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The ONLY SEASON 10 Jungle Guide You Need! | League of Legends Guides

The ONLY SEASON 10 Jungle Guide You Need! | League of Legends Guides


Hey everyone and welcome. With a new season starting Riot has once again
made changes to the jungle. This has left a lot of players confused and
wanting to know how they should adjust their playstyle. That makes sense, as there has been sweeping
changes to many different facets of jungling. Fret not, as by the end of this video you’ll
be all caught up with everything you need to know for Season 10. We’ll be breaking down this guide into 3 sections. In the first section, we’ll recap the exact
changes you need to be aware of and how you need to change your playstyle to take advantage
of them. In the second section, we’ll be breaking down
the new powerful meta routes that that you absolutely need to be aware of so that you
can smash the opponent. And in the third section, you’ll learn what
champions have become stronger and weaker, and an overview of the current meta playstyles. This is all designed to give you a clear picture
of the strongest way to jungle in the new season, new strategies you need to adapt to,
and what you need to leave behind from Season 9. Alright, so let’s jump straight into it, starting
with what’s changed. The first big change is to each of the Elemental
Dragons. The Cloud Dragon no longer gives bonus movement
speed and instead gives 10% Cooldown Reduction on your Ultimate. The Mountain Dragon no longer gives bonus
true damage to epic monsters and turrets and instead gives you an 8% increase to your total
armor and magic resistance. The Ocean Dragon will now restore your missing
health while in combat, but no longer restores missing mana. And the Infernal Dragon hasn’t changed with
it still increasing your attack damage and ability. However, one change that all of these Dragons
have in common is that the stat bonuses they give have all been lowered compared to Dragons
in Season 9. A good example of this, is how the Infernal
Dragon now gives a 5% increase to attack damage and ability power, whereas before it gave
a 10% increase – effectively making it half as strong. This change is reflected in their win rates. On average, we’ve seen the team that takes
the first Dragon have a 1% less win rate than before. On top of this, the Dragon tier list has been
changed, let me explain. In Season 9, Cloud Dragon gave you the highest
win rate, with Infernal Dragon second, Ocean third, and Mountain last. Now, Ocean Dragon is the most powerful, Infernal
second, Mountain third, and Cloud last. This makes sense when you analyze it a little
deeper. Remember how Infernal Dragon’s stat bonuses
were cut in half? Well, although Ocean Dragon’s stat bonus of
regenerating 5% of missing health was lowered to 3%, it got buffed since the health regeneration
is constantly active, instead of only occurring when you’re out of combat. Cloud Dragon going from the strongest Dragon
to the weakest also makes sense. It used to give movement speed, which was
a stat all Champions could make use of. However, it now gives 10% cooldown reduction
on your ultimate. There are a ton of champions that can’t make
use of this effect like Nidalee, Elise, Jayce, etc. Additionally, you don’t always use your ultimate
the second it comes off cooldown. One thing you should also be aware of is that
the first two Dragons are now easier to take as they’ll have 850 less health than before. However, from the third dragon onwards Dragons
will actually be slightly stronger, having 750 more health than before. This can make the first two Dragons very fast
to take by yourself, but once the third one spawns don’t get caught off guard when it
takes longer to kill. Now, along with these changes, the third Dragon
will also alter Summoner’s Rift Terrain. Cloud Dragon spawns air currents flowing through
the jungle to speed up champions in the vicinity. Ocean Dragon causes existing brushes to expand,
with honeyfruit plants sprouting up in each jungle quadrant. Mountain dragon causes walls of rock to erupt
from the earth, creating new choke points throughout the jungle. And Infernal Dragon does the opposite, destroying
walls and creating new pathways through buff camps and removing certain brushes entirely. At first glance, these changes can seem a
bit intimidating, but in reality, they’re very subtle and have had very little impact
on who wins the game. There’s also a new Dragon Soul mechanic. The first team to kill 4 Dragons will get
a permanent buff that persists through death and lasts the remainder of the game. An Infernal Dragon Soul will make your next
