Your Lie in April Pixel Art Hugging Pixel Art
If you're completely new to jungle, this role will be drastically different from whatever other role in the game, it'southward mainly because the entire map is basically your lane and yous do not accept a set place to be. Also minions will non arrive to you and instead you accept to walk to your own "minions" etc. With that said, don't be frightened, once you learn the fundamentals of the office, it's actually a lot easier to manage. This section is rather big so here is an overview of all the full general topics that volition exist covered: |
A really platonic kind of early game you could go for in my opinion. Key points:
- Kill the Back up/ADC
- Clear out enemy Control Wardsouth
- Secure the first Scuttle Crab
- Transfer atomic number 82 yous just got into objective
Make the most out of your first articulate! There are junglers that take different jungle paths and understanding where they offset will help you dominate them early, y'all'll also be able to path correctly to make chances for invades or counter ganking. One tip is to look which enemies get dorsum to lane late, they probably leashed their jungler.
Sharpen your map awareness! One of the biggest differences between a high elo role player, in general, is how much they look at the map a game. Brainwash yourself to look on your minimap so that y'all tin can gather important information for you & your team.
Sympathize how and when to invade. When the rival jungler ganks a lane, they will not be anywhere else on the map. No champion can exist two places at once. Thus if they're ganking there will exist a free period of time where you can expect to invade to steal camps, if none are there so put down vision.
Objectives, objectives, objectives! - Aye, kills and dragons are yet important. But not more towers. Taking down towers not merely provides you gilded but also cracks the map wide open. It gives your laners opportunities to roam a lot more, assisting your team.
Rift Herald! I always detect most of the beginner players completely ignore the Rift Herald. Why? Information technology'due south probably the strongest mid-game objective you tin can e'er go. Globally, the winrate for the squad who captures the Rift Herald is about 60%+.
Herald is so useful because it relates, again, to taking towers. Simply using it to become a atypical tower is worth it! Well-nigh players hesitate and tries to save information technology for some "large play" which never occurs, thus just leading to information technology getting used for zilch & killed instantly past the enemy or just expiring by default.
Decent use of a rift herald. Notwithstanding, but getting 1 singular tower is equally as worth it. Key points:
- HP too low, can't participate
- Squad slightly ahead, works anyways
- Rift herald at my disposal
- Costless i-2 towers, regardless of lane
Dragon Soul Obtaining the dragon soul is usually the biggest win condition for about games. This is why y'all should always prioritize dragons early and ofttimes because of the stats they provide. Some private dragons are less important to get than others but the dragon soul is always a buff your team should fight over by default. As well don't get tunnel vision, the dragon soul is way more important than a baron buff, not the other style around. |
Businesswoman Nashor This is another common win condition that you tin go for. If yous're in the mid-game or the commencement of late game, try to look to do this objective! The vitrify volition permit y'all to push your leads farther by sieging towers or even stop the game immediately. |
Elder Dragon If the game stalls out long enough, this will be your next important objective. Elder Dragon is manner more than important to get than the baron buff because of the execute. Try to look for fights after you get this objective. |
This chapter features all the combos that ![]() |
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This is your bread and butter philharmonic for whatsoever ganks that yous'll always make. Practicing this one in particular is very of import to succeed on ![]() |
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This is an extended version of the Initiate combo, where y'all'll be trying to put out as much damage as possible, in the quickest time possible. You lot'll be using this combo a lot pre-six. |
