Hello summoners, it’s is time to cover the best picks for Jungle lane in Patch 12.7. The Patch brought some interesting changes but a lot of strong champions have stayed on top. These champions are META right now and there will be a lot of severe balance changes needed to remove them from the top of the board.
Champions
Wukong
Wukong is old. Like very old. I have been playing League of Legends for almost 12 years now and I can not remember when he came out. I think is somewhere in mid season 2. He has had really the same kit for all the time apart from the rework he has received some time ago. But even with that rework only thing that has really changed is his ultimate, well when I say changed, I mean he can now cast it twice. Apart from that he is the same. He is really strong pick for lower elos right now because he has pretty strong early game and with enough skill you can use his invisibility to juke your oponnents.
Wukong’s abilities:
P – Stone skin
INNATE: Wukong gains 5 − 9 (based on level) bonus armor and regenerates 0.5% of his maximum health per 5 seconds.
Stone Skin’s effects are increased by 50% for 5 seconds whenever Wukong or his clone damages an enemy champion or monster, stacking up to 10 times for a maximum of 30 − 54 (based on level) bonus armor and 3% maximum health regeneration.
Q – Crushing Blow
ACTIVE: Wukong and his clone empower their staffs, causing their next basic attack within 5 seconds to have an uncancelable windup, gain bonus range, deal bonus physical damage and reduce the target’s armor for 3 seconds.
Crushing Blow’s cooldown is reduced by 0.5 seconds whenever Wukong or his clone damages an enemy.
Crushing Blow resets Wukong’s and his clone’s basic attack timer.
Other abilities can be used during the attack’s animation.
W – Warrior Trickster
ACTIVE: Wukong dashes to the target location while entering invisibility for 1 second and leaving behind a decoy of himself at his casting position for 3.25 seconds.
The clone is untargetable to allies and can basic attack autonomously, prioritizing the last enemy Wukong damaged. It can also gain the effects of Crushing Blow, Nimbus Strike’s bonus attack speed, and Cyclone whenever Wukong does.
The clone deals reduced outgoing damage.
Wukong can cast any of his abilities during Warrior Trickster’s dash.
See Pets for more details about Wukong’s clone. Warrior Trickster will cast at max range if cast beyond that.
E – Nimbus Strike
ACTIVE: Wukong dashes on a cloud to the target enemy’s location and sends out untargetable clones to attack up to two additional enemies near the target’s location, dealing magic damage to each enemy struck upon arrival. Nimbus Strike deals 180% damage to monsters.
Upon hitting the target, Wukong and his clone gain bonus attack speed for 5 seconds.
Wukong cannot cast Warrior Trickster nor Cyclone while dashing, but he may still buffer them. Crushing Blow can be used.
R – Cyclone
ACTIVE: Wukong and his clone spin their staffs around for up to 2 seconds, becoming ghosted, gaining 20% bonus movement speed, and dealing physical damage every 0.25 seconds to nearby enemies. Enemies affected by an active Cyclone for the first time are knocked up for 0.6 seconds. Cyclone can be canceled by casting another ability or recasting after 0.5 seconds. Cyclone can be recast within 8 seconds of the first cast after 1 second.
RECAST: Wukong and his clone spin their staffs a second time, mimicking the first cast’s effects. If recast while spinning, Wukong stops spinning early instead; Wukong can still spin a second time after stopping his first spin early, and can end his second spin early as well.
The clone’s Cyclone will not knock up enemies who were already hit by Wukong’s active Cyclone.
Nimbus Strike’s bonus attack speed duration is continuously refreshed while spinning.
Rammus
Rammus is really strong right now. He really works well with the game ever since the items were remade. He can benefit from a lot of tanky items depending on what your team needs. Once the game enters later stages he even has some solid damage to his name, believe it or not. You can just stack armour and magic resist to him and just go head on directly on your enemies, chances are you will get in, do some serious damage, or at least cause a commotion, and simply get out. Yup, he is that strong!
Rammus’s abilities:
P – Spiked Shell
INNATE: Rammus’ basic attacks deal 10 (+ 10% armor) bonus magic damage on-hit, increased to 15 (+ 15% armor) while Defensive Ball Curl is active.
Q – Powerball
ACTIVE: Rammus channels for up to 6 seconds, tucking into a ball and starting to roll, gaining 25% − 39.17% (based on level) bonus total movement speed per second over the duration, up to a maximum of 150% − 235% (based on level). Powerball can be recast after 1 second during the channel, and does so automatically when the channel ends without reactivation or is interrupted.
Rammus stops rolling upon colliding with an enemy, dealing magic damage to all nearby enemies and knocking them back 125 units, though not through terrain, stunning them, and revealing them over 0.4 seconds, and slowing them for 1 second.
RECAST: Rammus ends Powerball.
W – Defensive Ball Curl
ACTIVE: Rammus drops into a defensive stance for 6 seconds, gaining bonus armor and bonus magic resistance, becoming slowed by 30%, increasing Spiked Shell’s damage by 50%, and applying it to enemies whenever they land a basic attack on-hit to Rammus. Defensive Ball Curl can be recast after 1 second for its duration, and does so automatically after its duration ends.
