[9.2.1][Season 9] Jungle Rammus Guide: Easy Journey from Bronze to Platinum with Rammus
(Last updated on January 28, 2019)
[9.2.1][Season 9] Jungle Rammus Guide: Easy Journey from Bronze to Platinum with Rammus
(Last updated on January 28, 2019)
Hello! I began playing League of Legends in season 8 and made it up to Platinum all the way from Bronze; I played over 1000 games on Rammus and can proudly say that I know a whole lot about playing him. Also, I know exactly what you need to do in order to climb to higher elos because I was originally a Bronze player and have all that info mixed into this guide.
Now that season 9 started, we had several huge changes in the Rift which happen to be great for Ramus -- a big one being the turret plates. It has become harder to destroy the outer turret, which also means, ‘the laning phase has gotten longer’ as well.
This means one thing -- there are now more opportunities for Rammus to show his power and gank more often. With well-planned macros, Rammus will rule the Rift and your tier will reach new heights.
(I have tried all item builds and runes for Rammus and finished studying him. I will go into details on playing Rammus so that you too can climb the elo ladder.)
Winning games is quite simple -- you just have to try and minimize a champion’s weaknesses while maximizing their strengths.
This means that you need to know what kind of strengths and weaknesses Rammus has.
★ Primary Path: Resolve
★Secondary Path: Precision
- Legend: Alacrity
Option 1: OFFENSE (9% Bonus Attack Speed)
Option 2: FLEX (5 Bonus Armor)
Option 3: DEFENSE (5 Bonus Armor)
There was a huge patch on Runes in season 9. Bone Plating was moved to the Secondary Path for Resolve, meaning you now have to choose either of Bone Plating or Conditioning. If you have choose one, then always go for Conditioning.
You get 8 bonus armor and magic resistance while increasing your total defense and magic resistance by 5%. This is even more powerful in later phases. Of course, your tanking is rather weak during the early phase. So try to get 900 gold through stable jungling then build Bami’s Cinder -- you will become powerful from that point on.
Demolish vs Font of Life
At first, I thought Font of Life was better than Demolish; however, the effect was not apparent at all during team fights. This rune may work for laning but not for jungle Rammus.
Not only that, it has become crucial to destroy enemy turrets even more than before now that turret plating has been added. To put more strength towards taking down enemy turrets, take Demolish. If you look at this rune in details, it has:
Charge time: 3s
Damage: 100 (+30% of your maximum health)
This is a great rune to use for Rammus since he has a lot of health. When you successfully gank, use this effect on the enemy turret!
This rune gives you the Tenacity effect whenever Rammus uses Smite on an enemy or when he uses Flash. For example, if you have 30% Tenacity, then that means that the duration of enemy CC is reduced by 30%, which is really great for Rammus.
This is another helpful rune that lets you survive potentially deadly situations.
This rune makes up for Rammus’ slow attack speed. This lets you go 1-on-1 with enemy DPS. If an enemy has many CC skills, then go for Legend: Tenacity instead of Legend: Alacrity.
As for the Shards, make up for Rammus’ slow attack speed and tanking by going for 9% bonus attack speed + 5 bonus defense + 5 bonus defense. Starting your game with an extra 10 defense helps a lot in managing your health while jungling.
Here’s another rune build that can enhance Rammus’ ganking abilities.
★ Primary Path: Resolve
★ Secondary Path: Sorcery
Celerity & Waterwalking
Going for Celerity & Waterwalking for your Secondary Rune Path can make it easier for you to gank with speed.
Try both Secondary Paths and choose the build that you like. I personally think Triumph & Legend: Alacrity has more to offer than the other but if you feel that you find it hard to gank, then go for Sorcery as your Secondary Path.
Obviously, always takeSmite & Flash.
★ Skill Explanation
One of the biggest factors that decide your mastery for a champion is your understanding of that champion’s skills. Here is the brief explanation of Rammus’ skill set.
Spiked Shell (Passive)
Rammus’ basic attack deals 8-20 (based on level 1-13) (+10% armor) bonus magic damage.
When (W) is active, his basic attack deals 8-20 (based on level 1-13) (+15% armor) bonus magic damage.
This means that the higher your armor is, the stronger your BA becomes. Activating W)will increase your armor, thus increasing your BA damage. Rammus’ BA damage is higher than you’d expect and works wonders with Legend: Alacrity; you can go fight 1-on-1 with these effects.