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It's one of ![]() ![]() ![]() |
Another version of the Flashy Q, where yous won't be flashing straight. You can use information technology to make sure that you'll still hit your ![]() |
This philharmonic puts together the Initiate + DPS and adds on a secondary late ultimate CC to make sure that the enemy really does die during the fight or when yous're trying to gank your allied laner. Has multiple variations of the combo so it won't e'er be the same one, key factor is that the ultimate comes late. |
Another version of the Long CC combo where yous'll be focusing more than on having your ultimate CC come in earlier. This can be extremely useful when you're locking down a low health target. Likewise has dissimilar variations of the philharmonic, this isn't the just one, cardinal cistron is that the ultimate comes into play earlier. |
Equally an ending notation, these combos mentioned to a higher place are every single possible i that you lot can do on ![]() There aren't specifically a combo considered to be "the full combo" for her as her full combos are fabricated by combining smaller combos. For example, Initiate + Long CC might be one full combo whereas DPS + Quick CC is some other full combo. DPS + Ultimate might be one total combo whereas Initiate + Ultimate + DPS is another full philharmonic. There are and so many different combinations for full combos on Instead, but exist you! Exist creative & theorycraft your full combos. No thing how you lot do them, when you decide to exercise your Initiate philharmonic or when you decide to use your ultimate, a full combo can always exist defined in a ton of different ways. It'south just about how you lot want to create those combos in order to reflect the game when yous need them the absolute well-nigh. This in lodge to make the best possible result for your ain state of affairs. |
Familiarize yourself with these spawn times and respawn timers then you know what to expect in-game. |
Spawn At: 1:30
Respawn Time: two:15
Gromp, Krugs
Spawn At: 1:42
Respawn Time: ii:15
Buffs
(Bluish Scout, Red Brambleback)
Spawn At: 1:xxx
Respawn Time: 5:00
Rift Scuttlers (in river)
Spawn At: iii:15
Respawn Time: 2:30
Rift Herald (in Baron pit)
Spawns At: 8:00
Respawn time: 6:00
Despawns At: 19:45 (19:55 if in combat)
Elemental Drakes
Spawns At: v:00
Respawn Fourth dimension: 5:00
Elder Dragon
Spawns: half-dozen:00 afterwards a
team gets 4 Drakes
Respawn Fourth dimension: 6:00
Baron Nashor
Spawns At: 20:00
Respawn Time: half dozen:00
Red - ![]() An XP efficient route starting from Crimson that'll allow y'all to reach level 3 right from the raptors camp. Later you can either choose to get a gank off on Mid or to get your Wolves if the lane isn't gankable. If can contest scuttle and so do it, otherwise simply take your Gromp & recall and so yous can get the scuttle on the opposite side (unless you tin gank top). Blue - Cherry-red - |
Scarlet - ![]() Blue - ![]() These are the XP efficient routes that you can brand employ of if y'all're planning to exercise some vertical jungling at whatever signal in your own games. Both of them work as as fine regardless of what side you're starting. |
What is Vertical Jungling? |
When both junglers are repeatedly clearing ane one-half of the allied jungle & enemy jungle, favoring one side of the map. This will split the map into a "stiff side" and "weak side" for each team. It can be an active pick you make or a forced action due to a poor matchup. If the opponent say steals your blueish, you tin can opt to go steal their blue which may force you to vertically jungle according to the side you lot're on, which may further impact where y'all'll be ganking adjacent. Example of an active selection is if your team decides to focus all your pressure on 1 side of the map (there'due south a hypercarry y'all want fed) at the expense of the other in social club to gain a massive lead (though this works a lot better in arranged teams than information technology does in solo queue). It's pretty complicated for newer junglers to grasp every bit it can be pretty messy exterior of coordinated teams. Be open to the concept and feel free to practise it, but for most players I'd rather recommend sticking to more than standard routes or simple, quick invades while yous're still learning the role. Taken from PsiGuard'southward Evelynn guide you lot can observe hither (with permission).