attack or damaging spell create a small AOE explosion every 3 seconds. The Ocean Dragon Soul will give you a strong
health and resource regeneration for 3 seconds every time you deal damage. The Cloud Dragon Soul will give a flat movement
speed boost of 10%, which increases to 40% for 3 seconds when you use your ultimate,
but it has a 30 second cooldown. And the Mountain Dragon soul will give you
a shield after not taking damage for 5 seconds. Now, although these Dragon Souls can look
really powerful you have to understand that to unlock them a team has to kill 4 Dragons
of their own. This is taking a lot longer than people initially
expected and it makes sense when you think about it. The first Dragon spawns at the 5 minute mark. Every time you kill a Dragon it takes 5 minutes
to respawn. This means, the fastest a team could get a
Dragon Soul would be 25 minutes into the game. Keep in mind, that every time the enemy steals
a Dragon away, this delays unlocking a Dragon Soul by another 5 minutes. Realistically, players aren’t unlocking these
powerful Dragon Souls until after 30 minutes in-game. And we can see the effect these changes have
had on game length. Overall, the average game length has increased. Not only that, but we’ve specifically seen
a large drop of games ending at the 25 minute to 30 minute mark. One reason for the increased game length is
due to the Dragons being weaker, and the more powerful Dragon Souls not kicking in until
past the 30minute mark on average. That being said, there are still other changes
at play that we haven’t covered. Elder Dragon no longer spawns at the 35 minute
mark. Instead, it will spawn 6 minutes after a team
has killed their fourth elemental Dragon. Since, as we mentioned, teams on average are
killing their fourth Dragon past the 30 minute mark, this means the Elder Dragon is spawning
later on in the game. Additionally, there was a small nerf to Baron
that many players aren’t aware of. Baron Buff now lasts 3 minutes instead of
3 minutes and 30 seconds, 30 seconds shorter than before. It makes sense, with these changes, how games
are lasting a bit longer. This runs contrary to what a lot players anticipated. One of the reasons for players thinking games
would be shorter and more snowbally was that Riot had changed the Rift Herald. Rift Herald now spawns earlier at the 8 minute
mark instead of the 10 minute mark and now will respawn 6 minutes after it’s been killed. They’ve also lowered its health and attack
speed making it easier to kill. On top of this, it now only takes 1 second
to channel the eye of herald instead of 4 seconds. A lot of players thought these changes would
make games end faster. However, if we look at the stats, we can see
that the win rate after taking First Herald is actually on average 4% lower than taking
First Dragon. What this means, is that despite Dragons being
weaker overall, they’re still stronger than taking a Herald. This may seem a bit confusing as to why this
is, but Riot made a few other changes to the Herald. When it’s summoned it now has less health
while also taking more of its current health as damage when it uses its headbutt. This means that it can be destroyed significantly
faster than before. They’ve also buffed Turret Plates, making
them give more resistance when a turret plate is taken. This also contributes to Rift Herald being
less powerful than it was before. On top of all of this, they even had a mid
patch update where they lowered the Plate gold from 160 gold to 120 and increased the
bonus resistance per missing plate from 30 to 40. This has only served to make Herald even weaker
since you’re getting less gold off plates, while it also being more difficult to take
multiple plates with the increased resistances. Now, although earlier we mentioned how Elder
Dragon is spawning later on average, Elder Dragon itself has been changed to give a more
powerful buff. Before, Elder Dragon’s buff would scale and
be more powerful the more Dragons you had taken. This meant, the team with more Dragons had
a more powerful Elder Dragon. That’s been removed, and now Elder Dragon
gives a flat buff regardless of how many Dragons you’ve taken. This can make it so the team that’s behind
has more comeback potential if they manage to take an Elder Dragon. On top of this, the Elder Dragon buff now
has an execute that triggers if an enemy is below 20% health. In addition to this, the buff now lasts 30
seconds longer, 3 minutes total, which is the same as Baron Buff. Essentially, the Elder Dragon buff is super
