Jungle is a comprehensive entertainment hobby shop in Osaka Nihonbashi, Tokyo Akihabara, Kyushu Kokura of Japan. It sells mail order used commodity such as figure, toys, games, cosplay! Lillia build guides - natur-holzbausteine.de provides builds, counters, guides, masteries, runes, skill orders, combos, pro builds and statistics by top, jungle, mid, adc, support in. Mar 18, · Soldiers of the Army’s Red Horns Division on Tuesday found “war-like stores” comprising assault rifles and grenades in a jungle in the poll-bound Bodoland Territorial Council (BTC) natur-holzbausteine.deon: Kasturi Building, Anna Salai, , Mount Road, Chennai, , Tamil Nadu.
Jungle btcJUNGLE Special Collectors Shop
League of Legends. Blog Shop Create your Tier List. Jungle Tier List for Patch Select one of these kick-ass champions in our tier list to ensure yourself with a champion that is performing very very well right now. A Tier These champions are an all-round good pick to take in the current patch C Tier The tier above the lowest, generally not the best pick but statistically shows promise for a player to have some room to do some good with.
As the jungler is often expected to spend a large amount of time roaming the map between camps and lanes, Mobility Boots are a useful purchase to lessen the considerable travel time and maximize team contributions. If Mobility Boots are not required or priority goes towards counterbuilding against the opposing team, then the other options such as Mercury's Treads or Plated Steelcaps are viable alternatives.
Jungler itemization has gone through some considerable changes over the course of League of Legends ' lifespan, mainly owing to the unique difficulty in balancing a relatively unorthodox role with the more traditional laning positions.
During Season One , the jungle was a highly profitable source of gold, so much so that often a Jungling champion could even obtain more farm than the lanes with some effort, eventually letting them afford expensive and deadly items if their farming efforts were not halted. This was offset by the enormous difficulty of the jungle monsters of the time - there were extremely few junglers who could even clear effectively in such an rigorous environment and even fewer junglers who could begin the game with anything other than a Cloth Armor and 5 Health Potions.
The jungle rework of Season Two reduced the difficulty of the jungle monsters and the gold and experience that they gave out in an attempt to open the jungle to more prospective champions. Despite the decreased monster health, however, it was found that the decreased gold meant that dedicated farming was simply no longer an economically viable strategy, and many junglers were forced to find alternative solutions to the resultant gold starvation most often amounting to early stacking of gold generating items such as Philosopher's Stone and Heart of Gold , while other junglers whose core item builds often demanded a high gold income to be feasible simply could not function in such a low-gold environment.
The jungle in Season Three attempted to compromise between the high farm of Season One and the low difficulty of Season Two. The introduction of Hunter's Machete allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly gold efficient items it built into in case of a poor early game, and the increase to passive gold generation saw most junglers in possession of at least passable amounts of gold.
These changes saw the number of viable junglers increase greatly. Season was built upon the framework set by Season Three, with several gameplay refinements aimed at combating issues seen at higher levels of play.
These buffs to farming junglers were boosted further with the addition of Feral Flare , which provided massive bonuses to junglers who could farm fast enough to acquire the upgrade early on. A jungle route is: the order the team's jungler will take each of the camps scattered around the map during their first clear. Routes tend to vary from hyper aggressive to very docile and passive, depending on the playstyle of the jungler in question certain champions are more efficient with some routes than others.
Regardless of the route, each route is optimized to provide the jungler with the best balance of health and time invested - crucial during the earliest stages of a game - where many junglers are at their weakest, most vulnerable states.
Ganking refers to the act of ambushing one or more players with the intent of scoring a kill. It is one of the most important aspects of the jungle role, as, while anyone in a match can effectively gank to some extent, the jungler is the champion who has the greatest capacity to do so as he is not bound to any particular lane, allowing him to freely roam across the map to appear wherever he is needed.
As the game progresses and more and more champions begin to roam the map and band together as opposed to extending out alone, ganking becomes less limited to the jungler and less of an important factor to success overall, but it nonetheless remains a valuable element of team strategy all the way up until a game's end. Some champions are better at ganking than others. In particular, champions with very powerful or plentiful crowd control tend to be stronger at ganks than those without.
For example, Shaco can gank a lane as early as level 2 possessing only a Red Brambleback buff - the slow it provides and the fear from a Jack in the Box can lock down an enemy champion for several seconds, potentially allowing Shaco or a teammate to kill him.