| Cerise: Has a larger attack range compared to the Blueish buff therefore you tin can't really kite information technology. Because of this yous'll have to stand and car attack it until its health gets to effectually 60 (for a regular auto) or 120 (W proc). Once it reaches any of these values, kickoff to move down to Krugs & auto it again. | |
| Raptors: AA > Eastward > AA ane of the small birds closest to the edge and brand certain the E damage lands onto all the birds. Then focus the large bird and get your W proc twice. Motility dorsum and AA > E > AA some other small bird, to hitting all the birds again & kite the remaining 3 small ones with 1 AA each. | |
| Krugs: ![]() | |
| Gromp: Elementary full charge Q > AA > E > AA then motorcar it down until you lot go your ![]() | |
This chapter will characteristic a few more than jungle aspects that you tin can brand use of in your own games if you're interested in becoming a lot better at the jungle role or simply want ways to get pocket-size leads or advantages. |
Information technology's another term for lane potency. It's decided by whoever is able to gain control of the lane and aggressively shove it in their favor, basically significant whoever has the winning lane that can sufficiently waveclear. Why does this matter? When you motility into enemy jungle territory or simply contesting scuttle crabs, you lot're at gamble of getting collapsed on by the enemy lanes. Withal, if your allies take lane priority, they tin can effectively back you upward starting time & give you aid on your invade. Your allies lose aught in return whilst the enemy has to choose between losing a minion moving ridge of exp & aureate to tower or giving y'all an reward such as killing the rival jungler, stealing camps or getting tons of vision for your team. The things you tin can practise on the map is somewhat of a blockage by the strength of your lanes. If your team tin back y'all upwards, you can safely proceed with annihilation yous desire to practice and reach significant gains & leads with minimal risk of whatever disadvantages. Having this said, getting collapsed on when you're in enemy territory does happen way less in lower elos compared to higher elos where both junglers and laners are more knowledgeable.
Counter-jungling & Invading |
It'southward a powerful way to earn map control and to provide your team with the necessary information to hopefully be able to brand the right decisions, such as to avoid an incoming gank from the opposing jungler.
When yous steal camps from the enemy, not but will you become richer, but you lot'll besides deny the enemy from beingness able to subcontract that camp until it spawns again. It's a very good strategy that junglers of higher elo will always employ to their games.
Go on in mind! Information technology isn't just about the rewards. Poorly-executed invades can irreversibly damage your team'south chances of winning. If you spend valuable time invading, you lose out on time that tin be used to gain leads elsewhere through traditional means such every bit farming your camps or ganking lanes.
Tracking the Enemy Jungler |
In order to proceed with your invades, you must know where the enemy is located to plan out what you intend to do. After all, you cannot kill a jungler that isn't at that place and you tin can't steal camps that take already been taken. For this concept to work, you'll need either proper vision set-up and/or even foresight of the rival jungler & their pathing. Vision set-upward is when you ward camps in advance before deciding to invade in gild to know ahead of time when the rival jungler will pass by that camp. For example yous tin can ward their Red to encounter where they start or Wolves/Raptors at one:thirty to check if they laissez passer by information technology after, limiting where they could possibly be. Foresight is when you already know the rival jungler's pathing and where they'll start. To know their pathing, you must recollect like the enemy jungler. If yous were them, where would you start & what would y'all practice? For instance, There are rare situations to these concepts, which is any high-AoE jungler such as Twitch volition mostly always offset Reddish & proceed to become a gank off in a lane afterwards.
Kayn &
Zac, that can start a variety of unpredictable clears. Or in that location are junglers who likes to steal camps immediately every bit fast as the showtime military camp such as
Nunu & Willump or
Ivern. In that location are likewise junglers who are fine with starting from either side and doesn't have a specific kind of clear (Think virtually the states for example).
For example, you take full control over the cards that you put into your deck before you look for a match and you'll already have an idea of what cards are out there and so that you tin can optimize your ain deck for the pop decks you're expecting to face. However, until you really play against your opponent, annihilation is possible.
In League of Legends, your "deck" would exist like to your ability to choose your main role, your champion and your rune pages. At Champion select, apart from getting auto-filled or having your champion banned, y'all're generally able to become the champion yous want. Still, exterior of making suggestions or requests, the champions that your allies choose are completely out of your control. |
When the game begins, you take to play to the best of your ability in relation to the game state presented to you. Sometimes, everything goes well & you go all the cards you need - You lot gank a lane, get a impale and the game is in your hands. Other times, everything goes badly & y'all don't go practiced cards whilst your opponent seemingly hits every menu they need - Aforementioned as starting the game losing every lane. So, how tin you consistently succeed when at that place is and so much variability between games? The key is having a game plan, to know what you're going to practice next before you even arrive to that bespeak in the game. |
You should know by now how hectic League can get. Sometimes weird stuff happens and a champ that should be weak early on gets insanely strong or a gnaw that is stiff early fails miserably. For these cases you have to adjust to the state of the game. 1 instance of good game plans is from looking at pro-play. Solo queue is, of class, a lot more disorganized then sometimes y'all'll just have to work with what you got. Just brand sure to pay attention to the loading screens & expect at tab oftentimes, evaluate all the information at your disposal. |
Playing to your Win Conditions |
A win condition are a set of goals that y'all're trying to achieve because they represent the best path to reach victory. It guides your thought procedure & can change as the game goes on. Try to think of it as your Programme A > can pb to Programme B > C and so forth. Achieving these doesn't always guarantee victory every bit your opponents will also fulfill their ain win conditions. In general, if y'all follow your win con, you'll have a higher chance of winning.
