With the easiest mid, top and support roles covered, it is time to cover the easiest Junglers in League of Legends.
Introduction
Jungle is a double edged sword. You play the game on your own terms while trying to farm and get as many objectives as you can for your team. You also try to get your teammates ahead by ganking their lanes and helping them secure some kills. On top of all of that, you try to get some kills too and stay alive. Ah, ah, ah, ah staying alive, staying alive, ah,ah…nevermind.
It’s no secret that junglers don’t get the credit that they deserve and are usually the first ones blamed when the tides of the game turn against your team. It really isn’t a simple task to do so many things well and to win the game on top of it all.
The amount of times I have heard ‘’Jungle diff’’ it makes me sick. With a task that great, and with the responsibility that the jungle lane holds, you will probably have a hard time if you are a new player or if you are the player that is still trying to figure out what position and champions suit you the best.
Hopefully through this guide I can help you with it. You see, the jungle is really fun to play and you are kind of isolated. By being isolated, you create your own paths and you decide what objectives and lanes will have priority. This makes you super important to your team since your decisions impact the game and most of all your teammates. Due to your decisions have such a major impact on the flow of the game, it is of great importance that those decisions be well thought out and smart.
With a little help, you can become the new master of the jungle. The first step towards that goal is to learn the jungle by heart while not shifting too much of your focus onto your desired champion. This is why is it important that your first champions be the easy ones to play so you can shift your focus to macro play and objectives.
This is why this list is so important, so let’s begin our guide to The Easiest Jungle Champions to play in League of Legends!
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3. Fiddlesticks
Fiddlesticks in one of my favorites and I’m really not to happy to brag about him being one of the easiest champions in the game. I take a lot of pride into my playstyle with him but let’s be honest, Fiddle is a no brainer. You have to pay 0 attention to your jungle camps due to his Bountiful Harvest drain simply recovering his Hp. You have free wards in the form of his Scarecrow Effigy trinket and his game changing ultimate, Crowstorm, does pretty strong damage for a scarecrow. With Fiddle, you can easily solo the drake as soon as you hit level 3 and that is something that can bring enormous advantage to you and your team.
The only problems that I have with Fiddle are his lack of mobility and his squishiness. If you get caught out, there is simply no way for you to escape and that can be a problem if you are up against some of the strong AD champions with great mobility like Lee Sin or Master Yi. You have a low chance of wining a game against them and everything will rely on your teammates and your ability to help them scale.
Fiddlesticks’s abilities:
P – A Harmless Scarecrow
INNATE – SCARECROW EFFIGY: Fiddlesticks begins the game with an exclusive Scarecrow Effigy, which permanently occupies the trinket slot. Fiddlesticks can pretend to be an Effigy by standing still and not acting nor being acted upon for 2 seconds, during which it adjusts its body into a scarecrow and extends its arm out to expose its lantern.
INNATE – A HARMLESS SCARECROW: From level 6 onward, placing an Effigy also summons a demonic eyeball at the location that grants obscured vision of enemy units that are not visible in the area for 6 seconds while also revealing and disabling enemy wards and stealthed traps.
Q – Terrify
PASSIVE: While Fiddlesticks has been out of combat for at least 2.5 seconds and is not visible to the enemy team, or is pretending to be an Effigy, the next damaging ability will additionally fear targets hit.
Targets feared by Fiddlesticks are placed on a cooldown equal to Terrify’s cooldown, during which they cannot be feared by it again.
ACTIVE: Fiddlesticks launches a crow at the target enemy that deals magic damage and fears them for a duration. Terrify has a minimum damage threshold and is capped at 400 against monsters.
Against targets with a cooldown, Terrify instead will have its damage and minimum threshold doubled.
Minions are always feared if Fiddlesticks is not attacking them and there is no enemy champion in its view.
Terrify slows targets by 90%.
W – Bountiful Harvest
ACTIVE: Fiddlesticks forms a tether between itself and each nearby enemy over the cast time, then channels for up to 2 seconds, harvesting the souls of tethered targets, revealing itself in the process.
While Fiddlesticks is channeling, tethered enemies are revealed and dealt magic damage every 0.25 seconds, with the last tick dealing additional magic damage. Bountiful Harvest deals 135% damage against monsters and 50% damage against minions.
Fiddlesticks heals itself for a percentage of the pre-mitigation damage dealt, modified to 50% against monsters and 15% against minions.
Bountiful Harvest ends if all targets have died or broken their tethers. If the channel was not interrupted, 60% of the remaining cooldown is refunded.
A nearby enemy is required to cast this ability. Fiddlesticks does not need sight of a target to tether itself to them.
E – Reap
ACTIVE: Fiddlesticks slashes the target location with its scythe, dealing magic damage to enemies within the area and slowing them for 1.25 seconds.
Enemies hit in the center of the area are also silenced for 1.25 seconds.
