to the rest of the game in the other.

This is similar to when, in a losing lane, you will miss cs to stay safe, but also still stay in xp range. You'll generally find yourself SLIGHTLY behind in levels, and noticeably behind in gold, but not so much as to be total dead weight. Junglers do not have a 'lane' in the same sense, but they need to operate on the same principal to avoid being horrifically effected by feast or famine design. This is pretty much the entire reason catch up xp was added to jungler camps.

Wow, that's a lot of words! And, honestly, it was short hand. I didn't touch upon the Lee-Elise-Vi trifecta from S3 and S4, Trundle's murderous rampage through the jungle (and lanes, and every tank in the game) from late S5 and S6 preseason, or the GP5 demands of S2. But that's intentional; this is supposed to be 'broad strokes'.

Soooo, that's the history. Now for the actual point.

As I stated (and hopefully showed) I've been jungling for a very long time. Also, I think the current level 3 gank epidemic is a direct response of making the early game jungle so heavily punishing for so little gain.

The current jungle hurts. A lot. I feel like it's the most dangerous jungle we've ever seen in the game, and I also feel that the healing on smite backs me up on that fact.

The early game jungle is, as I said, highly damaging. I also think it's too heavily specialized:

Gromp is there for the single target junglers, and beats the snot out of you.

Raptors are there for aoe junglers; but they beat the snot out of you, break your knee caps, and steal your lunch money while they're at it. They're probably the camp with the highest entry bar, because they're extremely dangerous until you can insta-kill all the little birds, at which point they're super easy. They're also the most valuable camp.

Wolves are the middle ground, as they've always been.

Krugs are kind of like wolves on steroids; they're flexible but really mean.

There are very few junglers who have the tools to effectively clear the entire jungle early game; let alone on their first clear. There are even fewer junglers who can do it and remain even remotely safe while doing so, and some who cannot at all. For example the jungle will literally kill a Nautilus who goes for a straight-through clear, while some other champions like Nocturne and Kayn end their clears clinging to little more than 100 health, ripe for the murdering by an enemy who decided not to clear all the camps, and to instead invade.

To make matters worse, this first clear is also less rewarding. You receive less xp from these camps due to not having your smite-augment item, which means that you're getting a pretty shitty risk-reward ratio. But, at the same time, the immense small-camp respawn time heavily encourages you to do this full clear, to get those cooldowns rolling faster and allow you to farm them better with your augmented smite item.

Let's imagine:

I'm stuck in a jungle which wants to kill me and sure as shit has the potential to if I strive for level 4. Level 3, however, is quick and, due to specialization, actually not all that dangerous. I can finish it fairly quickly and relatively healthy. When it comes down to "risk a full clear for minimal rewards" or, "go murder laners and soak minion xp" the answer is clear. The current jungle is designed to encourage ganking via its long respawn timers, but it inadvertently doubles down on this due to the specialization of the small camps and their punishing nature.

By now, I've seen more of Riot's promises on jungle and jungler functionality fall through than I have sunny days; and I live in Arizona. So when I see you talking about hurting the jungle early game, and buffing the late game, I'm already going for the tinfoil.

I suspect what we'll get is changes which make that first gank a tiny bit more risky for the 'main' junglers, but also heavily cull the viable jungler pool. The end result won't be any different; just a lot of lower rep junglers will get caught in the aftermath.

My suggestions? I don't think the epidemic is nearly as bad as people make it out to be. I think that something as simple as nerfing the xp of initially spawned 'small' camps, so that it takes two buffs + two camps, to hit 3 would cover it. Really I think we just need a minor jungle redesign, to make farming a BIT stronger, and give jungler's another reward stream other than gank-gank-gank-gank.

Sahn Uzal5 votes

Hey Repertoir, just wanted to say I think it's awesome that you're interacting with the boards as much as your are, keep up the good work man!

Zelorxon3 votes

Yeah, let's nerf the jungle some more, god forbid we burst the bubble of league players and tell them that they're dumb ignorant morons that need to learn their matchups, what a jungler can and cannot do, why a lane is gankable or not, wave management (i personally saw masters/challenger/lcs players know jack shit about what a wave is and how it works) and worst and more toxic of all, that they have to fucking stop afking for 30 minutes and push the wave after lv7 and right click turrets.

RiotRiotRepertoir47 votes

I personally love playing games where the developer actively treats me like a dumb moron. I'll escalate this suggestion upward for sure.