Rammus curls into a ball and charges towards an enemy, gaining 150-235% bonus movement speed (based on level), and deals 100/135/170/205/240 (+1.0 AP) bonus damage while slowing them for 1 second by 40/50/60/70/80% when colliding with an enemy.
can be canceled instantly by reactivating (Q) or by activating (W).
Activating W) while using Q) will cancel Q.
Using W) then Q) will cancel W.
Using Flash while using Q) won’t cancel Q.
Q) activation ends when Rammus collides with an enemy, knocking back nearby enemies and stunning them.
You can’t use Flash to move through units while using Q) when there are enemy minions (I hope you don’t waste your Flash to move through minions while you are ganking and end up colliding into them).
Rammus’ Q) is an AoE skill so even if your enemy is standing with their minions, you can still stun them with your Q) + Flash.
Using Flash while Q) is activated can let you ignore non-target skills like Lux’s Q) at the right time.
Defensive Ball Curl (W)
W) will be activated for 6 seconds, giving Rammus 30 (+60/70/80/90/100% total armor) bonus armor as well as 10 (+30/35/40/45/50% total magic resistance) bonus magic resistance. You are slowed by 30% for the duration; your passive effect will increase by 50% and applying it the enemies when they use basic attacks against Rammus.
Rammus’ BA becomes stronger when he activates W) because it enhances his passive effect. When you activate W), your BA deals 8-20 (based on level 1-13) (+10 - >15% armor) bonus magic damage. When an enemy uses their basic attack on you, they take the same damage as Rammus’ basic attack damage + passive damage, meaning they take 8-20 + (15% of Rammus’ armor) damage for each BA they inflict.
This makes Thornmail + a perfect combo as Thornmail reflects 25 (+10% bonus armor) magic damage when hit by basic attack.
Frenzying Taunt (E)
Taunts the target enemy for 1.25/1.5/1.75/2/2.25 seconds and increases Rammus’ attack speed by 20/25/30/35/40% during the activation. Once Rammus’ other skills are activated, the attack speed increase effect is refreshed. The cooldown is 12 seconds.
This means that, for example, if you taunt an enemy (based on E skill level 1), you get bonus 20% attack speed for 1.25 seconds; if you used your R) before your taunt ends, you get bonus 20% attack speed for 8 seconds more.
Rammus deals 40/80/magic damage to nearby enemy units (+20% AP), and enemies hit by (R) are slowed down by 8/10/12% for 1.5 seconds. The effect can stack up to 8 times, with a maximum slow of 64/80/96%. Structures receive 200% damage.
The slowing stacks so your enemies will be slowed down more as the time passes. You can destroy enemy turrets very quickly when Rammus’ (R) is activated. During ganks or team fights, activate R) to deal AoE damage + slow when you are fighting to shake enemy positions and make them scatter.
★ Skill Build
Some of you may wonder why Rammus masters Q) first, instead of E). However, mastering Q) first is the best for Rammus. Powerball’s cooldown is 16s at skill level 1; the cooldown decreases by 2.5s every time you increase the skill level. Once you master , the skill cooldown becomes 6s.
You will use not only when you are going ganking but also when you are jungling or regrouping with your allies, so it is better to master . You can still gank successfully even if you don’t master first. Mastering offers a greater advantage.
When you master , you can use it when you are going in during a gank, then one more time when you are going after the escaping enemy.
If you choose to increase skill level for Frenzying Taunt to 2:
If you have Viktor on your team, first learn to level 2 then master Q) ( learn in order: W - Q - E - E - Q - R - Q). Go taunt first and let the ally Viktor use his Gravity Field -- this is a perfect skill combo. However, the skill level for your must be level 2. If your is only level 1, the skill combo won’t be as perfect as it would be when it’s level 2.
One thing you should keep in mind -- let your Viktor know beforehand. The moment you use your taunt, Viktor should use his Gravity Field, and this will end in getting a kill. The skill combo is so great that it is quite great for your ally Viktor to upgrade .
★ Skill Tips
There is no special combo other than just rolling towards your target usingQ), taunt them with E), then use W) right away while keep using your BA. If you have your ult ready, just use it during the fight.
