There's nothing more frustrating in this game than jungling when all your lanes push their minions to tower and die over and over again to ganks so when laning ends you're underfarmed and have to deal with a super fed team.
You end up getting fed a shit sandwich with nothing you can do about it.
But I always push bot lane to enemy tower as ad carry with a support that wards. Go counter jungle while I get 30-40 cs ahead.
This. Counter jungle and counter-gank.
I've been in the situation you describe where teammates recklessly push lanes into ungankability but there are still things you can try to do.
It requires good warding and good teammates, but a well executed counter gank is amazing. So many kills in so little time.
I actually just had a game where we got an awesome counter-gank going in mid. Our wards spotted enemy Mao camping in the river bush. Creep line was right around the middle, so I hover just outside sight and Vlad blew his pool to bait. Annie and Mao charge in and we almost got the double kill with Annie barely escaping. It was just awesome how quickly this situation went from "noob wasted pool" to "where did this pillar come from and where did my face go?"
Now that was a situation where our lanes were playing smart, but a counter-gank always feels good.
This is just out of personal curiosity but what does everyone think of counter-jungling and its place in the game?
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
At high levels of play wouldn't they have warded the entrances to their jungle/exists from yours, meaning a counter jungler would have a pretty decent chance of getting caught and/or murdered?
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
At high levels of play wouldn't they have warded the entrances to their jungle/exists from yours, meaning a counter jungler would have a pretty decent chance of getting caught and/or murdered?
At least outside of like the first 5 minutes.
Yet how many times has M5 won because they are masterful counter junglers? People ward Baron and Dragon to, you still go kill them. Counter-jungling is just like any other objective: If you want an advantage over the enemy, you do it, because it's an advantage that is there to be taken.
I'm not really hitting that transition from ABC support to going where I please.
you hit E and punch people
he gets 100 free AD for 5 seconds on a 7 second cooldown without CDR that increases the more health you lose
what else do you need
I suppose it's more of a symptom of support level gold income. I feel like I die too fast if I get attacked to do much in melee. I usually aim for a warmogs, turn my HoG into randuins and get a FoN but I don't usually get that far on gp5 and assists.
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Also, seeing the enemy jungle invade doesn't necessarily mean you can stop it. Like, if the blue jungler is up top and the blue mid is dead/low then there isn't much that can be done about purple jungler taking blue wraiths.
Contesting the enemy blue buff as a team can be a really strong play as well.
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
At high levels of play wouldn't they have warded the entrances to their jungle/exists from yours, meaning a counter jungler would have a pretty decent chance of getting caught and/or murdered?
I've never played Mundo in a non-support role. If I did I imagine I would get a couple of BTs and PDs.
badwrongnope
mundo wants health and defensive stats so he can leave his W on for as long as possible, spam cleavers, and get the most use out of his ult
his E gives him 100 AD and his Q does %-based magic damage, he's not hurting for deeps
Attack Speed and Lifesteal maximize the return from attacking and increase his sustain the most so he can leave his w on longer than if he had simple HP and defensive stats
I haven't seen Mundo jungled enough to have a feel for how to play him. IIRC the last time I tried him I was getting into pretty low from early clears so it didn't feel like I was in a position to gank. Does he just spend early game farming like a madman or was I doing it wrong?
i didn't have any problems the entire game personally. Mundo and Trist died every single time I left their lanes, Leona gave up and sold all her items and warded the entire map both sides. I was actually kind of impressed by that. Highest CS out of the jungle though and our carries continuously chased through their jungle only to die by the entire team, but never when i was around just when I was on the other side of the map.
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
I don't doubt its importance or the thoughts behind counter-jungling - I actually find it pretty fun. This is more personal intrigue than anything.
Do you find that the added dynamic of counter-jungling promotes healthy gameplay? I've rarely been in a game where a team hasn't adapted to counter-jungling so any thoughts from those who get counter-jungled and don't adapt would be interesting to hear.
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
I don't doubt its importance or the thoughts behind counter-jungling - I actually find it pretty fun. This is more personal intrigue than anything.
