The information below will help you get familiar with the game on the Jungle Line VI. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword
+12 Attack Damage
500
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Sundered Sky
Periodically empowers attacks
+300 Max Health
+40 Attack Damage
+15 Ability Haste
Lightshield Strike: The first attack against an enemy champion deals Critically Strikes (6s cooldown per target), dealing 160% damage and restores Health (equal to 125% base Attack Damage + 5% of missing Health to you.
3000
Sundered Sky TIPS: Damaging a champion will critically strike the enemy and give you a small heal. Good item for AD bruisers providing bonus damage and sustain.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken by 7-12% ().
1350
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end.
500
Trinity Force
Well-Rounded
+250 Max Health
+30 Attack Damage
+30% Attack Speed
+25 Ability Haste
Fervor: +5% Move Speed.
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus physical damage equal to 200% base AD(1.5s Cooldown). Damage is reduced vs structures.
Valor: Attacks grant 20 Move Speed and kills grant 60 Move Speed for 2 seconds. Bonuses do not stack. Ranged champions gain halved values.
3333
Trinity Force TIPS: Offers a variety of stats. Good if your champion uses their abilities often but also auto-attacks alot.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Sundered Sky
Periodically empowers attacks
+300 Max Health
+40 Attack Damage
+15 Ability Haste
Lightshield Strike: The first attack against an enemy champion deals Critically Strikes (6s cooldown per target), dealing 160% damage and restores Health (equal to 125% base Attack Damage + 5% of missing Health to you.
3000
Sundered Sky TIPS: Damaging a champion will critically strike the enemy and give you a small heal. Good item for AD bruisers providing bonus damage and sustain.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Death's Dance
Delays damage taken
+35 Attack Damage
+40 Armor
+15 Ability Haste
Dance: Champion takedowns cleanse Cauterize's remaining damage pool and restores 10% of your maximum health over 2 seconds.
Cauterize: 32% of physical damage received (12% if the equipped champion is ranged) is dealt to you over 3 seconds as true damage instead.
3000
Death's Dance TIPS: Effective against champions with high burst damage or who rely on abilities to deal damage, such as assassins like Zed, Kha'Zix, Talon. The item's passive damage reduction and healing can help mitigate their burst and sustain through extended fights.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Chempunk Chainsword
Reduces enemy healing
+250 Max Health
+45 Attack Damage
+15 Ability Haste
Punishment: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2800
Chempunk Chainsword TIPS: Strong item to build when facing enemy champions with high sustain like Mundo, Soraka and Yuumi who have significant healing abilities. It can also be useful against champions who rely on lifesteal like Aatrox, Darius, and Fiora.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: Good choice against burst mages like Vex, Syndra, and Annie who can quickly take you down. It's also effective against sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor by 30% and Magic Resistance by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: The item increases your stamina during combat, in addition to high defensive characteristics, it reduces the slowdown effects imposed on you. It enjoys great popularity among bruisers and tanks.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Smite
Deal 600 true damage to monsters, epic monsters or enemy minions, and restore 127 Health (70 + 10%) when smite a monster. Smite can be upgraded to Chilling Smite after being used 3 times.
Jungle Expertise:
+20% bonus gold and 20% bonus XP from jungle monsters, but temporarily earn 60% less gold and XP from minions.
+15% bonus basic attack damage and +30% bonus ability damage to jungle monsters.
Restore 40 Health over 5 seconds when dealing damage to jungle monsters.
Restore 4 Mana every second while in the jungle or river.
Gains one charge every 45 seconds, up to a max of 2.
Cooldown: 10s
Сhilling Smite
Deal 800 true damage to a large or epic monster or minion. Smiting monsters restore 152 Health (70 + 10%).
Against champions: Deal 70 true damage (38 to 184) ato enemy Champions and steals 25% of their Movement Speed for 2 seconds.
Cooldown: 10s
Conqueror
Stacking Damage, Vamp
Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 6 times. When fully stacked, gain bonus omnivamp.
Per stack: 2-6 bonus or 3-9 for 6s.
Fully stacked bonus: Melee - 8%, Ranged - 5% bonus Omnivamp .
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Tenacity
Tenacity, Slow Resist
Gains 3% Tenacity and 3% Slow Resist. Takedown monsters, enemy champions, or minions to gain up to an additional 15% Tenacity and 20% Slow Resist.
Overgrowth
Bonus HP
When 2 minions or 1 monsters are killed nearby, permanently gains 3 max Health. Max Health can be increased indefinitely. Gains a bonus 3% max Health upon reaching 30 stacks.
(Q) VAULT BREAKER
9/8/7/6s 50/60/70/80
Hold: Charges up a powerful punch, slowing Movement Speed by 15% while increasing the punch's damage and dash distance.
Cast: Dashes forward dealing 55 to 110 physical damage (55/90/125/160 + 80% bonus to 110/180/250/320 + 160% bonus ) and applying Denting Blows to all enemies hit. Colliding with an enemy champion stops the punch and knocks them back.
Deals 75% damage to minions and monsters.