And when you are using (R), don’t just stay on the same spot to hit your target. After you use your basic attack, use the delay time between the next BA to move towards the direction your target is running away to. This will make a huge difference in the damage you deal and will decide whether you will get a kill or not.
Also, let’s say you are ganking the top lane. If the enemy top laner pushed the line beyond their safe boundary, don’t use (Q) yet. Use (E) first and hit them until they move away using their Flash or mobility skill; only then use your (Q) to chase them and get a kill.
I mentioned beforehand that one of the advantages of playing Rammus was his quick jungling. I’ll now go into detail on how to jungle as Rammus with good health management; good health management is a must for jungle Rammus since early health management decides the success of your ganks as well as vision control with Rift Scuttler.
- Red Brambleback/Blue Sentinel
Easy. Just use and when you are killing them. You can use now and then in between using and When the monsters are about to hit you, use to stun them briefly and cancel their basic attacks. This helps in managing your health.
- Raptors/Murk Wolves
This is very important -- I’ve seen players in lower tiers learn (W) at level 1 and at level 2, losing much of their health and even using mite. I’ve also seen people built Hunter’s Potion because they couldn’t manage their health well but there is no need for that at all.
First, from the blue team’s perspective:
After getting help from your teammates in leashing and getting Crest of Cinders, you should be going for the Raptors. When you attack them, go BA - Wait a bit then (Q) - BA - Hit 4 times) then move away, which will perfectly kill the Raptors. If you don’t wait a bit before using after BA, there are small Raptors who won’t get hit by so it will take longer to kill them all. Practice a bit in the practice mode and you will see what I’m talking about.
As for taking the Murk Wolves, use Q) on all of the wolves - activate W) and one BA on each small wolf - kill the Greater Murk Wolf.
It’s quite similar on the red team’s perspective but I will still upload a clip of it.
★ Item Builds
- Start with:
Hunter's Talisman + Refillable Potion
- Main Build:
Skirmisher's Sabre + Bami's Cinder + Boots of Swiftness + Bramble Vest + Spectre's Cowl
- Final Builds:
Skirmisher's Sabre (Cinderhulk) + Thornmail + Adaptive Helm + Randuin's Omen + Gargoyle Stoneplate + Boots of Swiftness
- Build Order:
Bami's Cinder - Boots of Speed - Skirmisher's Sabre - Bramble Vest - Boots of Swiftness - Spectre's Cowl - Thornmail - Skirmisher's Sabre (Cinderhulk) - Adaptive Helm - Randuin's Omen - Gargoyle Stoneplate
★ The Importance of Item Builds
How you build your items will decide whether you can get solo kills as Rammus against powerful enemy junglers.
Here’s a video for you to understand better:
It was around 8 minutes since the game started, and Rammus was currently going 0/0/1 with Hunter’s Talisman, Refillable Potion, and Bami’s Cinder, while the enemy Graves was going 0/1/0 with Skirmisher’s Sabre, Long Sword x2, and Refillable Potion. Both of them were level 6.
After the game started, I built Bami’s Cinder (Around 900 gold) and Graves built Skirmisher’s Sabre (300 gold), Long Sword x2 (350x2 = 700), a total of around 1000 gold, so it wasn’t like Rammus had any advantage over Graves in gold or level.
However, as you can see in this clip, Rammus won against Graves. With the right item builds, you can still win against powerful jungle champions even during the early phase; when you are recalling to the base for the first time, get more than 900 gold to buy Bami’s Cinder. There may be some people who would go for Stalker’s Blade + Boots of Speed if they make over 950 gold; this is a bad choice. Bami’s Cinder is so much better for Rammus. The reasons are: 1. faster jungling 2. more health, making Rammus tankier 3. Bami’s Cinder provides quite a fair amount of damage so it’s better for ganking.
Some of you may ask, “Isn’t it better to go Stalker’s Blade & Boots of Speed for more speed in ganking?”
That kind of question is understandable. However, just because you get Boots of Speed, it doesn’t mean that the distance you cover with your Q) is a whole lot different. There isn’t much difference, actually. Watch the clip below.
This image shows the distance
1. There’s not much difference between the distances with shoes or no shoes.
2. When upgrading your shoes, there’s not much difference between Ninja Tabi and Mercury’s Treads as far as distance goes.
3. Boots of Mobility may cover more distance than Boots of Speed but there isn’t a huge difference between Boots of Mobility and Boots of Swiftness.
