Guias de funções

Como jogar de Jungle

Os conceitos que decidem uma partida de Jungle, o que os jogadores da função realmente fazem em cada Elo e o que a comunidade recomenda.

Campeões na função

Tier list completa →

Mais jogados

Maior taxa de vitória

Todos os Elos e regiões combinados; 'maior taxa de vitória' considera apenas campeões escolhidos em pelo menos 1 de cada 100 partidas.

Este guia no Elo Ouro

O que os dados dizem

10.823.123 participações de jogadores na ranqueada solo/duo dos últimos 14 dias (EUW, KR, NA), analisadas minuto a minuto.

O que muda ao subir de Elo

CS aos 10 minutosSobe com o Elo

65Ouro

FerroMestre +

CS aos 10 minutos sobe com o Elo: 58 em Ferro, 72 em Mestre +.

Tempo próximo a uma rota em vantagemIgual em todos os Elos

51%Ouro

FerroMestre +

Tempo próximo a uma rota em vantagem quase não muda com o Elo (50% a 53%): não diferencia os jogadores.

Mortes antes dos 14:00Oscila

1.9Ouro

FerroMestre +

Mortes antes dos 14:00 varia entre os Elos, mas sem uma tendência fixa (1.9 a 2.1).

Compra da Oracle LensCai com o Elo

8:02Ouro

FerroMestre +

Compra da Oracle Lens cai com o Elo: 10:15 em Ferro, 6:34 em Mestre +.

Todas as 9 métricas
Primeira ida à lojaCai com o Elo

4:03Ouro

FerroMestre +

Primeira ida à loja cai com o Elo: 4:40 em Ferro, 3:33 em Mestre +.

Wards antes dos 14:00Oscila

3.7Ouro

FerroMestre +

Wards antes dos 14:00 varia entre os Elos, mas sem uma tendência fixa (3.3 a 3.9).

Wards de controle antes dos 14:00Sobe com o Elo

0.7Ouro

FerroMestre +

Wards de controle antes dos 14:00 sobe com o Elo: 0.2 em Ferro, 0.9 em Mestre +.

Wards por minutoCai com o Elo

0.25Ouro

FerroMestre +

Wards por minuto cai com o Elo: 0.27 em Ferro, 0.22 em Mestre +.

Com 2+ aliados a partir dos 20:00Sobe com o Elo

57%Ouro

FerroMestre +

Com 2+ aliados a partir dos 20:00 sobe com o Elo: 53% em Ferro, 62% em Mestre +.

Isso acompanha a subida de Elo; apenas copiar um número não fará você subir de divisão.

O que o próximo Elo faz de diferente de Ouro

  • Wards de controle antes dos 14:00Platina: 0.8 · Ouro: 0.7
  • Compra da Oracle LensPlatina: 7:25 · Ouro: 8:02
  • Wards por minutoPlatina: 0.24 · Ouro: 0.25
MétricaOuroPlatina
Primeira ida à loja4:033:56
Wards antes dos 14:003.73.6
Wards de controle antes dos 14:000.70.8
Wards por minuto0.250.24
Com 2+ aliados a partir dos 20:0057%58%
Vencedores e perdedores no Ouro

No seu Elo: quem vence e quem perde

Jogadores que venceram e perderam no mesmo Elo jogam de maneira quase idêntica. Essas diferenças são pequenas, e os números de quem vence refletem em parte o próprio resultado da vitória.

MétricaVitóriaDerrotaTodos
CS aos 10 minutos666465
Tempo próximo a uma rota em vantagem59%42%51%
Mortes antes dos 14:001.62.21.9
Compra da Oracle Lens7:508:158:02
Primeira ida à loja4:044:024:03
Wards antes dos 14:003.73.73.7
Wards de controle antes dos 14:000.70.70.7
Wards por minuto0.260.250.25
Com 2+ aliados a partir dos 20:0057%56%57%

Como funciona

Como o jogo funciona, em palavras simples.

Sua rota na jungle

Faça o pathing em direção à rota do gank e ao próximo objetivo.

