ジャングルルート
ガンク対象のレーンと次のオブジェクトに向けて巡回ルートを取りましょう。
詳細な理由
パスとはキャンプを狩る順番のことです。フルクリアはゴールドと経験値を最大化するために全キャンプを回り、短いルートはガンクやスカトルクラブ(カニ)争奪のために早期にレーンへ向かいます。ガンクの成功率が最も高いレーンや、次のオブジェクトが出現するサイドに向けてルートを組み立てましょう。
ジャングルの勝敗を分ける重要概念、各ランク帯での実際のデータ、コミュニティからのアドバイス。
全ランク・全地域の合算データ。「最高勝率」は100試合中1試合以上ピックされたチャンピオンのみを対象としています。
直近14日間のソロ/デュオランク(EUW, KR, NA)から分単位で分析した10,823,123件のプレイヤー対戦データ。
65ゴールド
10分時点のCSはランクに応じて上昇:アイアンで58、マスター +で72。
51%ゴールド
有利なレーンの近くにいた時間割合はランクによる変化がほとんどなく(50%〜53%)、実力差の要因にはなりません。
1.9ゴールド
14分前のデス数はランク間で異なりますが、一定の傾向はありません(1.9〜2.1)。
8:02ゴールド
Oracle Lens購入時間はランクに応じて低下:アイアンで10:15、マスター +で6:34。
4:03ゴールド
最初のリコール/買い物はランクに応じて低下:アイアンで4:40、マスター +で3:33。
3.7ゴールド
14分前の設置ワード数はランク間で異なりますが、一定の傾向はありません(3.3〜3.9)。
0.7ゴールド
14分前のコントロールワード数はランクに応じて上昇:アイアンで0.2、マスター +で0.9。
0.25ゴールド
毎分ワード数はランクに応じて低下:アイアンで0.27、マスター +で0.22。
57%ゴールド
20分以降に味方2人以上と行動した割合はランクに応じて上昇:アイアンで53%、マスター +で62%。
これらはランク上昇に伴う傾向であり、数値を真似るだけでランクが上がるわけではありません。
| 指標 | ゴールド | プラチナ |
|---|---|---|
| 最初のリコール/買い物 | 4:03 | 3:56 |
| 14分前の設置ワード数 | 3.7 | 3.6 |
| 14分前のコントロールワード数 | 0.7 | 0.8 |
| 毎分ワード数 | 0.25 | 0.24 |
| 20分以降に味方2人以上と行動した割合 | 57% | 58% |
同じランク帯の勝者と敗者のプレイはほぼ同じです。その差はわずかであり、勝者の数値の一部は試合に勝っている状況そのものを反映しています。
| 指標 | 勝利 | 敗北 | 全体 |
|---|---|---|---|
| 10分時点のCS | 66 | 64 | 65 |
| 有利なレーンの近くにいた時間割合 | 59% | 42% | 51% |
| 14分前のデス数 | 1.6 | 2.2 | 1.9 |
| Oracle Lens購入時間 | 7:50 | 8:15 | 8:02 |
| 最初のリコール/買い物 | 4:04 | 4:02 | 4:03 |
| 14分前の設置ワード数 | 3.7 | 3.7 | 3.7 |
| 14分前のコントロールワード数 | 0.7 | 0.7 | 0.7 |
| 毎分ワード数 | 0.26 | 0.25 | 0.25 |
| 20分以降に味方2人以上と行動した割合 | 57% | 56% | 57% |
ゲームのメカニクスをわかりやすく解説。
ガンク対象のレーンと次のオブジェクトに向けて巡回ルートを取りましょう。
パスとはキャンプを狩る順番のことです。フルクリアはゴールドと経験値を最大化するために全キャンプを回り、短いルートはガンクやスカトルクラブ(カニ)争奪のために早期にレーンへ向かいます。ガンクの成功率が最も高いレーンや、次のオブジェクトが出現するサイドに向けてルートを組み立てましょう。
プッシュされており、ワードがなく、逃げスキルのないレーンをガンクしましょう。
敵が自陣側にプッシュしており、接近経路にワードがなく、逃走スキルの乏しいレーンにガンクを仕掛けましょう。敵タワー下に押し込まれているレーンへのガンクは困難です。到着前に味方レーナーへピンを鳴らし、合わせて動けるようにしましょう。
敵ジャングラーの位置把握はレーンを救い、オブジェクトを獲得させます。
敵ジャングラーの位置を把握することはレーンの安全を守り、オブジェクト獲得につながります。スタート位置、どのキャンプが残っているか、直前にどこに姿を現したかから現在地を推測できます。チャットやピンで味方に知らせましょう。
オブジェクト出現前にプッシュしてリコール・購入し、一番乗りを目指しましょう。
ドラゴン、ヴォイドグラブ、リフトヘラルド、バロンはチーム全体にゴールドや強化効果をもたらします。出現前にウェーブを押し込み、リコールしてアイテムを購入し、万全の体力で真っ先に現地へ到着しましょう。到着が遅れ、自陣タワーにウェーブが押し寄せているチームは、オブジェクトもタワープレートも失うことになります。
前進する前にワードを置き、トリンケットは再使用可能になり次第使いましょう。
ワードは敵の位置を明らかにします。コントロールワードは近くにある敵のワードを発見し、無効化します。前進して押す前にリバーや敵ジャングル入り口にワードを置き、後で戦う予定の場所にコントロールワードを設置しましょう。トリンケットは時間で再チャージされるため、準備ができ次第こまめに使いましょう。
自分がパワースパイクを迎えた直後に戦い、相手のスパイク直前には戦わないこと。
パワースパイクとはチャンピオンが急激に強化される瞬間です:レベル2、3、6(アルティメット取得)、および完成アイテムの購入時です。自分がスパイクを迎え、相手がまだの時に戦い、相手のスパイク直前には戦闘を避けましょう。コンパニオンアプリの試合振り返りにあるマッチアップ項目で、対面がキルを取りやすいレベルを確認できます。
クラッシュ直後、ゴールドが貯まった時、オブジェクトの直前にリコールしましょう。
損失が最も少ないタイミングでリコールしましょう:ウェーブが敵タワーにクラッシュした直後、戦闘を左右する重要アイテムや素材を買えるゴールドが貯まった時、あるいはチームが狙うオブジェクトの直前です。自陣タワーに大きなウェーブが衝突する直前にリコールすると、大量のミニオンとタワープレートを失うことになります。
本日のゴールド向けヒント6件(毎日更新、全92件)。
When the enemy jungler shows on one side of the map, take their camps on the other side if your nearby lanes are pushed.
Their jungler cannot be in two places, and pushed lanes mean their laners cannot reach you first.
When a teammate charges into a fight your team cannot win, do not follow them in. Back off and save your life and the wave.