4. There are speed differences between having no shoes and upgraded shoes but there isn’t much difference in speed or distance between upgraded shoes.
5. Going for Boots of Mobility doesn’t necessarily mean you will cover a longer distance.
Number 1 and 5 are the most important. If you look at the effect of the shoes:
Boots of Mobility: +25 movement speed (+115 when out of combat)
Boots of Swiftness: +55 movement speed (reduces the slowing effect by 25%)
Mercury’s Treads: +45 movement speed (+25 magic resistance, reduces the duration of all CC effects by 30%)
I’ve seen many Rammus players build Boots of Mobility first but here are the reasons I don’t go for them.
First, the reason why some players go for Boots of Mobility first is because they saw the speed difference. You can see in the picture above that there is a difference in the distance covered between having no shoes and having Boots of Mobility. However, you will still get some distance covered even if you go for Boots of Swiftness.
Going for Boots of Mobility will grant you extra speed only when you are going in. Once you get hit or attack your target, your shoes will give you the same speed as Boots of Speed. This will work as a disadvantage when you are going after a fleeing enemy or engaged in skirmishes.
That is why I go for Boots of Swiftness or Mercury’s Treads depending on the situation. If the enemy team has champions with slows like Olaf or Teemo, then go for Boots of Swiftness; if the enemy team has many champions with CC skills like Ahri’s Charm or Fiddlesticks’ Terrify, then go for Mercury’s Treads.
This talk about shoes has gotten longer than I expected… Let’s move on to the actual item builds.
First recall to the base:
If you made:
0-500 gold (an unsuccessful case of jungling): Hunter's Machete (+ Control Ward)
650-800 gold: Skirmisher's Sabre (+ Control Ward)
900-1000 (if possible, get more than 900 gold): Bami's Cinder (+ Control Ward)
1200-1300: Bami's Cinder + Cloth Armor (+ Control Ward)
1550-1650: Skirmisher's Sabre + Bami's Cinder (+ Control Ward)
1850-1900: Skirmisher's Sabre + Bami's Cinder + Boots of Speed (+ Control Ward)
Going for this item build is the most powerful build I’ve found from playing Rammus 1000 times.
** If you are curious as to why you should go for Skirmisher’s Sabre instead of Stalker’s Blade, it’s because a) it makes up for the insufficient tanking in the early phase and b) it is much tankier and stronger than Stalker’s Blade.
Chilling Smite may seem great since you can make the best out of its slow effect in early phase ganks. However, Challenging Smite is much better in 2-on-2 skirmishes or tanking (Challenging Smite does deal damage to enemy champion just like Chilling Smite).
If you are in the lower tiers, players tend to be quite vulnerable to enemy ganks or counter-ganks so going for Stalker’s Blade isn’t that bad, either.
After the First Recall
It’s better for Rammus to build several items at the same time rather than completing a core item.
For example, instead of building Skirmisher’s Sabre: Cinderhulk first, get Skirmisher’s Sabre, Bami’s Cinder, Cloth Armor, and Null-Magic Mantle. This will make Rammus even stronger. Going for Bramble Vest first than Skirmisher’s Sabre: Cinderhulk is so much more effective and powerful. It’s better to build Skirmisher’s Sabre: Cinderhulk after you’ve completed building Thornmail.
Look at the item build above for reference. For your information, if your enemy team is comprised of AD champions, go for Bramble Vest before Skirmisher’s Sabre.
About Shurelya's Reverie
There are some people who get Shurelya’s Reverie for bonus speed, but this is not recommended at all. If you want more speed, going for Dead Man’s Plate will be a much better choice than Shurelya’s Reverie.
About Abyssal Mask/Adaptive Helm
I don’t recommend Abyssal Mask either; building it will cause a loss of potential damage. Besides, it is better to go for Adaptive Helm than Abyssal Mask. If your enemy AP-based champions don’t have much consistent damage dealing skills, then it wouldn’t really matter if you build Abyssal Mask. You’ll be super tanky if you go for Adaptive Helm even against champions like Brand or Orianna.