Zelorxon2 votes

Mmmh no, it doesn't work like that. Where do i even start? The fact that they became like this is result of (just speaking of "in game" elements, not "IRL elements" like people being taught in society to reason through fallacies and stuff) years and years of layering that make people become like that, i don't want riot games to tell them that, but somebody, in some form, somehow needs to wake them up from their slumber since even in the highest levels of play people seem to not understand the game not even in the most simple aspects such as basic high school math (looking at people that go cleaver/lethality against tabis without building tiamat when their build calls for it, riven mains for example). People continuously get away with plays that should never work but since they worked ONCE they believe firmly that they have to work again (for example, jungler being on graves and brand mid calls for ganks against a zed where there's no way on earth that a gank can be successful and brand shouldn't even need one since the focus of his laning shouldn't even be the enemy champion).

The reason why i use such a harsh language is because this situation has become so deeply rooted in league of legends that you actually look like the bad guy if you dare to point wrong understanding of the game out, and at this point i don't even know if it's possible to pull it out without damaging the main body.

I know for sure that a position won't be held in a bad spot for long periods of time if it actually starts to perform bad, especially if you said yourself that there will be compensatory buffs, and i also know that no matter the balancing there will be always a rock-paper-scissors that will make possible to play the game and decide a winning part and a losing part, that's simply how games work... But what i'm trying to say is that the decision to nerf a specific role, in a specific moment of the game, just because the majority of players doesn't know how the game works and therefore players that know it instead have an edge on them shouldn't be the way to make decisions.

Also, quite ironically, riot games DOES treats people like dumb morons, because bending the game around their inability to comprehend it, empowering them to keep playing always in the same way, without progressing forward (the hashinshin stuff) in my book only shows the lack of respect and low opinion on their intellect, and i'm not even talking about that post when shyvana was "reworked" and she was unplayable until bork was reworked as well despite being clearly a nerf and backed up by numbers and comparisons with the surrounding game elements and meta, or the recent post about matchmaking when everybody from boosters to simple players that use opgg can identify patterns in the matchmaking to the point that with a decent level of accuracy it is possible to tell if the match will be a win or a loss before the game even starts. Only somebody that thinks people are stupid would be confident in them believing that, and sadly an unacceptably high percentage of league player gives a good sample size to see that.

One last example: people not pushing the wave (applying pressure) after lv7 (when most champs unlock their waveclear), and refusing to acknowledge that the game loses by itself without even needing the 10 players to have a say if the waves are left unchecked.

There wouldn't ever have been the need to call players morons if it didn't became the norm. It's not like i enjoy it or anything.


edit: oh btw good job instigating the useful idiot masses against me by making of my post a strawman, i'm sure you had them in high regards when you thought of using them like that.

Automated Riven3 votes

{quoted}

Mmmh no, it doesn't work like that. Where do i even start? The fact that they became like this is result of (just speaking of "in game" elements, not "IRL elements" like people being taught in society to reason through fallacies and stuff) years and years of layering that make people become like that, i don't want riot games to tell them that, but somebody, in some form, somehow needs to wake them up from their slumber since even in the highest levels of play people seem to not understand the game not even in the most simple aspects such as basic high school math (looking at people that go cleaver/lethality against tabis without building tiamat when their build calls for it, riven mains for example). People continuously get away with plays that should never work but since they worked ONCE they believe firmly that they have to work again (for example, jungler being on graves and brand mid calls for ganks against a zed where there's no way on earth that a gank can be successful and brand shouldn't even need one since the focus of his laning shouldn't even be the enemy champion).

The reason why i use such a harsh language is because this situation has become so deeply rooted in league of legends that you actually look like the bad guy if you dare to point wrong understanding of the game out, and at this point i don't even know if it's possible to pull it out without damaging the main body.

I know for sure that a position won't be held in a bad spot for long periods of time if it actually starts to perform bad, especially if you said yourself that there will be compensatory buffs, and i also know that no matter the balancing there will be always a rock-paper-scissors that will make possible to play the game and decide a winning part and a losing part, that's simply how games work... But what i'm trying to say is that the decision to nerf a specific role, in a specific moment of the game, just because the majority of players doesn't know how the game works and therefore players that know it instead have an edge on them shouldn't be the way to make decisions.

Also, quite ironically, riot games DOES treats people like dumb morons, because bending the game around their inability to comprehend it, empowering them to keep playing always in the same way, without progressing forward (the hashinshin stuff) in my book only shows the lack of respect and low opinion on their intellect, and i'm not even talking about that post when shyvana was "reworked" and she was unplayable until bork was reworked as well despite being clearly a nerf and backed up by numbers and comparisons with the surrounding game elements and meta, or the recent post about matchmaking when everybody from boosters to simple players that use opgg can identify patterns in the matchmaking to the point that with a decent level of accuracy it is possible to tell if the match will be a win or a loss before the game even starts. Only somebody that thinks people are stupid would be confident in them believing that, and sadly an unacceptably high percentage of league player gives a good sample size to see that.

One last example: people not pushing the wave (applying pressure) after lv7 (when most champs unlock their waveclear), and refusing to acknowledge that the game loses by itself without even needing the 10 players to have a say if the waves are left unchecked.