powerful right now and you definitely want to prioritize taking it if it’s up more than
you would have on the previous patch. So what do all these changes to the Dragons,
Rift Herald, Elder, and Baron mean? Well, you need to think a bit more long term
than before. In the previous meta, securing early dragons,
along with a Herald, into an early Baron could be a powerful path to an early win. Now, it’s less about securing 1 or 2 early
Dragons, and about securing all 4 Dragons for your team to unlock the Dragon Soul. Since Rift Heralds are weaker than initially
anticipated, you need to not only focus more on getting those Early Dragons, but repeatedly
securing each subsequent spawn. Now, changes to the epic monsters are only
one half of the change. The other half is the changes to the smaller
jungle camps. These are so important, so listen up. Jungle camps now respawn 30 seconds faster,
from 2 minutes and 30 seconds down to 2 minutes. To help balance this, Riot has also lowered
the XP and Gold camps give. This is a huge buff to farming junglers, since
their fast clear speed means they can take advantage of the lower respawn timers. However, it’s also a nerf to ganking junglers,
since they naturally farm less, when they do clear their camps, they will be getting
less gold and experience on average. Another massive change, is that catch-up experience
has been removed. It used to be that your jungle item would
grant you additional xp on monster kills if you were behind in levels. That’s no longer the case. This means, junglers that are ganking too
much and falling behind in levels will find it more difficult to catch back up in experience
by farming a hyper valuable camp like Krugs. In addition to this, solo experience has been
slightly buffed while shared experience has been slightly nerfed. This is a buff to Top and Mid lane and a nerf
to bot lane. However, it’s also a slight nerf to junglers. A common tactic for aggressively early game
junglers is to soak minion waves after they successfully gank. Since Shared Xp has been slightly nerfed,
this also means you’ll be getting a bit less experience when you use this tactic as a jungler. So what do all these changes mean? Well, no longer can a jungler just spam gank
a lane and rely on kill and shared experience, along with catch up experience from a camp
like their Krugs, to keep them in the game. Instead, you’ll be more rewarded by pathing
correctly, while also being punished harder for inefficient and ineffective ganks. Overall, junglers shouldn’t be too worried,
it means there’s more skill expression for junglers and for the better jungler to come
out ahead more often than before. Now, what these changes have done though,
is alter the current metas for routes and introduce new powerful routes. This is due to how the camps themselves have
had their experience and gold changed. In season 9, we saw the Korean Krug Strategy
emerge as the dominant opening route, where you take Red, Krugs, and Raptors. This was due to your Red side jungle, specifically
your Krugs, giving so much more experience and gold than your Blue Side jungle. That’s no longer the case, Krugs base experience
have been significantly reduced. At the same time, they’ve massively buffed
the Gromp to give more experience and gold. To help compensate for these buffs, they’ve
increased its base health by 300 though. Now, don’t worry, the Korean Krug Strategy
and all of the other routes we’ve taught you are still completely viable, they’re just
a bit weaker and not the only route that you have to take every game. Currently, there are two specific routes that
have emerged with the changes to the Gromp and Krugs. First, is the super fast level 3. Since Gromp gives more experience, you can
now hit level 3 off of 3 camps if you take it. A lot of high level players are going Blue,
Gromp, into Red, in order to get a super fast level 3 where they have double buffs. This is most popular on aggressive early game
junglers that want to gank over farming like Jarvan, Lee Sin, and Elise. You can do this same route on the other side
of your jungle too, starting Red, then Blue, then Gromp, hitting a super fast level 3. This leaves you more flexible, since you can
choose between either of these routes based on which lane you want to gank as you’ll transition
to the opposite side of the map you started on. The idea behind this fast level 3, is that
a lot of early game junglers don’t exactly scale. They can’t full clear their jungle to make
use of the faster respawn timers. On top of this, they can’t do something like
clear their Red, Krugs, and Raptors, and then once these camps have respawned, rely on the