Conversely, champions who have little to no crowd control such as Shyvana or have crowd control that can be difficult or unreliable to use effectively such as Dr. Mundo will often find themselves hard pressed to obtain kills during ganks. A few specific junglers may have very poor initial ganking, but upon obtaining their ultimate can later gank with much more success.
In such cases, the jungling champion will often focus solely on farming for the early game and later transition to ganking more heavily once level 6 has been reached.
One of the quintessential examples of this is Fiddlesticks , who has very weak ganks from levels 1 to 5 but becomes one of the game's most lethal gankers after they reach level 6 and acquire the use of Crowstorm which serves as a powerful gap closer and greatly increases lockdown potential. Zac preparing to jump in on a dueling Sejuani and Jax through a river gank. River ganks are the most common type of gank and involves the jungler approaching a lane through the river, entering the bush there and beginning his assault on the opposing team once correct positioning is established.
This type of gank is the most readily available to any jungler and, depending on the mobility of the ganking champion, can work successfully even against opponents who have not extended significantly beyond their own side brush.
As a tradeoff for this ease of use, however, river ganks are among the easiest to spot ahead of time for a competent team - a single Ward in the river bush can quickly warn a laner of the jungler's intentions and allow them to back off and avoid danger. The other types of ganks most often occur to bypass this vision of the river.
Nautilus waiting for a side gank opportunity on Pantheon. Side ganks also known as a lane gank involve the jungler entering the side brush in order to get very close to his targets before initiating the gank. This type of gank has many more limitations than a simple river gank, as it can only be done in bot or top lane and relies on a lack of vision on both within the bush from the enemy team and of the jungler as he enters it in order to maintain the element of surprise.
This gank is much more commonly done at top lane than at bot lane, as the latter contains a support champion who has the responsibility of keeping the side brush warded, but when pulled off in either case it can be extremely deadly due to the sheer proximity of the ganking champion allowing him to almost immediately lock down his target and prevent them from fleeing. Xin Zhao sneaking up on an unaware Katarina in a loop gank. Loop ganks involve the champion entering the enemy jungle from near the mid lane, and for bot or top lane loop ganks walking around the Dragon or Baron Nashor spawning pit and entering the target lane through the tribush or for mid lane loop ganks making use of the entrances to the lane on the same side as an enemy turret.
Volibear and Twitch attempting a tower dive gank on Ezreal. The riskiest gank to perform, this type of gank involves the jungler collaborating with allies to trap and kill enemies who are under the apparent safety of their turret. This gank can be done on any laner through use of the jungle - bot and top lane for red and blue team respectively uses the path and small brush directly behind the turret and the opposing side makes use of the grass near the Ancient Golem camp.
Mid lane tower dive ganks make use of the path near the Greater Murk Wolf spawns. Hecarim assisting an allied Dr. Mundo in a lane gank against Yorick. A lane gank involves the ganking champion dispensing with all form of subtlety and approaching his targets by walking directly down the lane towards them, and are usually done only as a last resort against enemy lanes that are heavily fortified with wards as they do not have an especially high chance of success.
A counter gank is the unique act of a champion entering a lane where an enemy gank is already in progress with the intent of turning the fight to their favor. This gank type follows the same rules as before in that good warding can alert a team to the incoming threat and let them back off without suffering casualties, but also equally depends on the junglers themselves. Strong counterganking junglers are champions who have excellent map mobility and can react quickly to a gank happening regardless of their current location such as Rammus and his Powerball.
Junglers who are resistant to being counterganked themselves are champions whose methods of crowd control are divorced from their methods of escape, letting them rapidly switch from attacking to retreating when the need arises such as Jax. Counter-Jungling is a broad term which generally refers to the act of delaying the progress of an enemy jungler in some way. The reason to perform this is always the same - it is an attempt to reduce the influence the jungler has on the game in the next several minutes by depriving him of gold, experience and neutral buffs.
It is usually a strictly solo affair with one particular exception being invasions, which are covered below and typically involves a jungler entering enemy territory to either steal unattended camps, ambush his opponent with the intention of killing him or driving him off, or both.
As with ganking, some champions are better suited to Counter-Jungling than others. Champions with abilities that let them rapidly destroy camps, and escape if discovered, can easily deny gold and experience by stealing camps. Champions who pack powerful offensive steroids that let them quickly overwhelm an opponent in a duel, as well as the means to prevent them from escaping, can ambush the enemy as they're taking a camp and kill them.