Por quê

Seu pathing é a ordem dos campos que você limpa. Uma limpeza completa (full clear) faz todos os campos para obter ouro e experiência; uma rota mais curta leva você cedo a uma rota para um gank ou ao Aronguejo. Planeje o trajeto em direção à rota com maior chance de gank e ao lado do mapa onde o próximo objetivo nascerá.

Gankar

Ganke uma rota avançada, sem visão e sem mobilidade de fuga.

Por quê

Ganke uma rota cujo inimigo esteja avançado para o seu lado, sem visão do seu caminho e cujo campeão não consiga escapar com facilidade. Uma rota recuada sob a própria torre é difícil de gankar. Dê sinal (ping) para o seu aliado antes de chegar para que ele possa acompanhar.

Rastreando o jungler inimigo

Saber onde o jungler inimigo está salva rotas e garante objetivos.

Por quê

Saber onde o jungler inimigo está protege suas rotas e garante objetivos. Onde ele começou, quais campos dele sumiram e onde apareceu por último indicam onde ele está agora. Avise no chat ou sinalize com pings.

Objetivos

Empurre, dê recall e compre antes do objetivo nascer para chegar primeiro.

Por quê

Dragões, Vastilarvas, Arauto do Vale e Barão concedem ouro ou poder para toda a sua equipe. Empurre a wave, dê recall e compre itens antes que eles nasçam para chegar primeiro e com a vida cheia. Uma equipe que chega atrasada, com waves colidindo em suas torres, perde o objetivo e as barricadas.

Medido abaixo: Com 2+ aliados a partir dos 20:00.

Visão

Warde antes de avançar e use seu amuleto sempre que estiver pronto.

Por quê

Wards mostram onde os inimigos estão; uma ward de controle também revela e desativa sentinelas inimigas próximas. Coloque sentinelas no rio ou na entrada da jungle inimiga antes de avançar e posicione uma ward de controle onde haverá lutas futuras. Seu amuleto recarrega, então use-o sempre que estiver pronto.

Medido abaixo: Wards antes dos 14:00, Wards de controle antes dos 14:00, Wards por minuto.

Picos de poder (Power spikes)

Lute logo após seu pico de poder, nunca antes do pico do adversário.

Por quê

Um pico de poder é um momento em que seu campeão fica muito mais forte: níveis 2, 3 e 6 (sua ultimate) e cada item fechado. Lute quando você acabou de atingir um pico e seu oponente não, e evite lutas antes dos picos dele. A seção de confronto da análise de partida no aplicativo complementar mostra em quais níveis seu adversário costuma conseguir abates.

Quando dar recall

Dê recall logo após colidir a wave, com ouro para gastar ou antes de um objetivo.

Por quê

Dê recall quando o custo for menor: logo após colidir a wave na torre inimiga, quando tiver ouro para um item ou componente que mude uma luta, ou antes de um objetivo que sua equipe disputará. Dar recall com uma wave grande prestes a bater na sua torre faz você perder tropas e barricadas.

Medido abaixo: Primeira ida à loja, Ouro em mãos na volta, Idas à loja antes dos 14:00.

Guia prático

6 dicas para Ouro hoje, com uma seleção nova todo dia; 92 no total.

    Dicas para outros Elos (35)
    1. 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.

    2. 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.

    3. 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.

    4. 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.

    5. 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.

    6. 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.

    7. 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.

    8. 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.

      Wards antes dos 14:00 no Ouro: 3.7

    9. 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.

    10. 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.

    11. 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.

    12. 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.

    13. 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.

    14. 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.

    15. 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.

    16. 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.

    17. 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.

    18. 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.

    19. 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.

    20. 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.

    21. 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.

    22. 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.

    23. 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.

    24. 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.

    25. 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.

    26. 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.

    27. 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.

    28. 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.

    29. 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.

    30. 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.

    31. 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.

    32. 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.

    33. 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.

    34. 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.

    35. 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.

    O que os jogadores dizem

    Conselhos dados por vários jogadores da função e comunidades de coaching, com a quantidade de menções: opinião, não medido estatisticamente.

    Os conselhos da comunidade para esta função ainda estão sendo coletados.

    Antes da partida começar: Guias de draft →