About Righteous Glory
As for Righteous Glory, many people say that it should be one of the three main core items. However, I don’t usually build Righteous Glory unless I’m placed in a special situation. The reason is that when you build Righteous Glory as your main three core items, you’ll end up building Adaptive Helm very late. If you think about the average time it takes to play a ranked game nowadays, your game would probably end even before you can complete building Adaptive Helm. During the process, your level of tanking will fall short while causing a loss of potential damage. Quickly build Thornmail and Adaptive Helm; if your enemy has Critical Strike Damage attacks/items, then also go for Randuin’s Omen.
Also, if you decide to go for Righteous Glory as one of your three main core items, by the time you build it, it is highly likely that the laning phase is over and your team would have gathered in the mid lane to push while poking. Do not thoughtlessly activate Righteous Glory to run towards your enemy. The rest of your teammates will be slower than Rammus and they won’t be able to keep up with your speed. You could end up dying by the time they catch up, which would spell certain ruin for that team fight. Of course, if you play Rammus many times, you’ll be experienced enough to see what situation and opportunity you should take to go in. You can turn the tide around by cutting off a well-scaled enemy DPS by using Righteous Glory, but as you climb to higher tiers, your enemies will be prepared to either use Quicksilver Sash or Cleanse to get rid of the taunt effect, which will end up with you throwing yourself at the enemies for no good reason.
The point I’m trying to make here is that it’s just better to not build it than build it as a main core item. That being said, when is a good time to build it?
When you are not building Thornmail.
You don’t build Thornmail when your enemy team has only 1-2 AD based champions or most of their DPS are AP based because it’d obviously fall short on efficiency. In this case, you build kirmisher’s Sabre: Cinderhulk first, then Righteous Glory as the second core item. Go for Adaptive Helm as the third core. If you’re going for one more item, then build Gargoyle Stoneplate as your fourth.
★ Top 3 Champions Hard to Play Against
The top 3 champions you will find hard to play against as Rammus:
Morgana’s Q) and her E) makes it harder for Rammus to get kills.
If you thoughtlessly roll towards Riven, you’ll just lose the fight by getting hit by Riven’s W). If you get stunned, there’s no time for you to use E). One thing you can do about it is to roll around and get in the way of her escape route. That way, you will still have time to use your taunt even after you get stunned. The best way, although, is to go in after the enemy Riven has used her skill, but if your enemy Riven is a good Riven, they will save their skills if they think there is a chance they could get ganked.
Very good at getting away. But still, there’s a way you can counter that. If you taunt LeBlanc when she has less than 40% health, you will be taunting the real LeBlanc, not her clone, so it’s easy to tell them apart.
★ Top 3 Champions Easy to Play Against
The top 3 champions you will find easy to play against as Rammus:
Most of Rammus mains think Master Yi is a piece of cake but actually, you can never win against a really good Master Yi. When Master Yi scales hard, whatever Rammus does (activating W, etc), they’d just melt from Yi’s
However, most of the Master Yis in Bronze-Gold aren’t that good, so no worries!
There are some Yasuo players who pick
Just make sure you don’t roll into Heimerdinger’s
★ Other Champions
Other champions you might find easy to play against, or, difficult to play against depending on the tier:
The level of difficulty changes depending on the tier when it comes to playing against
There are many times where a level 6 Nocturne can crush your laners, and here is a tip for how to deal with that:
The range for Nocturne’s R) is quite short; if they want to gank a lane, they’d need to move near. If your Rammus managed to scale hard, invade enemy jungle to get vision control and provide Nocturne’s locations for your laners. If you see how the waves are in the lanes, you’ll see there will be a lane that will be good for Nocturne to gank (ex. when your laner is wave-pushing). Standby in a nearby location and when Nocturne uses their R), just counter-gank to get double kills.
Rammus players don’t like
I’ve seen Rammus players cower when they see Xin Zhao but there is absolutely is no reason for that. WhenXin Zhao comes in using his E), activate W) right away to fight and you will win. However, once Defensive Ball Curl is on cooldown, you could lose the trade. Take this into careful consideration when you play.
★ The Level of Difficulty for Each Champion
If you think the enemy’s team comp will be quite difficult to play against based on this list, it will be best if you could pick a different jungle champion to play.
I’ve included all champions in the list; there could be repeats as I put the champions that can be played in several different lanes in different roles on purpose. However, if that is not the case, you will be able to easily find the champion in the main lane it goes to (use Ctrl + F).
If the enemy team comp is comprised of champions with 1-2 stars, then the game will be easy for you; if they are comprised of champions with 4-5 stars, then the game will be very difficult.