One death gives the enemy a little gold and time; two deaths give them an objective. Following a lost fight only makes the loss bigger.
Flash to escape before the crowd control lands, not after: once a stun or root hits you, Flash cannot be cast until it ends.
A stunned or rooted champion cannot use Flash, so a Flash held for one more second is often a Flash that dies unused with you.
Spend all your gold before you leave base. If the next item is out of reach, buy a component that builds into it, and a Control Ward if you have room.
Gold in your pocket does nothing until your next back. A component gives part of the stats now and none of its gold is lost when you finish the item.
In the late game, let at most one player split-push while the other four stay together near mid. If two teammates are alone in side lanes, join one of them or group up.
One side laner draws defenders; two leave your group three against five whenever the enemy chooses to fight.
When the enemy starts an objective you cannot contest, take something on the other side of the map at the same time: a tower, Void Grubs, Rift Herald or their camps.
Contesting a fight you will lose gives them the objective and kills. A trade on the opposite side gives you something back for the same time.
Before you walk to help a teammate or an objective, ping On My Way on it. If you cannot make it in time, ping Retreat instead.
A teammate who knows help is coming fights or waits; one who knows it is not backs off. Silence makes them guess.
Use your Stealth Ward as soon as it has a charge you are not saving, on the path an enemy would take to reach you. A trinket sitting at full charges wastes wards.
The trinket stops gaining charges while it is full, so every second it sits full is vision you never get.
ゴールドにおける14分前の設置ワード数:3.7
Back where no enemy can see you start: in a bush, behind your tower or out of their vision. Never start the channel in plain view of an enemy who can reach you.
Any damage cancels the back, and an enemy who sees you channel will walk in to stop it or catch you alone.
After you clear an enemy ward with a teammate nearby, wait in that bush for a few seconds. The enemy who comes to replace it often walks right into you.
Wards get placed again in the same spots, and the player who replaces them usually walks in alone and blind.
When you join a fight late, approach from the side through your jungle, not from behind your own team.
From the side their backline is in reach before their frontline can turn on you; from behind your team you meet only their front.
Ping your first camp before monsters spawn and start it early enough that your laners can leash it and still walk to lane for the first wave.
A leash saves you health for the rest of the clear; a late start makes your laners miss the first minions or skip the leash.
Choose your jungle pet for the game ahead: read the three tooltips (damage, shield or movement) and pick the one that fits your champion and the enemy team.
Killing monsters grows the pet, and each grown pet gives a different bonus; the right one wins more skirmishes or ganks than the wrong one.