R – Crowstorm
ACTIVE: Fiddlesticks channels for 1.5 seconds, then blinks to the target location upon completion with a murder of crows flying wildly around it for 5 seconds, dealing magic damage every 0.25 seconds to nearby enemies.
Crowstorm will cast at max range if cast beyond that.
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2. Shyvana
Also a no brainer like Fiddlesticks, but the only real difference between the two is that Shyvana has more mobility, less crowd control and has no mana so it’s one less thing to worry about. With her you can also solo the drake at level three due to the fact that she gets bonus damage to dragons Through her passive, Fury of the Dragonborn.
Shyvana has an easy time in the jungle due to her excellent clear times using her Burnout ability. This ability can also be used as a gap closer since she receives a bonus to movement speed while it is active. Since Shyvana has no mana, she builds up fury while attacking and once that fury reaches 100, she can use her ultimate, Dragon’s Descent.
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.
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1. Master Yi
What a surprise!!! I know, right. The champion that is a cancer wound for League of Legends. The unstoppable force that will get you to incredibly high elo if you spam them in every game. I have seen people get to Diamond ranks simply due to them being a one trick pony and just spamming Master Yi every single game.
It’s not that Master Yi is the unstoppable champion. He has his weaknesses like every other champion. The obvious one is his lack of crowd control. The second one….. hmm, he really doesn’t have any other weak spots. Damn Riot what are you doing? Anyways, he can be stopped. Not so easily like maybe some other champions, but he definitely can. The problem occurs simply when he is too fed and the players in lower tiers do not know how to work as a team so he just goes on around the map and farms champions.
Master Yi is a solid choice for someone who is just getting into jungling. He has High Damage and High mobility along with the ability to heal using his Meditate ability. His Wuju Style adds True Damage to his attacks and his ultimate, Highlander, works like a cleanse that removes and makes him immune to slows and cripple effects while gaining bonus Attack Speed and Movement Speed.
Master Yi’s abilities:
P – Double Strike
INNATE: Master Yi’s basic attacks on-hit grant a stack of Double Strike for 4 seconds, stacking up to 3 times, with the duration refreshing on subsequent attacks. At 3 stacks, Master Yi’s next basic attack on-hit consumes the stacks to strike twice, the second strike dealing 50% AD physical damage.
The second strike applies on-hit and on-attack effects at 100% effectiveness and is affected by critical strike modifiers.
If Master Yi’s primary target is killed before the second strike, he automatically attacks another enemy within 300 range.
The second strike can critically strike structures.
Q – Alpha Strike
ACTIVE: Master Yi vanishes and becomes unable to act. After 0.231 seconds, he marks the target enemy and then moves to mark the nearest visible un-marked enemy within 600 units, recurring every 0.231 seconds up to 3 times. If there are no other eligible targets before then, Master Yi can mark the same enemies again.
Upon finishing marking, he reappears and becomes able to act again「 after 0.165 seconds 」in front of the target. If the primary target dies or is too far away during the delay, he will reappear at the cast location instead.
Master Yi then detonates the marks, dealing physical damage and applying on-hit effects at 75% effectiveness. Subsequent marks on a target instantly deal 25% damage and apply on-hit effects at 18.75% effectiveness. Alpha Strike deals bonus damage to monsters per hit.
Alpha Strike’s primary and lesser damage can critically strike for (17.5% + 6.125%) AD bonus physical damage and (4.375% + 1.53125%) AD bonus physical damage respectively.
Basic attacks on-hit reduce Alpha Strike’s cooldown by 1 second. Each time Alpha Strike hits a target, the durations of Wuju Style and Highlander are refreshed by their current duration. Alpha Strike does not trigger its cooldown reduction nor grant a stack of Double Strike when applying on-hit effects.
W – Meditate
ACTIVE: Master Yi channels for up to 4 seconds, healing himself every 0.5 seconds, increased by 0% − 100% (based on missing health).
While channeling, Master Yi gains damage reduction, halved against turrets, pauses Wuju Style’s and Highlander’s duration, and gains one stack of Double Strike per second.
If the channel is cancelled, Master Yi reduces incoming damage for another 0.25 seconds, with lesser effectiveness against non-turret damage but greater effectiveness vs turret damage. (bug)
Meditate resets Master Yi’s basic attack timer.
E – Wuju Style
ACTIVE: Master Yi empowers his sword, causing his basic attacks to deal bonus true damage on-hit for 5 seconds.
R – Highlander
PASSIVE: Scoring a champion takedown reduces the current cooldowns of Master Yi’s basic abilities by 70%.
ACTIVE: Master Yi cleanses himself from all slows and cripples and gains ghosting, bonus attack speed, bonus movement speed, slow immunity, and cripple immunity all for the next 7 seconds.
While active, scoring a champion takedown extends Highlander’s duration by 7 seconds.
Conclusion
There you have it The Easiest Jungle Champions to play in League of Legends! That’s it for this list but don’t worry, there are many more coming!