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As @3df6c said Diana jungle is really really strong now, probably better than mid. And there's a new skin for her coming :D Gonna use her as my main AP jungler

  • Dec 15, 2013, 6:12:54 PM

In this game I would've got a Guardian Angel because I was one of the carries (the other was a 16 4 8 Graves), the same goes for the DFG: my team needed damage over takyness (we had a Malphite mid and a Riven top who lost the lane) so I built the DFG to instakill squishy enemy carries and the Crystal Scepter for the bruiser oriented path. Generally, I would always get the Spirit of the Spectral Wraith and the Crystal Scepter because they give good mix of sustain, survivability, utility and damage; the upgraded boots either Mercury or Sorcerers depending on what I'm gonna do; after there are two path: damage, DFG, Abyssal and GA or Hourglass; or survivability, Sunfire or Frozen Heart for armor and Banshee, Wit's End or Twin Shadows for magic resist.


Or you could do classic bruiser style leveling your W before the Q and building Nashor's Tooth and Lich Bane. I never tried it but seems good


Okay so I just got home from school and realized there was a new patch out. I've went through the patch notes and thought I would post the ones concerning the jungle here. Keep in mind that these are only the changes I thought would have an impact on the jungle. If you want to read all the changes, go to:…



- Fiddlesticks: Terrify (Q), his fear, now has a shorter duration. But both it and Crowstorm (R) now costs less mana. I consider this a nerf because you usually take blue yourself when you're playing Fiddle (at least I do) and his fear is a really essential part of his kit.

- Garen: Judgement (E) no longer has reduced damage against monsters. He isn't very popular in the jungle and I think this change is supposed to make him more attractive as he will now clear faster.

- Lee Sin: Safeguard (W) now only shields allied champions (you can still jump to wards and minions). This isn't anything major and I don't think it will effect his effectiveness in the jungle.

- Maokai: Vengeful Maelstrom (R) now has a counter showing how much damage it's storing. Not anything bit, just a nice little update that doesn't affect his performance at all (although it can be useful).

- Pantheon: Aegis of Zeonia (W) can now be cast on both enemy minions and monsters. Same as Garen, he isn't a very popular jungler, but this might help I guess (?).

- Rammus: Piercing Taunt (E) has reduced duration at later ranks and Tremors (R) now costs less mana. A very similar nerf to what Fiddle got, less CC and less mana usage isn't really a good trade.



- Spirit of the Spectral Wraith and Elder Lizard: Now has Conservation passive instead of Bounty Hunter. Riot says that the Bounty hunter passive made these items a very risky buy for a lot of junglers, which was true. They wanted to make all the "Spirit" items part of the core-jungle build and I think this change will help making that happen as Conservation is a better passive in my opinion.



- Sweeping/Greater/Oracle's Lens: Now has reduced cooldown, but the true sight duration on Oracle's Lens is reduced as well. This will allow for junglers to clear wards more often and therefore also gank more often.



- Ancient Golem and Lizard Elder: Now deals reduced damage. This will make clearing (especially the first) easier because you will take less damage and may lead to some squishy junglers becoming more viable.

- Wight: Now gives more gold. It's a pretty insignificant amount, but everything helps.



- When you mouse over the enemy warding-trinket/vision item, it now longer tells you their current ward count (0/3 etc). This was something I loved doing, especially before ganking top lane. The trinkets make everyone think they don't need to buy wards, but when you forget to use the trinket, it was easily punishable.

- Assist gold no longer scales up with game time. This isn't so huge for junglers because you mostly gank in the early game. I don't know how the scaling was/when it started, but I suppose if you have an unusually long laning phase, you might receive less gold from assists than you previously would.


Overall I think Riot is trying to even out the jungle and smooth out those changes done in the 3.14 patch. Seems like they are trying to make the jungle even more accessible for non-meta junglers by lowering the damage of the buffs and letting champions like Pantheon and Garen use their abilities on them and they've made the two less popular jungle items (Spectral Wraith and Elder Lizard) better and more reliable.

  • Dec 14, 2013, 8:33:10 PM

I played Garen jungle earlier and the enemy team surrendered at 20. Coincidence?

  • Dec 14, 2013, 9:06:52 PM

@Tetrafusion I think not!

  • Dec 14, 2013, 9:20:23 PM

inb4 beyblade jungle meta


So, what do you guys think about Diana jungle? I've been a jungle main for quite some time and when I realized I could play Diana both mid and jungle, I picked her up immediately. But she's always been one of those "yes it works, but not well enough that it's worth it" (much like Gragas). One of the reasons for this was that a good jungler was one who could be useful without items, due to junglers being generally poor. These new changes has given junglers the gold-income they deserve, and also made Diana a more worth-while jungler.


Diana has always been a... "different" mid-laner. For one, she is a AP-melee champ, which isn't especially common. This is also why she fits pretty good for the jungle, being created to be able to handle harass while farming. She clears the jungle really well due to her passive and stays healthy with just a few points in her shield (W), which also helps with clear. And if the enemy jungler decides to invade you, he will be sad to find out that you're a very good duelist as well. Being able to both sufficiently farm in the jungle, protect it, and after level 6; gank, makes Diana a pretty good jungler. I dare say that most of the recent changes like the lower smite CD, increased gold-income and item changes have benefited her in every way.


She still doesn't entirely fit the "perfect-meta-jungler", which I think would be a tanky initiator with a lot of cc that can still do damage when building lanky. Because of this, she doesn't fit every composition and you might want to think twice before jungling her in solo Q.


So, that's my thoughts. What do you think? Any opinions, questions and so on are appreciated.