Instance, you have a Seeing the win cons in champions is another factor. For case, Getting objectives such as a tower/dragon tin also be a very important goal. It'll never guarantee victory but it'll exist able to give you a higher adventure of reaching it. Riven that'due south getting roasted up height whilst your
Lucian &
Braum is winning their lane at bot. Your win condition is ganking bot and continuing to snowball them even harder. You should not gank top period. She won't get back into the game with ganks alone & you're putting yourself at risk of dying every bit well.
Riven will take to accept that she's weak side, whilst you're making the strong side fifty-fifty stronger and vice versa. Just take 1 lane is going to exist weak and gank the stronger side instead.
Draven who is fully centered on dominating the early game into a victory is completely unlike from a
Vayne who is weak and would rather play safe & farm early on instead of fighting and wasting time. Seeing these win cons will come with time but information technology's skilful to go along in listen.
This chapter goes over anything yous'd desire to know well-nigh how to gank lanes and where to gank from. It's mainly a prepare of guidelines to aid y'all on your way to gank meliorate & to have more success in the long run. |
River: is the most standard gank path, tried and true. Wait to move directly upwards the river if they're overextended equally it allows minimal interference. Be conscientious if they have a lot of minions though, as information technology tin at worst, turn the gank around.
Tri-bush: is a way to gank which is only ever something you should do consistently when you're on bluish side every bit you lot can go behind the enemy, if you're on cherry-red side yous should look to use the aforementioned path instead. Only downside is that information technology lacks the chemical element of surprise as the enemy can react to it a lot easier.
Lane Ganks: are 1 of the most underutilized gank paths in solo queue, which makes them even more mortiferous. Sneak into a bush when your laner pushed the wave out, then wait for it to bounce dorsum to ready a mortiferous gank. Simply downside is the fourth dimension information technology'll frequently take to even set it up.
Utilizing bushes to your advantage too equally counterganking is huge for ganking toplane. Central points:
- Riven &
Yuumi killed of the
Irelia
- Make sure Anivia's egg passive gets used
- Help them secure the final kill on Anivia
- 3v2 fight where we get 2 free kills
Bushes can sometimes be used, just be aware that in that location can be vision within the river. You can besides use the side walls to gank midlane. Key points:
- River tri-bush is warded with a Control Ward
- Ekko does not accept his
Chronobreak
- Only used his Phase Swoop and then can't escape
River: Nothing too dissimilar from the other lanes. Just try and go along in mind that mid laners, will grab Control Wards a lot more often than others to put in i of the side bushes later on their first back.
(Blue Side Just): Similar to the tri-bush path in peak lane, and used mostly to put yourself between the enemy laner & their tower. This path avoids a lot of the typical wards mid laners place in the river bushes. It'due south more condom, but more susceptible to counterganks.
(Red Side Merely): Exact aforementioned as the blueish side i, but for red side. Some other bespeak I want to make with this path is that yous should look to gank from the side that has the thinnest wall, on red side, it'd exist the bot side. That way you lot can get into lane 5-6 seconds quicker than if yous took the bigger wall.
River: Nix new well-nigh this path compared to the top lane one, but go on in listen that bot laners know that they're more than likely to get ganked than other lanes, and thusly ward much more often. Always expect wards in the river bush, because more than than likely the support has a few on hand to put downwardly. However, if you play around it, articulate it and repeat gank, you lot may just reap the benefits anyway.