Do you find that the added dynamic of counter-jungling promotes healthy gameplay? I've rarely been in a game where a team hasn't adapted to counter-jungling so any thoughts from those who get counter-jungled and don't adapt would be interesting to hear.
I think anything that creates an advantage to be exploited and controlled makes for healthy game play (within the game rules of course, I'm not talking about cheating). Baron, dragon, wards, buffs, counter-jungling. They all add to an eco system of healthy play and strategic variety. It also opens up avenues for certain heroes to find a niche, like Shyvana being a great counter-jungler (not that she needed a niche, she's just good overall, but you know what I mean).
And their thoughts would be "it sucks", because it does. The only time counter-jungling doesn't really affect you that much if you're running a dual-top/dual-mid no jungler setup, and all you're losing is your buffs, rather than having an actual team member be put behind because of it. Not that losing buffs is good, but that PLUS having a team mate who's levels behind because of good CJ is much worse.
I've never played Mundo in a non-support role. If I did I imagine I would get a couple of BTs and PDs.
badwrongnope
mundo wants health and defensive stats so he can leave his W on for as long as possible, spam cleavers, and get the most use out of his ult
his E gives him 100 AD and his Q does %-based magic damage, he's not hurting for deeps
Maybe, but an IE on him is HILARIOUS. Give him that extra 100AD then watch him crit people for stupid amounts
I was pretty bored so I made up a custom game to test this out for my own amusement. With full pots, 4 fully charged BT's, a black cleaver and an IE with E up I crit the big lizard for 2550. It was the highest crit I've managed, including fiddling with 5bt's and an ie. The maximum amount of AD I hit in the game was 927 with e up at about 14 health.
At high levels of play, counter-jungling is super important. I also think the capability to do it, and do it well, separates good junglers from great junglers. Think of it this way: You know someone is over in that other jungle just farming away, no normal lane opponents to stop them...shouldn't you go have a go at stopping them or slowing them down?
I am not a good counter jungler but I do it some as mundo
like if you know where they start, and you get a hard leash on your first buff, you can make it into their jungle and steal their buff with your smite
and then wait in the bushes for them to finally arrive and kill them, or gank
You really need to ask in that case if you have a team comp that can compensate for having Urgot over a real ad carry, and what that means.
Uhh no. If we pick an urgot/soraka bottom lane we need to start urgot with a damage item(ideally D sword) and not a meki pendent. Rushing Manamune is good on him when you're top lane because he needs mana to harass. But in bottom lane with soraka he does not, so Manamunue rush is worthless
Our lane was really strong vs theirs (ashe/Alistar vs Urgot/Soraka). Ashe outranges urgot with her w, but she can't keep it up this makes it really easy for urgot to level 2 harass the two of them out of lane...
You really need to ask in that case if you have a team comp that can compensate for having Urgot over a real ad carry, and what that means.
Uhh no. If we pick an urgot/soraka bottom lane we need to start urgot with a damage item(ideally D sword) and not a meki pendent. Rushing Manamune is good on him when you're top lane because he needs mana to harass. But in bottom lane with soraka he does not, so Manamunue rush is worthless
Our lane was really strong vs theirs (ashe/Alistar vs Urgot/Soraka). Ashe outranges urgot with her w, but she can't keep it up this makes it really easy for urgot to level 2 harass the two of them out of lane...
If he has HP and damage
Ask in the case of running Urgot over an ad carry at all.
Yorick bot is pretty much unbeatable(though kog maw's can bully yorick for a while, with such high range and kiting). However, yorick bot cannot stop your team from being unable to take advantage of 4v3's when they inevitably send another down to help their bot.
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Now that was a situation where our lanes were playing smart, but a counter-gank always feels good.
At high levels of play wouldn't they have warded the entrances to their jungle/exists from yours, meaning a counter jungler would have a pretty decent chance of getting caught and/or murdered?
At least outside of like the first 5 minutes.
7th dodge in a row for draft normals
can I please play a game...?
Yet how many times has M5 won because they are masterful counter junglers? People ward Baron and Dragon to, you still go kill them. Counter-jungling is just like any other objective: If you want an advantage over the enemy, you do it, because it's an advantage that is there to be taken.