Basic attacks extend the duration of Defensive Ball Curl by 0.4 seconds, up to a maximum of 4 additional seconds.
RECAST: Rammus ends Defensive Ball Curl.
E – Frenzying Taunt
ACTIVE: Rammus taunts the target enemy champion or monster for a duration and gains bonus attack speed for the same duration.
While Powerball, Defensive Ball Curl or Soaring Slam is active, the duration of the bonus attack speed continuously refreshes.
R – Soaring Slam
ACTIVE: Rammus leaps to the target location with immunity to crowd control, and upon impact deals magic damage to nearby enemies and slows them for 1.5 seconds. Enemies within the center take increased damage from the impact if Soaring Slam was cast further than 600 units, capped at 1700 units with 50% increased damage.
If Soaring Slam is cast while channeling Powerball, enemies within the center of the impact are also knocked up for 0.75 seconds and take Powerball’s collision damage. Powerball will not collide with enemies during the dash, and its channel will be maintained for the dash and end afterwards.
Rammus’ impact causes 3 aftershocks to burst from the area over 3.5 seconds. Each aftershock deals magic damage to enemies within the area and applies the initial slow, which stacks up to 4 times.
Soaring Slam’s damage affects structures and is doubled against turrets.
Soaring Slam will cast at max range if cast beyond that.
Shyvana
The dragon lady is one of the fastest junglers when it comes to clearing the jungle itself. You can go on drake as soon as you hit level three, all by yourself and be confident that you will take it. She is the best jungler when it comes to objectives. Yes, she lacks crowd control but this can easily be improved simply by taking Exhaust instead of Flash as your summoner spell. Many players are going for an Ability power build right now and it works so well since her abilities are really good with AP scaling. But for me, since I am a grandpa when it comes to League of Legends, i prefer to stick with good old bruisers build.
Shyvana’s abilities:
P – Fury of the Dragonborn
INNATE: Shyvana deals 20% bonus physical damage and magic damage to Dragons.
Additionally, Shyvana gains 5 bonus armor and 5 bonus magic resistance, which is increased by 5 for every elemental drake ( Cloud Drake, Hextech Drake, Infernal Drake, Mountain Drake, and Ocean Drake) and Elder Dragon her team slays.
Q – Twin Bite
ACTIVE: Shyvana’s next basic attack within 6 seconds deals 100% AD (+ 35% AP) and causes her to strike again after 0.25 seconds, dealing bonus physical damage.
The second strike applies on-hit and on-attack effects at 100% effectiveness and is affected by critical strike modifiers.
Basic attacks reduce Twin Bite’s cooldown by 0.5 seconds on-hit.
Twin Bite resets Shyvana’s basic attack timer.
DRAGON FORM: Shyvana instantly attacks all enemies in a cone around the target before applying Twin Bite’s effects to each of them. The basic attacks deal 100% AD (+ 35% AP) physical damage, are affected by critical strike modifiers, and apply on-hit effects to each target hit. The second strike cannot critically strike nor trigger on-attack effects, but it will still apply on-hit effects. Additionally, Twin Bite’s empowered attack has an uncancelable windup.
W- Burnout
ACTIVE: Shyvana surrounds herself in flames for 3 seconds, gaining bonus movement speed, decaying linearly over the duration, and dealing magic damage each second to nearby enemies for the duration.
While Burnout is active, Shyvana’s basic attacks deal magic damage on-hit equal to 25% of Burnout’s per-tick damage to all nearby enemies and extend the duration of Burnout by 1 second. The duration extension may only occur up to 4 times.
DRAGON FORM: Burnout has increased effect radius, scaling with Dragon’s Descent’s rank.
E – Flame Breath
ACTIVE: Shyvana unleashes a fireball in the target direction that stops upon hitting an enemy champion and deals magic damage to all enemies within its path and marks them for 5 seconds.
Shyvana’s basic attacks against marked enemies deal 3.75% of the target’s maximum health as bonus magic damage on-hit, capped at 150 against monsters.
DRAGON FORM: Flame Breath explodes upon hitting an enemy champion or reaching the target location, dealing increased magic damage to all enemies it passes through and those within the area, marking them, and scorching it for 4 seconds. Enemies within the scorched area are dealt 30 − 60 (based on level) (+ 5% AD) (+ 10% AP) magic damage every 0.5 seconds.
R – Dragon’s Descent
PASSIVE – FURY: Dragon’s Descent requires 100 Fury to be cast. Shyvana generates Fury per second while alive and in human form and 2 Fury per basic attack on-hit in either form. Shyvana gains 100 Fury upon learning Dragon’s Descent.
ACTIVE: Shyvana transforms into a ferocious dragon, dashing with displacement immunity to the target location and dealing magic damage to all enemies she passes through and carrying them alongside her.