There wouldn't ever have been the need to call players morons if it didn't became the norm. It's not like i enjoy it or anything.

Im curious as to why you believe that buying cleaver/lethality vs tabis is bad and why you believe that riven has to buy tiamat? Please explain your reasoning here because I strongly disagree on both points.

Sp33d Zer02 votes

Riven generally needs Tiamat because it is important in a number of animation cancels. That's about it.

Rexxiee3 votes

{quoted}

We're looking into some stuff that could make early game jungling involve a bit more risk taking than what's currently in the game. Not sure of what the output will be, but we're talking things like:

  • Early clear speeds
  • Healthiness of first clears
  • Sources of sustain in the jungle generally

Since any of these things would likely be nerfs to the jungle position overall, we may also need to do some offset buffs to later in the game. Hopefully should have some more info soon.

Considering junglers have the highest impact in the game now, i dont think a net nerf would be too bad for them.

Karfuss3 votes

{quoted}

  • Healthiness of first clears

This, at least to me as someone that plays jungle, is the problem.

It's not so much the clears or the sustain in the jungle, than it is getting level 3 before anyone else. ON TOP of already having double buffs with innate slow, true damage, cooldown reduction and health/mana sustain.

That initial first gank breaks a lane. It's massively unfair, and if you've forced both a flash AND killed them, you've severely put them out the game. In that scenario, the jungler has no reason NOT to set up a tent and farm that lane for everything it's worth. Got nothing else to do until the jungle respawns.

xelaker2 votes

so the good junglers will be fine and the stragglers will be garbage tier? why not bring down the top tier stuff....

ValyrianBlade2 votes

{quoted}

We're looking into some stuff that could make early game jungling involve a bit more risk taking than what's currently in the game. Not sure of what the output will be, but we're talking things like:

  • Early clear speeds
  • Healthiness of first clears
  • Sources of sustain in the jungle generally

Since any of these things would likely be nerfs to the jungle position overall, we may also need to do some offset buffs to later in the game. Hopefully should have some more info soon.

Why do we need offset buffs for junglers?

The overwhelming feeling that appears to exist is that junglers are too strong as a whole, and have too much influence over the outcome of the game.

They can handle a straight nerf to early influence without becoming inadequate. They have a unique role of being the only champion on the map that plays unseen for the majority of the early game. That's ALWAYS going to have influence. What proportion of kills in the first 10 min have the jungle involved? I'd wager it's well over 20%, yet they're 20% of the team. Not to mention they also have the biggest agency late game - they're the provider of smite to secure Baron or steal it. Games are literally won or lost on a jungler securing/stealing Baron on a good call (e.g. enemy team is all dead but their jungler and you go Baron).

The only other class that compares to jungle in influence is ADC. I'd rather see them lose influence too (even though they're lower influence early and are supposed to scale into it) than see jungle maintain their influence.

Even with nerfs to early clears, junglers would still have far more agency at all points in the game than top or support...

iPooUnicorns1 votes

Have you considered upping the the amount of camps to hit level 3 from 3 to 4 camps?

Bultz1 votes

{quoted}

We're looking into some stuff that could make early game jungling involve a bit more risk taking than what's currently in the game. Not sure of what the output will be, but we're talking things like:

  • Early clear speeds
  • Healthiness of first clears
  • Sources of sustain in the jungle generally

Since any of these things would likely be nerfs to the jungle position overall, we may also need to do some offset buffs to later in the game. Hopefully should have some more info soon.

Coo Coo, Thanks for letting me know m8. Cheers.

Hayaishi27 votes

Better jungler wins has been soloqueue meta since S5.

AmazoX11 votes

{quoted}

Better jungler wins has been soloqueue meta since S5.

Mid season 6 since the Mage Update*

RookPusher3 votes

{quoted}

Better jungler wins has been soloqueue meta since S5.

*Assuming at least one laner has half a brain.

Ifneth18 votes

You have much to learn. Lemme help you with that. Start with this video series:

https://m.youtube.com/watch?v=iko2tqmDpJQ

Watch it every so often and apply its lessons every game. If you can apply it consistently, then your early and mid game should reach a mid-diamond level. I am not joking.

If you are playing a solo lane, then remember that you are not playing a solo game. You have to notice the plays happening around you and around the map. Otherwise, what you describe will happen, as fights happen without you and fed enemies push lanes to your teammates’ turrets. This is especially true for midlane.

You mentioned your jungler. While poor warding makes the enemy jungler hard to track during soloqueue games, even in higher elo, your jungler is on your minimap. You should always know more or less where he is, so you know when he can help you, and run to help him if he gets into trouble.