Cho'Gath and Trundle are two examples of champions well-suited to Counter-Jungling. The former boasts heavy area of effect damage and a powerful true damage nuke from his Feast , letting him quickly destroy major and minor camps alike. The latter boasts enormous single-target damage from Chomp and Frozen Domain affording him incredible dueling power against lone opponents, as well as a means to chase down and prevent their escape with Pillar of Ice.
Counter-Jungling is usually a very risky tactic due to the potential hazard of being discovered, cornered and killed by the enemy team. As a result, being able to do well consistently with it will necessitate a strong sense of map awareness and knowledge of champion matchups.
Champions who do not wish to be caught stealing a camp must often ensure that their opponent is elsewhere at the time, such as when the enemy jungler is covering a lane for someone or has recently ganked and been forced to retreat at low health.
Likewise, champions who wish to catch the enemy jungler in turn will often need to utilize their knowledge to determine their whereabouts at a specific time and whether it is safe to attempt to kill them. Invasions are a very specific type of counter-jungling, usually undertaken by all five members of a team in an attempt to deprive the enemy jungler of their very first buff before the minion waves have begun to spawn.
This usually involves the team utilising the bushes to stealthily approach the enemy Blue Sentinel or Red Brambleback camp. Most commonly, this is done for the former camp as several junglers must start with the Crest of Insight buff in order to clear effectively early on, but for the same reason stealing the Crest of Cinders usually has the lesser chance of an early engagement.
The presence of this strategy often dictates a team's actions during the first 90 seconds of a game and is the reason why many teammates will guard around the river area of the jungle to provide an advance warning in case of an invasion.
Successful invasions can have great payoffs, granting the beneficiaries an extra neutral buff for the first five minutes, buff camp experience, and potentially the First Blood bonus and early kills. Even invasions that are thwarted by good scouting can still often be successful as the enemy team may not always be in a good position to drive off the invaders.
Some team compositions can encourage or dissuade invasions more than others. Teams that have a higher chance of a successful invade are most commonly teams made of champions with strong level 1 crowd controls such as Zyra's Grasping Roots or Blitzcrank's Rocket Grab who can lock down off-guard opponents and allow for their team to quickly destroy them. This wiki. This wiki All wikis. Sign In Don't have an account?
Start a Wiki. Do you like this video? For the plants, see Jungle plants. Monster camp locations on Summoner's Rift. End level: 2 Route: Red Brambleback camp Smite. Gank a nearby lane.
This extremely aggressive jungle route is the riskiest out of all jungle routes. Commonly used in an attempt to obtain the First Blood bonus before opponents have had a chance to acquire all of their spells yet. Starting at the Red Brambleback is optimal as it rewards the jungler with the Crest of Cinders buff when taken.
The buff provides a slow and a true damage debuff on your auto-attacks, making it easier to secure kills. Don't take too much time! Solo laners can get to level 2 quickly so you have to be fast. For some junglers this sacrifices farming potential for increased early offensive prowess.
Failure to acquire a kill can be fatal, leaving the jungler dangerously behind on experience and farm and vulnerable to harassment for several minutes. This can become an insurmountable disadvantage. Pay attention during the gank. The opposing jungler may show on vision attempting to counter-jungle your camps.
End level: 3 Route: Blue Sentinel camp. Gromp camp Smite. Red Brambleback camp. Gank a nearby lane, invade the opposing jungle, or Recall. Alternatively: Red Brambleback camp. Blue Sentinel camp. This is a common opening route, done strategically to prevent theft of the buff camps by the opposing team.
This route leaves multiple transitions open for the jungler including being able to: gank a nearby lane, invade the opposing jungle to steal their camps with a transition into taking the spawning Rift Scuttler , or to continue farming their own jungle camps. Most junglers finish this route at about Knowing this, most laners will use the Warding Totem or a Control Ward at or earlier to protect themselves from a possible gank.
Despite only taking the single-target monster camps, some champions are too low on HP at the end of the route. Playing safe, they Recall to recover health and spend their gold before impacting the map; however, this is considered a passive move that is likely giving tempo time to take the first action to the opposing jungler. This means you should follow-up with an aggressive action. Furthermore, this makes recalling into power-farming a very weak transition on most champions.
Another option for junglers who get low on health is to take the nearest Rift Scuttler using the health regeneration capabilities of Hunter's Machete , Hunter's Talisman , or even Smite. Note: Rift Scuttler spawns later than other monsters, and thus this is more useful on champions with slower clear speeds.
End level: 6 Route: Blue Sentinel camp.