While in Dragon Form, Shyvana gains bonus health, bonus attack range, increased size and empowered abilities. She maintains Dragon Form at a recurring cost of Fury, returning to Human Form once all Fury has been depleted.
Dragon’s Descent will cast at max range if cast beyond that.
Zac
Zaun Amorphous Combatant as Zac’s full name is. Amazing champion that uses his health to cast abilities with the possibility of returning it if he steps in the pools of his slime that spread over the battlefield. Zac was pretty strong champion since his release and surprisingly has stayed relevant all the time since then. I haven’t seen him being picked as much in last couple of years but with the buffs he has received and with buffs and changes to items he now can cause incredible amounts of damage with tank items and only 1 AP item and that is The Demonic Embrace. Trust me. I have played games where he kills me in 2.5 seconds, of which I was stunned 2.3 seconds, believe it or not. Thanks Riot, you are doing a great job!
Zac’s abilities:
P – Cell Division
INNATE – THE SECRET WEAPON: Zac gains increased percentage size equal to 1.5% of his bonus health, capped at 35% increased size at 2333.33 bonus health. Zac’s size also reduces based on his missing health, down to 70% total size while at 0% health.
INNATE: Every time Zac damages at least one enemy with an ability, he sheds, depending on the ability, a number of chunks of himself to a nearby location, landing towards visible nearby enemy champions and lasting for 6 seconds.
Both Zac and enemy champions can interact with these chunks by being within 50 units of them: Zac can move over them to consume them, healing for 4 / 5 / 6 / 7% (based on Let’s Bounce!’s rank) of his maximum health; enemy champions can move over them to destroy them.
Periodically, upon taking fatal damage, Zac enters resurrection for 8 / 7 / 6 / 5 / 4 (based on level) seconds and restores 50% of his maximum health, splitting into 4 uncontrollable Bloblets. Each bloblet has 12% of his maximum health and moves towards Zac’s location over the duration. Any damage the bloblets receive, excluding damage dealt in excess of their total health, is also redirected to Zac in true damage. While in resurrection, Zac is untargetable and unable to act, and cannot take damage from sources other than the redirected damage from his bloblets.
If any of the bloblets remain alive by the end of the duration, Zac is revived with 10 – 50% maximum health. If all bloblets are killed, the resurrection ends and Zac dies.
Q – Stretching Strikes
ACTIVE: Zac stretches his left arm in the target direction that catches the first enemy it hits, dealing them magic damage, slowing them by 40% for 0.5 seconds, and forming a tether between Zac and the target for 2 seconds, during which the target is revealed.
While the tether persists, Zac’s next basic attack is replaced by a second Stretching Strike, empowering it to have a 0.25-second cast time, gain 25 bonus attack range, deal the same magic damage and apply the same slow. This attack cannot critically strike.
If the two Stretching Strikes affect different targets, both targets are rooted for 0.5 seconds and receive the same slow and, after a 0.4-second delay, Zac displaces them towards each other for 300 range, though not through terrain.
If the two targets are near each other, they’re slammed against each other instead of toward each other via the displacement, both additionally taking the initial magic damage again and becoming knocked up and stunned for 0.25 seconds upon impact with each other. Enemies near the impact are also dealt the initial magic damage.
Both Stretching Strikes, the cast and the empowered attack, reset Zac’s basic attack timer.
Zac is unable to move or attack while his left arm is in flight.
W – Unstable Matter
ACTIVE: Zac’s body explodes outward, dealing magic damage to all nearby enemies, capped against minions and monsters.
Zac grants ghosting to monsters hit for 5 seconds.
Unstable Matter’s cooldown is reduced by 1 second every time Zac picks up a Cell Division chunk.
E – Elastic Slingshot
ACTIVE: Zac charges for up to 4.5 seconds to increase Elastic Slingshot’s range over a cone in the target direction. Elastic Slingshot can be recast at any time during the channel.
If Zac cancels the channel himself, or the charge completes without reactivation, 50% of Elastic Slingshot’s health cost and cooldown are refunded.
RECAST: Zac dashes to the target location, dealing magic damage to all nearby enemies on impact and knocking them up and stunning them for 0.5 seconds, increased to 1 second if Elastic Slingshot was charged for more than 1 second.
Elastic Slingshot will cast at max range if cast beyond that.
R – Let’s Bounce!
PASSIVE: Increases Cell Division’s healing from chunks.
ACTIVE: Zac bounces after the cast time, then bounces 3 additional times each second over 3 seconds, during which he also gains 20% − 50% (based on duration) bonus movement speed but becomes unable to declare basic attacks and use Stretching Strikes and Elastic Slingshot.
Each bounce deals magic damage to all nearby enemies, knocking them back over 1 second and slowing them by 20% for the same duration.
Enemies can be hit by multiple bounces, but ones beyond the first deal 50% damage to them and do not apply the knock back.
Conclusion
The best jungle champions in the game right now are here and we have got you covered. With our guides and tier lists the chances are that you will never be among the lower ranked players since you will know all of the META champions and how to abuse them properly!
Stay tuned, there is a lot more to cover, only on The Games Cabin!