Lane Ganks: Seeing as how bot laners usually spam the river bush, tri-bush & Dragon pit with wards faster than the speed of light, lane ganks become 1 of the more optimal strategies for setting upwardly a 3v2 situation bot lane. I really recommend the apply of the alcove here, as nearly all bot laners forget it even exists, and never check to see if you might really be lurking there.
Lane bushes are not only underused but so mortiferous to the point where yous're almost trolling if you're not making utilize of them. Primal points:
- Bushes aren't fully warded.
- Got level vi earlier whatsoever of them did, can utilize ult
- Ulting Ashe since ADCs are a bigger target
- Assistance allies push button out lane subsequently
Red Side Tri-bush: Mainly a red side path, an early on gank before it inevitably gets Control Warded by a blue side support is deadly, as like similar ganks on other lanes, it makes their bot lane go through you lot if they want to get back to the safety of their tower. More situational from blue side, only works if the enemy laners are extremely pushed up on your side. |
Blue side Tri-Bush: Ganks from this expanse are much more mutual than in top lane due to the fact that the river bush is more likely to be warded after half dozen-vii minutes. You tin can use champs like ![]() |
one) Are They Overextended? | |
Overextending is when the enemy is playing too far into your allies side of the lane. In the case images beneath I've tried to showcase what information technology means when an opponent is overextended (click the images to enlarge them). If the enemy is at the red zone, they're definitely gankable and you'll go something out of it. If they're in the yellow zone the gank tin nonetheless work, but will be a bit harder to pull off. Nonetheless, if they're in the light-green zone, skip the lane and look to gank elsewhere every bit they'll be safe.
This is only an example shown of enemies overextending from the Blueish side nexus. If you're playing on Red side nexus instead, the red & green zones are simply switched. Try to continue an eye on your minimap whilst you're clearing camps, if an enemy is closing in on the red or yellow zones you should definitely try to set-up a gank if possible. Remember that there are some lane matchups where a gank could neglect miserably if yous're the one initiating the gank yourself. If the enemy has a getaway or any class of CC, await for your laner(southward) to appoint on them before you lot actually reveal yourself. It's a lot easter to get quick leads if the enemy over-commits to a fight & wasting their important cooldowns on your allies before they even know that you're there. When information technology comes to Tower Dives you'll have to guess whether it's worth information technology on your own discretion. Merely please for the love of god don't have whatsoever unnecessary risks diving for a kill that may not even be worth your own death. If they're hugging their tower, wait for the tower to aggro your minions, charge up |
2) Do They Accept a Getaway? | |
CC or Crowd Control describes abilities or spells that remove or diminish the command a target unit has over aspects of itself, such every bit being able to cast spells or initiate movement commands. Why is this of import? Nearly champions have a lot of CC in their kits that could be used to completely ruin your ganks. Some examples of these abilities are ![]() ![]() ![]() ![]() ![]() ![]() Since I don't know whether ![]() ![]() ![]() Proceed in mind that there are 2 different ways to distinguish a champion's CC abilities. There are both Difficult CC (ones that tin can due east.thou. stun you) likewise as Soft CC (ones that tin can e.m. slow you). Soft CC spells like Hard CC spells similar Some abilities are worth getting hit. I know that it sounds insane afterward I just explained to contrivance CC abilities just trust me on this one. In that location are few abilities in the game that you can permit hit you lot. These are abilities that are mostly used as escape tools. Some examples are |
This chapter goes over annihilation you'd want to know about how to gank lanes and where to gank from. Information technology'southward mainly a prepare of guidelines to help you on your manner to gank better & to have more success in the long run. |
Blueish = Scryer's Bloom | Greenish = Honeyfruit | Cherry-red = Blast Cone |
| Scryer's Bloom: used to proceeds vision around an area and to see where and what places are warded by the enemy. Once you destroy it, vision will be released in a sort of cone shape and every enemy ward will exist revealed for a couple of seconds, giving you lot fourth dimension in order to destroy it. | |
Adjacent spawn fourth dimension: 5 - 6.5 minutes at either spawn point, starting once a given quadrant's Scryer's Bloom is destroyed.