“But my minions!” you might say. This is where League really gets interesting, and I’ll explain to whet your appetite to learn. I hope. The closer the wave is to your tower, the longer it takes to clear the wave, and the slower and weaker your champion is early, the harder it is to help your jungler because you will miss more farm for a smaller chance of helping him. The reverse is true, and these two things combined are called lane priority. If you have it, then you can do all sorts of things, like help your teammates, place deep wards, or eat honeyfruit.

The jungler doesn’t need to establish priority, so he can always do this stuff, but if you can establish it, then you can not only become a ‘second jungler’ for your team but also shut the enemy jungler down by forcing him to choose between wasting his time ganking a losing lane or letting it fall further behind as you crash wave after wave of minions under your opponent’s turret. Trust me: not you or I or almost anyone can easily get all the minions under there.

This is how you carry the game. Even if your jungler is off-main, off-role, or autofilled, you can ‘win your lane’ to ‘carry’ him. I put quotes around that because you can see how much more technical and interesting the whole process would be than that.

Does this help?

DummyTroll11 votes

This person knows what s/he is talking about. Wave clear/push, easier win.

Basically as it stated: " "The closer the wave is to your tower, the longer it takes to clear the wave, and the slower and weaker your champion is early, the harder it is to help your jungler because you will miss more farm for a smaller chance of helping him."

Merely, setting wards on enemy jungle while enemy laner depushes your wave helps your team: it gives info about WHERE or not is enemy jungler or potentially roamers.

Ifneth6 votes

Yeah. Put one on the enemy jungle ramp nearest your lane. The enemy jungler will most likely walk down it to gank you. Also, control wards. Put one in the bush that you control (hence the name) and buy one on every back that you can afford one so you can replace destroyed ones. It’s really hard to surprise-gank someone who has a control ward and a trinket down and stays in the middle of the vision field they create.

Edit: Thanks for the upvote!

ÀIpha2 votes

So i'm playing nasus, I'm being punished by a garen and he freezes the wave, eventually the wave get's to me and i'm level 2 about 20 cs behind and the wave is a big one and it just came under turret, then my jungler pings on his way. What do I do? Thanks in advance.

Superspick2 votes

It depends on the size of the wave and the champs in question, but overall if their wave is crazy big and neither you nor your jungler can burst the enemy laner down, i would abstain from ganking. You say level 2 due being denied, which means Garen is 3, possibly 4, but if he also has a large wave, i'd be careful fighting him in it.

He can and will double kill you both if his wave is large enough and neither of you can thin it out with AoE. Minions do crazy damage when stacked early, i would ping the jungler away unless there's CC and burst. You could bait Gareninto staying, Wither him, see if he wants to stay and fight in the wave and react accordingly. If you're lucky, he will panic and try to flee from the gank but most experienced top laners know how strong a stacked minion wave is. I bet he stays and uses W dmg reduction to block the burst and 2v1s, but again, if you have a Sejuani jungle, she might be able to lock him down with CC long enough with your assistance. It depends

Ifneth5 votes

Even though you’re playing Nasus, you can’t let the lane get that far out of control. And you don’t have to: you have plenty of sustain.

ÀIpha1 votes

I mean a garen with long sword and ignite is kinda hard not to let it get out of control. He'll out damage me and I can't sustain myself if he zones me from minions.

Ifneth1 votes

Ah, the cheesey AD Garen. He’ll have to build a Ghostblade, which won’t be optimal unless he gets ahead. Rush Tabis or swap Trinity Force for Iceborn Gauntlet and laugh at his futile attempts to deal damage. Unless he gets a lead before first or second back, he’ll fall off while you’ll scale.

Here are some tactics for dealing with him.

  1. Garen presses Q and runs at you. Press Wither, drop Spirit Fire, and walk away. All he can do is press W and trudge out, leaving him open for a trade.

  2. Garen runs at you. Drop Spirit Fire and walk away. If he uses Q, then press Wither. The same thing happens as above.

  3. Garen isn’t there. He’s in the bush. No joke. We all know.

  4. Garen gets you low. Unless a big wave is coming to your turret, just drop Spirit Fire, recall, and TP back. He’ll get a tiny lead.

If you can last 10 minutes and stay less than 20 CS behind him, you auto-win. All that early game armor will let you turret dive him, especially if your jungler comes.

Does that help?

ÀIpha1 votes

Yeah It does. Gosh I hate garen in a bush [sg-shisa]

Malix Farwin8 votes

What sucks about this is farming junglers get shoved out the meta by early game ganking junglers.

WrÆth3 votes

That's odd, because the meta right now is actually quite the contrary.

Really hate it when people post about jungle meta when they don't even play it.

Would you really rather have 2 junglers afk farm all game while pantheon top is allowed to perma push without any fear of jungle pressure? If that was the case no one would play jungle, and it would make a lot of champions that feel unfair to play against even more unfair.

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