When you pass an enemy camp and it is gone, ping it: a missing camp tells you their jungler was there recently and which way they are clearing.
Junglers clear in chains of neighbouring camps; one missing camp narrows down where they went next.
After your first full clear, back to spend your gold unless a lane is set up for a gank right now. Don't wander on low health with gold in your pocket.
Every camp costs you health; a reset turns gold into items and lets you take the next fight full.
If you reach the Scuttle Crab low on health and the enemy jungler shows up, give up the crab and walk away. Don't start a crab at half health with them nearby.
The crab is worth far less than a death, and the jungler with more health wins the duel over it.
If your laner saw the enemy place a ward in the river, gank by another route: through the lane bush, around the far side, or after clearing the ward.
A laner who sees you coming steps back; a spotted gank wastes the walk and the camps you could have taken.
When the enemy laner backs off as you walk in, they have seen you. Don't chase them under their tower: leave for a camp or the crab.
A gank that has been seen rarely kills, and a chase under a tower is how a jungler gives away the first kill.
To dive with your laner, let them push a big wave into the tower first, go in first to take the tower's shots, and step out of its range when it turns on you.
The tower targets whoever hits an enemy champion near it; leaving its range sends it back to the minions, and a big wave gives it minions to target.
Right after you are seen on one side of the map, the lanes on the far side play forward. If you can reach them unseen, gank there at once.
Laners take risks when they think the jungler is far away; for a short window their guess about you is wrong.
Before a gank, check your laner's health and mana. If they can't follow you in, gank another lane or take a camp.
A gank is two against one only if your laner can fight; otherwise it is you alone against a laner and their wave.
When an enemy laner suddenly plays forward or shoves hard for no clear reason, assume their jungler is close and ping your laner to back off.
Laners take risks when help is nearby; their behaviour is often the first sign of a gank you cannot see.
When you have died early or are behind the enemy jungler, stop entering their jungle: farm your own camps and ward your entrances until you have items.
A jungler who is behind loses duels in the enemy jungle; your camps and your life are what bring you back.
When the enemy jungler waits near your objective and you may lose the Smite race, have your team zone or catch them first, or delay the finish until they are pushed out.
A steal needs only Smite range; keeping the enemy jungler out of range is surer than racing their Smite.
When your team wins fights around Baron and the enemy must contest it, start Baron in front of their wards to draw them in, then turn on them at the entrances.
A team forced to contest walks into you through narrow paths; you fight where you chose and finish Baron after.
Let the enemy see you on one of their wards walking toward a lane, then turn back through the fog to the side you really want.
Enemies plan around the last place they saw you; a false trail moves their attention while you take a gank or camps.
Before a fight at an objective, wait in the fog on a flank instead of standing with your team, and enter once the enemy commits to your front line.
A threat they cannot see keeps their carries cautious, and an entry from the side reaches the backline past their front line.
Engage the enemy jungler while they are in the middle of a camp with low health: the monsters keep hitting them while you fight.
A half-done camp has already cost them health, and if they run, the camp is yours.
Before an objective, place your wards in a line across the paths the enemy must walk to reach it, not inside the pit.
Wards on the approaches show them coming in time to react or to catch one; a ward in the pit shows them only once the fight has started.
Clear the enemy wards around an objective shortly before it spawns, not minutes early, and place yours right after.
Wards cleared too early are simply replaced; cleared late, the enemy has no time to re-ward before the fight starts.
When the enemy support is likely to come clear your wards before an objective, wait in fog near your Control Ward with your jungler and catch them.
A support clearing vision walks alone into your half of the river; catching them leaves their team blind and one player short.
When your jungler is about to gank bot, clear the enemy river and tri-bush wards with Oracle Lens just before they arrive.
A gank seen coming is a gank dodged; sweeping first lets your jungler walk the last steps unseen.
When you level up during a trade or a fight, spend the skill point at once with the level-up hotkey (Ctrl plus the ability key by default). Don't wait for the fight to end.
A new rank adds its damage or effect the moment you take it. A point left unspent during a close fight is power you already earned and did not use.
When you walk away from an enemy whose skillshot is ready, change direction every second or so instead of running in a straight line.
A skillshot is aimed at where you will be. A straight path is easy to predict; a change of direction forces them to guess.
When you face an enemy champion you do not know, read its abilities before your first fight (select it in game or look it up) and find its crowd control and its escape.
Those two spells decide when you can step in safely: right after the crowd control is used, or after the escape is gone and they cannot get away.
そのロールの熟練者やコーチングコミュニティから寄せられたアドバイス(支持数付き)。統計測定値ではなく意見です。
このロールに関するコミュニティのアドバイスは現在収集中です。
試合開始前: ドラフトガイド →