catch up xp to rebound them back up in levels since catch up xp has been removed. These aggressive junglers instead are prioritizing
on hitting level 3 as fast as possible to influence the game before they get outscaled. Essentially, early game junglers are pathing
a bit more aggressive than before. Nothing epitomizes this more than a new invade
strategy that has emerged. You start at your Red, then immediately invade
the enemy’s Blue, into taking their Gromp. Since Gromp gives so much more experience,
you’ll actually hit level 3 off it. Compare this to before, where if you did this
exact same invade strategy, you would have to do Red, invade their Blue, take their Gromp,
then their Wolves, in order to hit level 3. This is an especially effective counter to
the old Korean Krug Strategy. Since if the enemy does their Red, Krugs,
and Raptors, you’ll have already cleared your Red, stolen their Blue, and Gromp and hit
level 3 with double buffs. This gives you all sorts of options and control
over the game. You can set a trap looking to kill them in
their jungle. You can immediately pivot to your blue side
jungle to defend it and get a farm lead. Or you can just choose to gank a nearby lane. Overall, since you hit level 3 so much faster,
you’re in a much more powerful position when you execute this invade than before. Again, these haven’t replaced the previous
routes. The Korean Krug strategy is still viable,
they are just new routes available to be used when the situation calls for it. The biggest thing you should be taking away
from this is that you can now be more flexible with your starting location. Now, let’s talk about what champions have
become stronger and weaker. Overall, these changes have caused the pool
of viable champions to seperate into two distinct extremes. You’re either a farming jungler that can take
advantage of the new low respawn timers. Or you’re a really strong early game junglers
that can look to snowball the game early on, securing dragons before the farming jungler
can overtake you. For farming junglers, Karthus has become especially
strong, as he was already top tier before the changes to the jungle, which now reward
his farming playstyle even more. Some other examples of farming junglers that
got a buff from these changes are Kayn, Graves, Master Yi, and Jax. The combination of fast clear speed along
with great scaling can give them a ton of solo carry potential, which makes them uniquely
effective in the lower elo brackets. For early game junglers, the typical superstars
of the early game such as Lee Sin, Jarvan, Rek’Sai, and Elise are all great, but one
champion that’s standing out is Olaf. Olaf is unique in that he’s one of the strongest
early game junglers and can beat almost anyone in the 1v1, but he also has one of the fastest
clear speeds. For these reasons, he’s started to emerge
as a uniquely powerful early game jungler that can also make use of the new low respawn
timers. Ekko has also somewhat fallen into a similar
category, where he can have a strong early game, but his clear speed really picks up
while having great scaling. That being said, champions that fall in between
these two playstyles have now become significantly weaker. A great example of this would be Amumu. Amumu is rather weak in the early game, while
also having rather mediocre scaling. One other thing to keep in mind though is
that conquerer has been changed. It no longer does true damage to shred through
tanks, but is stronger against non-tanks as compensation. This has made early game junglers that run
conquerer like Lee Sin, Jarvan, and Olaf even stronger early on, but it’s also made room
for 2 tank junglers. Nunu stands out as one of the strongest tank
junglers on the current patch as he’s not only well rounded, but has great Dragon control
with his Q ability. Zac is another tank junglers, who both has
great wave clear to make use of the new camps, while also having great scaling as a tank. Overall, as it stands, there are two distinct
playstyles: you look to take over the game with powerful early game junglers securing
Dragons, or you look to outscale and farm efficiently, making use of the new low respawn
timers. Alright, that’s going to do it for this guide. Keep in mind, this is just the start of the
pre-season and there’s a ton more for us to cover that we couldn’t possibly fit into just
one video. So stay tuned, as each week we’ll be unraveling
all the new cutting edge strategies you won’t find anywhere else. If you have any questions, feel free to leave
a comment below, and as always, good luck, and have fun, on summoner’s rift.