*The list is based on the champion’s: trading advantages + ability to evade gank + macro + CCs + roaming ability + able to use skills with allies in a combo during team fights, etc. (The level of difficulty may differ from tier to tier.)
- Lee Sin
- Master Yi
- Jarvan IV
- Miss Fortune
- Nunu & Willump
- Xin Zhao
- Aurelion Sol
- Twisted Fate
- Dr. Mundo
- Tahm Kench
★ Basic Macro Tips for Early Phase
Since Rammus isn’t very tanky in the early phase, get Bami’s Cinder before you go around to gank. Of course, if you see any good opportunities to get kills even before you got Bami’s Cinder, go for it.
In order to make the best of Rammus’ strong ganking abilities, please refer to the tips I have written below.
★ The importance of early vision control
Here are some tips for you on how not to be threatened by an enemy Xin Zhao.
First, ask your teammates to place a ward in the brush on each side. Having vision on both sides here will make it easier for you to win in the competition over the Rift Scuttlers, as well as giving you a grasp on the enemy jungling route. If you do this, this will drastically increase the possibility of winning the game.
This video shows players in higher elo competing against each other in order to take the early vision.
For example, if your enemy is the Red Team and their jungling route is going toward to the Rift Scuttler on the bottom side of the map, then all you have to do is go invade the enemy jungle and get the enemy’s Red Buff.
Ask your top laner to place a ward at 1:30 in the top brush, and ask either your mid laner or bot laner to place a ward in the bottom brush at 1:20. With wards placed like this, it is unlikely that you’d die from the enemy jungle’s invasion.
Also, whether you are playing a champion that is strong or weak at the start, this is a very basic thing to do so don’t hesitate to ask your teammates to place wards there!
★ Jungle Routes
(Based on the assumption that you have wards placed on both side)
(Either choice depending on the situation)
1. Red Brambleback - Raptors - Rift Scuttler (Depending on the situation. By the time Rammus takes the Rift Scuttler, he’d probably be level 2, which makes it hard for him to win against the enemy jungler. There’s no need to take a risk to take it.) - Blue Sentinel - Wolves - Optional.
※ The safest moment to take the top Rift Scuttler is when you know that the enemy jungler is taking the bottom Rift Scuttler from the vision you have on both sides.
(Based on the assumption that you have wards placed on both sides)
Well, here’s the answer to that question. Because the minion waves on both sides are symmetrical, you can know when your enemy wave is coming by just looking at your own in the bot lane.
※ When you are invading, make sure to get out of there right away when either enemy mid laner or bot laners are missing. It is possible that your enemy can locate you from their early wards and provide backup. Check if the enemy placed a ward in the bottom brush when the game starts; if so, only take enemy Raptors and go straight for the Rift Scuttler instead of enemy Krugs.
2-2. Red Brambleback - Krugs - Raptors
This would make you level 3. After this, you have many options.
a. If enemy top/mid laner has no Flash, it’s time for you to gank that lane.
b. If you go for enemy Blue Sentinel, you’d be level 3 while enemy jungle is level 2 so most of the time if you start fighting, you would probably win.
c. Right after you take the Raptors on your side, you can go straight for enemy Raptors.
**Tips: Jungle champions that start with Hunter’s Machete like Lee Sin usually don’t go for Raptors in the early phase because it causes them to lose too much health. That’s why junglers with Hunter’s Machete usually go for the top Rift Scuttler after they have taken the Red Brambleback. This is your chance to take enemy Raptors after taking the ones on your side; right after that, go for the bottom Rift Scuttler. From here, you have many options (ex. gank). Or, after you go for the Rift Scuttler, you can go for the Blue Sentinel - Gromp - Wolves. This will make your jungling perfect.
Whether you are on the Blue or Red Team, having vision in the brushes on both sides is extremely crucial. Having vision there will let you counter-gank and also lets you jungle with more convenience and counter-jungle with safety.
★ About Having Lane Dominance
The things I’m about to talk about here are great to know regardless of what jungle champion you play.
First, there must be times where you get killed when you were trying to take the Rift Scuttler. Most of the time, you die because the enemy mid/top laner came for backup instead of going 1-on-1 with the enemy jungler. This is because either your mid/top didn’t have any dominance in their lane and couldn’t easily come for backup. In such case, you should never think of going for the Rift Scuttler for an obvious reason: you could end up getting caught from either side by your enemy top/mid like a sandwich. That is why you should always check which lane has more dominance when you are jungling, including when you are taking Rift Scuttlers.