(W) BLAST SHIELD
10/9/8/7s 30/20/10/0
Passive: Hitting an enemy with an attack or ability grants a stack of Blast Shield, up to 5 stacks.
Active: Generates a shield that absorbs 60/85/110/135 damage for 3 seconds. Each stack consumed adds 10 (1.5/2/2.5/3% max ) to the shield. At max stacks also grants a burst of 47% Movement Speed.
Blast Shield stacks fall off one at a time and a max of 1 stack is added per attack or ability.
(E) EXCESSIVE FORCE
1s 20/30/40/50
Empowers Vi's next attack to deal 30 bonus physical damage (20/45/70/95 + 15% + 70% ) to the target and enemies behind it.
Vi stores a new charge every 14/12/10/8 seconds and can hold 2 charges at once.
(R) ASSAULT AND BATTERY
70/60/50s 100
Chases down an enemy champion, knocking them up for 1.25 seconds and dealing 150 physical damage (150/300/450 + 140% bonus ).
Vi Reveals her target and cannot be stopped while chasing it down. Enemies in the way are knocked aside and take 75% of the damage.
We have prepared lists of champions that can really annoy you during a match with the game on the Jungle VI. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that threaten {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
There are no champions in this section that synergies with {title}.
We have prepared a list of items and spells that will help counter Jungle VI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken by 7-10% ().
1350
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.).
Randuin's Omen
Attack to heal from enemy Critical Strikes
+400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: Consider in the following situations: 1) when facing multiple auto-attack reliant champions on the enemy team, such as Tryndamere, Yasuo, and Jinx; 2) reduce the effectiveness of healing when playing against Soraka, Vladimir or Samira; 3) soak up damage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: Recommended whenever you need to increase mana usage; reduce enemy attack speed. It's effective against AD champions who rely on basic attacks (Jinx, Tristana, Vayne) or use their abilities frequently (Yasuo, Riven, Zed).
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: Good against assassins and burst damage.
Sterak's Gage
Taking damage triggers a shield
+400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds.
3200
Sterak's Gage TIPS: Increase survivability in team fights to be tankier frontliner. It's effective against champions with burst damage like Zed, Talon and against champions with heavy CC like Lissandra and Nautilus, as the shield can help you survive their initial burst and crowd control.
Gargoyle Enchant
Shield
Stoneplate (Active): Gain a shield that absorbs 28% of your max Health. The shield decays over 4 seconds. (60s Cooldown) Fore every enemy nearby, gain an additional shield that absorbs damage equal to 14% of max Health, capped at 3 shields. Damage dealt is reduced by 40% for 4 seconds. If the shield breaks early, damage reduction will end.
500
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Jungle Pathing represents the choices Junglers make in regards to when and where to gank. These choices include how they involve farming camps and buffs between their ganks, anticipating counterganks, and looking for opportunities to invade. It involves understanding the different abilities the champions in the game have and how they interact, as well as the overall interactions between the two team compositions.
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Every 3rd attack on the same enemy deals 4.2% (4.2% (+0.3% ) + 0.03% bonus ) of their max Health as bonus physical damage, reduces their Armor by 20% and grants Vi 27% Attack Speed for 4 seconds.
Deals 300 max damage vs. monsters.
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9/8/7/6s 50/60/70/80
Hold: Charges up a powerful punch, slowing Movement Speed by 15% while increasing the punch's damage and dash distance.
Cast: Dashes forward dealing 55 to 110 physical damage (55/90/125/160 + 80% bonus to 110/180/250/320 + 160% bonus ) and applying Denting Blows to all enemies hit. Colliding with an enemy champion stops the punch and knocks them back.
Deals 75% damage to minions and monsters.
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10/9/8/7s 30/20/10/0
Passive: Hitting an enemy with an attack or ability grants a stack of Blast Shield, up to 5 stacks.
Active: Generates a shield that absorbs 60/85/110/135 damage for 3 seconds. Each stack consumed adds 10 (1.5/2/2.5/3% max ) to the shield. At max stacks also grants a burst of 47% Movement Speed.
Blast Shield stacks fall off one at a time and a max of 1 stack is added per attack or ability.
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1s 20/30/40/50
Empowers Vi's next attack to deal 30 bonus physical damage (20/45/70/95 + 15% + 70% ) to the target and enemies behind it.
Vi stores a new charge every 14/12/10/8 seconds and can hold 2 charges at once.
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70/60/50s 100
Chases down an enemy champion, knocking them up for 1.25 seconds and dealing 150 physical damage (150/300/450 + 140% bonus ).
Vi Reveals her target and cannot be stopped while chasing it down. Enemies in the way are knocked aside and take 75% of the damage.
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Use this combo to maximize burst and limit their reaction time. Best used to one shot a priority target.
Briefly charge (Q) VAULT BREAKER. Let go of it, then immediately FLASH to redirect the hitbox/damage. Immediately AA, then use (E) EXCESSIVE FORCE as an auto attack reset. Follow up with (R) ASSAULT AND BATTERY to knock up the enemy. Finish with AA, (E), and AA one after another upon landing.