I suppose it's more of a symptom of support level gold income. I feel like I die too fast if I get attacked to do much in melee. I usually aim for a warmogs, turn my HoG into randuins and get a FoN but I don't usually get that far on gp5 and assists.
Contesting the enemy blue buff as a team can be a really strong play as well.
Which is why a lot of junglers buy oracles.
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badwrongnope
mundo wants health and defensive stats so he can leave his W on for as long as possible, spam cleavers, and get the most use out of his ult
his E gives him 100 AD and his Q does %-based magic damage, he's not hurting for deeps
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Attack Speed and Lifesteal maximize the return from attacking and increase his sustain the most so he can leave his w on longer than if he had simple HP and defensive stats
Maybe, but an IE on him is HILARIOUS. Give him that extra 100AD then watch him crit people for stupid amounts
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Clears super fast, counter jungles like a boss, ganks really well.
Sort of like Udyr gives no fucks.
i didn't have any problems the entire game personally. Mundo and Trist died every single time I left their lanes, Leona gave up and sold all her items and warded the entire map both sides. I was actually kind of impressed by that. Highest CS out of the jungle though and our carries continuously chased through their jungle only to die by the entire team, but never when i was around just when I was on the other side of the map.
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I don't doubt its importance or the thoughts behind counter-jungling - I actually find it pretty fun. This is more personal intrigue than anything.
Do you find that the added dynamic of counter-jungling promotes healthy gameplay? I've rarely been in a game where a team hasn't adapted to counter-jungling so any thoughts from those who get counter-jungled and don't adapt would be interesting to hear.
I think anything that creates an advantage to be exploited and controlled makes for healthy game play (within the game rules of course, I'm not talking about cheating). Baron, dragon, wards, buffs, counter-jungling. They all add to an eco system of healthy play and strategic variety. It also opens up avenues for certain heroes to find a niche, like Shyvana being a great counter-jungler (not that she needed a niche, she's just good overall, but you know what I mean).
And their thoughts would be "it sucks", because it does. The only time counter-jungling doesn't really affect you that much if you're running a dual-top/dual-mid no jungler setup, and all you're losing is your buffs, rather than having an actual team member be put behind because of it. Not that losing buffs is good, but that PLUS having a team mate who's levels behind because of good CJ is much worse.
Hmm, have you tried getting the "R" key on your keyboard fixed?
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I was pretty bored so I made up a custom game to test this out for my own amusement. With full pots, 4 fully charged BT's, a black cleaver and an IE with E up I crit the big lizard for 2550. It was the highest crit I've managed, including fiddling with 5bt's and an ie. The maximum amount of AD I hit in the game was 927 with e up at about 14 health.
LoL: failboattootoot
And it was amazingly fun. All those slows, extra vision, and of course dat arrow. I just wish Avarice Blade would build into something she could use.
I am not a good counter jungler but I do it some as mundo
like if you know where they start, and you get a hard leash on your first buff, you can make it into their jungle and steal their buff with your smite
and then wait in the bushes for them to finally arrive and kill them, or gank
I am soraka you fuckwit you have so much god damned mana and HP with me you want a damned dorans sword!
You need to think about team comp when people are buying starting items?
Had an Ashe today that went boots3 + manamune. Oh, and he locked in ashe after our graves.
Also, you can NEVER have too many aura items.
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Uhh no. If we pick an urgot/soraka bottom lane we need to start urgot with a damage item(ideally D sword) and not a meki pendent. Rushing Manamune is good on him when you're top lane because he needs mana to harass. But in bottom lane with soraka he does not, so Manamunue rush is worthless
Our lane was really strong vs theirs (ashe/Alistar vs Urgot/Soraka). Ashe outranges urgot with her w, but she can't keep it up this makes it really easy for urgot to level 2 harass the two of them out of lane...
If he has HP and damage
6 Dominion games and counting. Yorick bot however, seems nigh unbeatable.
Ask in the case of running Urgot over an ad carry at all.
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I have to admit, I love bruisers the most.
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Boots5 mandatory build?
And if I'm reading it right the movespeed pads on Dominion will make him ridiculous.