Hello summoners, it’s is time to cover the best picks for Jungle lane in Patch 12.8. 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.
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One of the best stealth assassins in the game. He is so strong right now especially in the higher elos. His damage output is mental and with simply one item he can be miles ahead from the enemy’s jungler. He thrives in the shadows and bushes so jungle really is his natural habitat. There is only one champion that has this kind of buff and that is Nidalle. But you really can not compare them since Nidalee simply gets a movement speed buff and Rengar has the ability to endlessly leap out of bushes. He is the best pick for the Jungle lane in Patch 12.8.
P – Unseen Predator
INNATE: Rengar generates 1 Ferocity whenever he casts a basic ability or uses Savagery’s first attack. Reaching 4 Ferocity renders his next basic ability empowered, granting an additional cast along with 30 / 40 / 50% (based on level) bonus movement speed for 1.5 seconds at the cost of consuming all Ferocity. Reaching 4 Ferocity with Savagery or Bola Strike locks its empowered version from use for 0.1 seconds before and after casting it. All Ferocity is lost after being out of combat for 10 seconds.
While in brush, Rengar’s basic attacks have massively increased range and cause him to leap to the target’s location, attacking the target upon arrival and landing closer than his normal melee range. This effect lingers for 0.35 seconds upon exiting brush but is lost immediately if Rengar casts Flash or Hexflash to do so. Reaching 0 Ferocity and leaping at any point afterwards generates 1 Ferocity.
INNATE – BONETOOTH NECKLACE: Scoring a takedown against an enemy champion within 3 seconds of damaging them grants Rengar a Trophy, once per unique champion and up to 5. An additional one is made available through the event The Hunt is On! Trophies grant 1% − 36% (based on trophies) bonus AD as bonus attack damage.
Q – Savagery
ACTIVE: Rengar’s next two basic attacks within 3 seconds gain 40% bonus attack speed.
The first attack has an uncancelable windup, gains 25 bonus range, and deals bonus physical damage, which is reduced by 40% against structures. This attack always critically strikes (not affected by critical strike damage) and its damage is increased by 0% − 66% (based on critical strike chance).
EMPOWERED ACTIVE: Savagery’s bonus physical damage is modified and grants Rengar 50% − 101% (based on level) bonus attack speed for 5 seconds.
Savagery resets Rengar’s basic attack timer.
W – Battle Roar
PASSIVE: Rengar stores 50% of the post-mitigation damage he has taken in the last 1.5 seconds as grey health on his health bar, increased to 100% of damage taken from monsters.
ACTIVE: Rengar lets out a battle roar, dealing magic damage to nearby enemies and 85 − 150 (based on level) bonus magic damage to monsters, and healing himself for the amount of grey health he has.
EMPOWERED ACTIVE: Battle Roar’s magic damage is modified and additionally cleanses Rengar of all crowd control.
E – Bola Strike
ACTIVE: Rengar throws a bola in the target direction, dealing physical damage to the first enemy hit and slowing them for 1.75 seconds, as well as revealing them for 2 seconds and granting sight of a 150-unit radius around them for the same duration.
EMPOWERED ACTIVE: Bola Strike’s physical damage is modified and roots its target for 1.75 seconds.
R – Thrill of the Hunt
PASSIVE: Rengar also gains Unseen Predator while camouflaged from any source.
ACTIVE: Rengar activates his predatory instincts for a duration, gaining bonus movement speed and revealing the nearest enemy champion in a large radius, in addition to granting sight of a 100-unit radius around them.
After 2 seconds, he also becomes camouflaged and gains Unseen Predator for the remaining duration. His next basic attack within normal attack range against any enemy unit or with Unseen Predator against the nearest enemy champion deals 50% AD bonus physical damage and reduces the target’s armor for 4 seconds.
The nearest enemy champion to Rengar alerts all of their allies within 1200 range about his presence, and they can sense him at 1600 range.
Attacking or casting abilities, other than Savagery, ends Thrill of the Hunt immediately.
There isn’t a single person on this planet who can tell me that Trundle is balanced. So many times have he killed the most fed adc in my team with in a split second. His CC is decent but his in battle sustain is so strong. He can dive the opponents early in the game and can move quickly trough the jungle very fast due to his abilities that can affect his movement speed and slow down or even block the enemy jungler going after the objective or a kill. He really shines in higher elos for this Patch. Definitely a META pick for Jungle.
P – King’s Tribute
INNATE: Whenever a nearby enemy dies, Trundle heals himself for 2% − 7% (based on level) of their maximum health.
Q – Chomp
ACTIVE: Trundle’s next basic attack within 7 seconds has an uncancelable windup, deals bonus physical damage and slows the target by 75% for 0.1 seconds.
After using the empowered attack, Trundle gains bonus attack damage for 5 seconds and reduces the target’s attack damage by half that amount for the same duration.
Chomp resets Trundle’s basic attack timer.
W – Frozen Domain
ACTIVE: Trundle coats the target location in ice for 8 seconds. While he is within the area, he gains bonus attack speed, bonus movement speed, and 25% increased healing from all sources.
Frozen Domain will cast at max range if cast beyond that.
E – Pillar of Ice
ACTIVE: Trundle creates a pillar of ice at the target location for 6 seconds, knocking back all units directly over it to a location 225 units from its center on-cast, and acting as impassable terrain for the duration while slowing all nearby enemies.
R – Subjugate
ACTIVE: Trundle starts draining the life force out of the target enemy champion, healing for a percentage of their current maximum health, dealing the same amount as magic damage, stealing 40% of their current armor and magic resistance, and increasing in size by 18% as well as reducing the target’s size by 9.9%.
Half of the total damage and stealing are applied instantly, and the other half, as well as the size modifiers, are applied over the next 4 seconds, even if the target has died.
The armor and magic resistance will remain stolen for 4 seconds after the drain has ended.
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.
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 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!
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.
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!