The first wave of spawn locations are predetermined whilst subsequent Scryer's can spawn in at to the lowest degree one other spot. More Scryer's can also spawn to the entrances of the jungle if the Deject drake takes over the map surroundings. |
| Honeyfruit: used to gain some health dorsum if you lot're really low or have recently brawled with the enemy jungler or ganked a lane. Once destroyed it will drop 5 pocket-sized fruits to the flooring, each fruit gives dorsum health and mana for you. | |
Respawn fourth dimension: 5.5 - vii minutes, if a Honeyfruit isn't taken earlier its respawn timer completes, a 2nd Honeyfruit may spawn. No more than two Honeyfruits tin can exist per half of the river.
like with Scryer's, the first wave of spawn locations are predetermined whilst subsequent Honeyfruits can spawn in at least one other spot. More Honeyfruits tin also spawn near the buff camps if the Sea drake takes over the map environs. |
| Blast Cone: used to sneak objectives, invade or sneakily set a gank. Once destroyed, information technology'll explode and you'll go knocked up with it. It basically means that you can employ it to bound over walls where the nail cones are placed. | |
Showtime inner cone spawn: 1:15 - ane:25 minutes
First outer cone spawn: five:00 - five:30 minutes
Inner cone respawn time: 5 - 7 minutes
Outer cone respawn time: 5.5 - 6.5 minutes
Similar with the others, the commencement moving ridge of spawn locations are predetermined whilst subsequent blast cones tin can spawn in at least one other spot. More blast cones can too spawn to the entrances of the jungle and Alcoves if the Infernal drake takes over the map environment. |
This chapter goes over anything you lot'd want to know almost wave management or otherwise named wave manipulation. A jungler volition ever have some sort of means to manipulate waves every single game, aforementioned as the solo laners themselves. It's mainly a set of guidelines to help you understand what to exercise in society to assist your teammates and make their lanes easier to manage. |
Good example of how to utilize "taxing", is all the same forced to be more in your favor. Key Points:
- Tried helping midlane with a countergank
- Twisted Fate died due to
Ignite
- Can't become a kill due to lvl six Qiyana
- Qiyana overextends and I nevertheless get a kill
- Taxed cannon (dies regardless) + some more than (puts my level on par with Fiddle)
The art of taking your laners minions and thus their experience & gold subsequently ganking their lane. If you're ganking a lane, impale the opponent & then take some CS whilst your teammate(s) are recalling dorsum to base, yous're essentially taxing them.
Why do yous need to tax? When you gank a lane, if your teammate(s) are the ones getting the kills, it's always a practiced way to take some of their minions to get back some sort of exp/gold for the time you just spent trying to gank that lane.
Continue in mind! In lower elos people are likely to become angry at y'all because they recollect that you're completely ruining their lane whilst in reality y'all're non. If they somehow get mad anyways because you're taxing their lane, just leave and go farm camps instead. It'll be amend to proceed them with skillful mental spirit then risking tilt & flame.
You should tax when... | |||||||||
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You should not tax when... | |||||||||
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A good example of how you tin utilize "holding". Both setting upwardly a freeze, resetting the moving ridge & keeping it from crashing classifies as holding. Key Points:
- Mordekaiser is already low, is preparing to call back (no idea where he is)
- No demand to get a freeze since it'due south already pushed and enemy is recalling
- Clear the wave so the new wave incoming is reset to the heart of lane
Holding a lane can exist classified as keeping the wave in a country where it can go a freeze for your team or to simply make laners not lose minions. It's a expert fashion to brand sure that an opponent tin't push button a moving ridge and crash it to the belfry earlier your laner arrives.
Depending on where your ally is yous'll be belongings information technology differently. If they just recalled/died, impale a few minions and exit 3-4 minions next to your belfry so that a freeze gets ready-upward. If your laner is virtually to arrive, just avoid letting the wave crash to the tower until they arrive.
Holding lanes volition put your laner in a much meliorate moving ridge state such as not loosing any exp or gilt or even amend, creating a freeze to be able to more safely farm without the risk of getting ganked. Keep in heed that if you neglect to set information technology upwardly, the wave can irreversibly impairment your laners wave state & the enemy can freeze instead.