When your laners are doing great and dominating their lanes: free Rift Scuttlers. When your enemy jungler is standing nearby, looking for a chance to steal that Scuttler, spam pings for backup and hit the enemy jungle. Enemy laners will be late in their backup and by the time they make it, the enemy jungler would be dead, and you could move onto fighting enemy laners and make them use their Summoner Spells. This will help you snowball.
It’s easy to initiate 2-on-2 skirmishes as you take the Rift Scuttler if your laners are dominant, especially in lower tiers because players tend not to think about lane dominance. Also, when your laner has lane dominance, you should invade the enemy jungle under the assumption that you could win if you were to ever come across the enemy jungler. Playing risk-free by taking only your side of the jungle can make the game run for a long time. This lead to more chance for the enemy team to turn the tide. You should keep snowballing when you can.
Then what is the advantage of invading?
1. You can get gold and experience points by taking the monsters on the enemy side.
2. It will also keep the enemy jungler from scaling properly.
3. Whenever you come across an enemy jungler, your laners will be able to know where the enemy jungler is, thus leading to easier laning.
4. You can just crush the enemy jungler.
5. Even if enemy laners come for backup, your own laners won’t come late since they have the lane dominance.
When your laners have lane dominance like in the video:
As you can see from the minimap, my top and mid laner have lane dominance. I have a fair amount of health and I am confident that I can win even if I come across the enemy jungler, Kayne.
Kayne was hitting Gromp, which I managed to steal from him. He also used his Flash to get away, but then I thought, 'what would a Kayne that didn't scale well do right now instead of recalling to the well?'
I had my answer: wolves. I used my Flash to go after him over the walls and taunted him. Now, since I have come very deep inside on enemy's side, I was sure the enemy laners would be coming to get me. They did, but our laners had dominance so they were right behind them. We were able to start a skirmish and win.
When enemy laners have lane dominance
You may not be able to take Rift Scuttlers but it will be a great opportunity to gank for Rammus since enemy laners will be pushing the waves.
Of course, enemy laners wouldn’t thoughtlessly push waves without any wards. They would probably have them in the brush. In that case, do as I did in the video below.
How to go around enemy vision to gank
- Go in a curve around enemy vision to come behind them.
(Even if the enemy has taken the Rift Scuttler, go the way I did through the brush because the vision it provides is quite small.
- Let's say an enemy laner placed a ward in that small brush in the river. If you come down while staying right next to the wall, they won't be able to see you (Unlike the top brush, you cannot ride at the wall for the bottom brush).
- When an enemy places a ward in the opening, go around using the top opening, then come down to the brush then around the vision (keep to the wall) for a successful gank.
- There are many players who can't be bothered to walk further and place their ward at the closer end (regardless of tiers). Again, go around it, keeping to the wall. When they do place it a bit further into the brush, you might be exposed for a short moment, but I don't think many top laners who are busyily engaged in trading and farming will be able to spot that very quickly.
Keep to the wall, and your enemy won't be able to spot you even if they have wards.
As you play, you will be able to see where enemy laners have placed their wards and when they are moving to place them in the minimap. Many players have a tendency to place the wards where they have placed before so even if you didn’t spot them placing a ward, you would know where they might have. Keeping this in your mind will help you have a higher successful gank rate.
★ How to Crush a Lane
When enemy laner has Teleport
This is a concept a jungler should know.
Let’s say an enemy top laner has Teleport and you successfully ganked the top lane. Don’t just walk away to kill monsters. Wait in the brush under the lane and gank one more time when enemy top laner uses their Teleport. If the wave was pushed, then you could just walk straight from your side into the bush to ambush.
When an enemy laner is not reading their minimap
Laners can’t always keep their eyes fixed on the minimap. There are moments where they forget to look at it. When do you think that will be? When they are trading? Nope. When they are last hitting minions. To laners, getting CS is very important so they tend to be more focused when they are last hitting minions. This is the moment they will be taking their eyes of the minimap.
Then what should we, junglers, do?
Gank right when you see the animation of the enemy laner about to last hit a minion. It is highly likely that you will successfully gank even if enemy placed a ward.