Reader Comments

  1. Check out our site http://www.skill-capped.com/lol to stay on track with the meta every week as it evolves!

  2. What they never mentioned is that after the map transforms to a certain element, only dragons of that element will spawn.

    (Example: If the map changes to have extra terrain thanks to the Earth Dragon, ONLY Earth Dragons will spawn after that.)

  3. You think doubble jungle will be a thing with reduced exp botlanes get and blue and red sidne both give you lvl 3 for both of your junglers?

  4. Although the jg xp and stuff helped karthus become stronger, the changes made to presence of mind lowered his winrate by 5-6%. So overall its way weaker than it used to be

  5. What about Shyvana ? I feel her first full clear is pretty hard but after that she can steamroll the camps + dragons like nobody, and invade easily. I have outfarmed every other players a few times without taking a lot of cs in lanes.

  6. wow, still no one talking about the Blue side hyper gank. If you clear Blue > Wolves > Gromp you can be lvl 3 while top lane is lvl 2, or bot lane is lvl 1. this allows for easy first kills, especially if you are Red team.

  7. so the games are expected to be longer on this season, looks like rito really wants to see Korean team come back on top lmao

  8. Ok so in a nutshell, pick graves, dont bother ganking whatsoever and afk farm my jungle and dragons until im full build. Gotcha, sounds amazing.

  9. I feel Amumu is not in to bad of a spot right now simply because a 2 level disadvantage isn't too problematic on him. Your CC still works and you're only slightly less tanky. As long as you get your lanes ahead you should be fine which is not too hard since he is quite strong in early 3v3 skirmishes bot.

    In theory this should also apply to Ivern, especially since Krugs – which he hates – are less important and his good counterjungling is rewarded more due to no catch-up XP for the enemy. However he's dropped hard in WR and I still can't really figure out why. Maybe the 2m respawn timer just messes up his routing really hard…

  10. Playing aggressive jgler were so risky since if u can't secure drag and end the game quickly, u might end up losing with farming jgler who were really strong late game

  11. 1:50 – I don't understand the winrate logic. You're saying cloud dragon has a winrate of 44.1%, does that mean that enemy team has 55.9% winrate instead while this team has a cloud drake? Wtf I don't get it.

  12. What I actually hate is that when I play Yi my team doesn't understand that I have to powerfarm instead of spam ganking…… and the tilt then afk its so frustrating =(

  13. I've got over 70% win rate on shyvana right now running conq and water/movespeed. She shreds drags, farms like a beast, tanks and hits hard.

  14. Sorry for this question if it looks like a stupid low elo typical. But putting Kayn into a Farming Jungle confuses me a bit since he needs to gank to be effective. Same for Olaf to be a ganking jungler… bit confused to be honest about that

  15. Rift herald deals TRUE DAMAGE to turrets so the increased resistances from plates do not reduce the damage that Shelly deals. That's one of the major reasons teams get rift herald, it allows you to destroy the last two plates really easily.
    Also, you didn't even mention Warwick in your strong junglers section when he is arguably the strongest jungler in the game right now, 54.6% win rate with a 5.5% pick rate.

  16. I don't think there's any coming back from a winning team getting an elder dragon buff. I'd like to say the same for a losing team getting elder, but there seems to be more comeback potential. That being said, it's been a general rule of thumb in my games so far that whoever gets Elder Dragon just flat out wins.

  17. Dope Vid! Appreciate evidence with stats BUT so many variables decide a game outside of getting first drag or rift herald. RNG involved with which dragons, comps/builds chosen prior to knowing dragons, or simply how plays are made.

  18. yo boys is there a guide in this channel… about what low elo players do wrong? idk what im doing wrong.. why i cant climb..

  19. If Shyvana still isn't good after these changes to dragon I really hope the rework or buff her as this should be her time to shine as her goal of taking dragons is even stronger than before.

  20. 1) pick ad champ that cna abuse broken Sanguine Blade
    2) farm like a crazy son of a bitch, since ganking will make you fall behind in levels (even if u r 6-0 😀 yikes! :D)
    3) PRIORITIZE DRAKES and herald (drakes are broken, especialyl the souls buffs)
    4) ??
    5) WIN

  21. This is kinda wrong. When i kill first drake at 5 Minutes 2nd at 10 third at 15 and fourth and 20 i have a dragon soul at 20 min not 25. and potentially elder 26-30 min into the game

  22. I got one camp bot and mid for dragons top doesnt matter and only go top for rift other than that the lane is useless but like most you junglers dont gank top either way

  23. I hate the pro play changes… I haven't had a sub 20 minute game all season so far and it really blows my climb…

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