You should hold when... | |||||||||
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Y'all should ready-up a freeze when... | |||||||||
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A good example of how you tin utilize "pushing waves" so that your allies can go a lead in lane and a very ideal recall. Key Points:
- Kill the depression wellness Sett
- Dr. Mundo's HP is low
- Need to help push wave
- Leave after and then allies won't flame
Pushing the wave is where you & your ally push button the wave to the turret after a successful gank or you push out the moving ridge for them if they're non good for you enough to push button it out themselves. Information technology's a strategy used to requite laners a much better recall timing specially when they don't take enough mana/health to clear out the moving ridge themselves simply their opponent does.
Y'all assistance your laners push the moving ridge and so that it goes to tower and resets back to a neutral position or even meliorate, completely bounces back to your ally and not to the enemy. We practice non want the opponent to exist able to freeze the moving ridge and punish your teammate(s), if anything that's what we want to practise!
If your laner & the enemy is expressionless and isn't able to collect the wave but it's already pushing to you, leave it be. But push information technology alone when the minions are amassing & going to push button to the enemy turret anyways. If you lot decide to push button when this isn't the case, the enemy laner is less likely to lose anything and information technology's just setting your marry further behind.
You should push when... | |||||||||
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You should not push when... | |||||||||
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Seeing every bit you're a jungler, y'all'll have the biggest possibility to walk effectually the whole map placing downwardly wards to gain vision or remove wards to deny vision. Don't get the wrong idea though, trying to ward dark spots on the map such equally the enemy jungle territory is a very common pitfall that can lead to your death if you don't know where the enemy jungler is hiding. With that said, if you're counter-jungling or fifty-fifty invading the rival jungler, try to place down some decent vision in their jungle if you can't steal camps or get a kill. Vision will always lend your team some very valuable information. Past placing down Even at level 1 you can instantly place down your With that said, hither are some good warding spots you can use (click the images to overstate them): |
These wards will give yous data on rival jungler'south early pathing. If they start on cherry side they'll either cross over this ward from Krugs to practice Raptors or skip and do wolves. If they don't cantankerous over the ward, it'due south likely they started blue side and you could plan to invade or you make use of this information in another style. |
Primarily has 2 purposes for existing. First off information technology can observe if the rival jungler is invading your Raptors/Ruby-red and second off it'll besides brand sure to notify your team if the enemy midlaner is trying to roam towards botlane or toplane (through the jungle instead of the river). |
Opposite warding spots that provide the same purpose every bit the aforementioned ones just for the other side of the map and specifically river. If you're against a jungler that likes to invade very often, you tin as well opt to put these wards down to prepare for that in accelerate. |
The popular warding spot being used with ![]() |
If you believe the jungler is gonna invade you lot from top side / bot side of the map. Information technology'due south likewise practiced to prevent ganks as it covers a very crucial spot that junglers frequently apply to gank. The top tri-bush is often the improve spot though as botlaners will clear wards much more than often and then information technology'south likely that your ward volition be sweeped away. |
Will spot the rival jungler's pathing towards either Raptors or Red but also if they were to path towards blueish side instead. Gives a lot of valuable information you tin utilize to gear up for invades since you'll be able to know which camps are up and where the jungler could theoretically be. |
If you already invaded the enemy jungler in one case, you could opt to put these wards down. It'll be able to spot the jungler on the red side of the map, whilst likewise making sure to go info whether Ruby-red vitrify is up or not. Can mainly be used to prepare your starting time invade or all the same another invade. |
Typically only placed after a successful invade equally it's very deep in enemy territory. However, this ward brings a lot of practiced data for the future, such as the timer for the wolves army camp, if the jungler is gonna exist on that side, if they're not on that side (the camp is still up). |
Information technology'll give data whether the enemy jungler is trying to clear their Blue vitrify but information technology'll also show them on the same ward if they're trying to clear their Gromp likewise. All the same gives decent data on what camps are available and where the jungler could theoretically be. |
The most common ![]() |
Source: https://www.mobafire.com/league-of-legends/build/how-to-smash-rocks-551110
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