  • Dec 11, 2013, 9:14:36 PM

damn, I hate the fact that there's no way to edit posts on anook, I suck at typing in english XDDD

  • Dec 11, 2013, 10:24:05 PM

Diana has a great initiation and can deal with enemy carries decently in teamfights, I don't think she's that bad at it.

  • Dec 12, 2013, 1:03:12 AM

Diana is probably the champion where I see the design concept more clearly in this game. According to her lore she is the kind of person willing to die for her ideals (that is, venerating the moon over the sun to put it simply). You can see this in her nature, high damage, high risk with her "dive in, kill even if you got to die". With this in mind, she fits the role of a jungler more than that of a mid champion (at least in my opinion) since most of the cases its ok for a jungler to die if your team is able to clean up after he did his job. I started playing Diana on late S3 and indeed she was lacking some gold to reach her goal, but since the gold income change I really feel she is a great assasin, deceptively tanky and efficient jungler. The best? I dont know, probably depends on who is using her. For me she is definetly better than most of my champion pool right now.


Okay so I want to talk a bit about Cho'Gath on the current patch (3.14). I don't think it has affected him too much, he has always been a solid jungle-pick and if anything, this patch has made him stronger. Due to:

- Farming the jungle is a lot more rewarding now and Cho is one of the best at it. Three of his abilities are AOE (Q+W+E) and his (R) is a magic damage nuke (Essentially a better smite while in the jungle). This gives him excellent clearspeed, using smite on one camp and his ultimate on the next one. And as @Annunziato mentioned in the post about Amumu, I won't be surprised if we see Cho'Gaths rushing their jungle item and just staying in the jungle until mid-game, where he will be ridiculously strong.

- The recent nerfs on items like Blade of the Ruined King (BOTRK is very good against Cho due to the %-health) will let himhave an easier time against AD's and as Cho would say: "There will be no end to their suffering!".


Although, like Amumu, he relies on his Q to be able to gank and he doesn't even have a gap-closer. But once you hit 6 you should be able to eat any botlane you want (except one where there is a Vayne, god damn you condemn!). I would suggest a similar playstyle to Amumu, where you focus on farming the jungle and gank/hold when needed. Then you come out of the jungle mid-game and the enemy Caitlyn kills herself by auto-attacking your Thornmail.


Any thoughts or comments would be appreciated!

  • Dec 6, 2013, 12:56:09 PM

@Annunziato As Cho I often find myself trying to get my ult off on their ADC, which often tries to kite away from me thus proccing my thornmail. But it's by no means a must-buy. Just pointing out that he already has a lot of health so you should consider resistance items like Frozen Heart and Thornmail instead of items that give you HP. And yes thornmail is definitely better if you are able to force them to focus you, as you can with taunts.

Well, yeah if you look away from Teemo's global taunt; they're the only ones.

  • Dec 7, 2013, 4:01:52 AM

@3df6c I'll try it out a few games, see what I think of it :P

  • Dec 10, 2013, 8:30:24 PM

I tried it, i have one word to describe it.... STROOOOOOONK

3df6c is now following The Vanguard Tourney.

I've been testing a lot of junglers in the current patch (3.14) and I'd like to ask you what you think about Amumu. Personally, I think the new jungle is actually an improvement for him. Because:

- Farming the jungle is more rewarding than in S3 and Amumu has a very good AOE-clear. He also gets around the map really quickly (Mobility boots + Bandage toss(Q) to camps).

- The new Wight-camp is best for the junglers that can clear is quickly. Amumu's %-health damage (W) is perfect for this. Maybe Amumu has found himself a friend at last?

- He was susceptible to counterjungling due to not being a good duelist. Counterjungling now offers less of a reward and is more risky. Amumu can simply use his trinket to ward the entrance/buff and farm safely.


On the other side his CC still depends on hitting Bandage toss (Q) and his ganks are pretty weak before he hits level 6. The playstyle I would go for would be to rush spirit stone and try to get to level 6 as fast as possible,holding lanes and only ganking when there is a good opportunity for a kill. Amumu has a very good transition into mid and late-game as he is very good in teamfights, so you should be fine as long as you don't fall behind early.


What do you guys think?

  • Dec 3, 2013, 10:15:25 PM

My route right now (at least for most junglers) is Blue>Wolves>Red>Gank

  • Dec 5, 2013, 11:36:18 AM

@CisoSecond @Annunziato Just to clarify: I wasn't talking about doing the wight on the first clear, in fact its something I never do. But once you have a few levels in your (W) you will be able to clear it super smart and it's often worth getting it after giving your blue-buff to the midlaner (Hah, like he is getting blue).

  • Dec 30, 2013, 5:30:52 AM

I know this is an old post, but with the newest patch, Amumu has become quite a beast. The Spectrail Wraith is now a much more safe buy, and his clear speed + not taking damage or losing mana makes him a really good farmer. I've been playing a few games and was really surprised at just how strong he was. Maybe he'll even become ban-worthy again...


What do you guys think about the smite changes? Now it has lower CD, but also lower damage. Before it was used to secure buffs and objectives, but now it's mostly used for clear-speed. As you can see, both Cho's ultimate and Nunu's Q will be able to outsmite you all the way to level 18. …

  • Dec 1, 2013, 5:30:22 PM

@3df6c I feel the same :)

  • Dec 14, 2013, 2:57:26 AM

@3df6c the old smite did but now its even more important to get ahead and start to make the other jungler have a great disadvantage

  • Dec 14, 2013, 3:02:14 AM

@TacticalMyth That's not what I was asking but okay.