野怪在被攻擊前不會從他們的營地移動出去，當被攻擊時怪物會向前移動並攻擊離他們最近的英雄，直到與其重生點達到一定距離 (「移動」距離)。若野怪無法攻擊任何目標，或達到其移動距離 (leash area) 的上限，他會走回初始的重生點，並快速地回滿生命值；若野怪在回程中遭受攻擊，則會再次嘗試攻擊英雄。野怪會攻擊最近的英雄，並在每次受到攻擊後選擇一個新的攻擊目標；內建的計數器會記錄野怪轉換目標的次數，若轉換目標超過 10 次，即使受到攻擊，野怪也會直接回到重生點，並快速地回滿生命值。
註記：現行版本中，若野怪營地受到攻擊但未擊殺，會產生錯誤。在小兵回到其原本的位置時，遠程野怪會開始朝最後一個攻擊者的方向，持續不斷的發射其投射物 (例如幼年蜥蜴會連續發射多發火球，產生一條巨大的火線) ，但不造成傷害。
在召喚峽谷中共有 14 處野怪營地：藍方和紫方的野區有相同的區域以及同樣數量的非首領級野怪，整個野區除了飛龍和巴龍這兩隻唯一性野怪外，以地圖中心形成完美的對稱。They each reside in sheltered alcoves along the river 和 are accessible from different directions， making them slightly easier to access for the team on the side they are open to; blue team has superior access to 巴龍 和 purple team has superior 飛龍 access.
以下表格詳細表列每種野怪獲得的初始屬性，或野怪在等級 1 時 ( 飛龍初始為等級 6 ) 的擊殺獎勵金錢及經驗值；隨遊戲時間增加，野怪會提供額外的獎勵。除了飛龍、巴龍和威洛魔外，野怪會在被殺死後升級，前述三種野怪則會隨遊戲進行而升級。查看各種野怪的頁面以了解其升級的屬性變化。
|Crimson Raptor||+41 Gold; +140 EXP||1200||Ar:15; MR:0||1:55||1:40|
|Raptor x3||+9 Gold; +20 EXP||250||Ar:5 MR:0||1:55||1:40|
|Greater Murk Wolf||+42 Gold; +142 EXP||1320||Ar:9; MR:0||1:55||1:40|
|Murk Wolf x2||+12 Gold; +30 EXP||420||Ar:6; MR:0||1:55||1:40|
|Ancient Krug||+60 Gold; +150 EXP||1440||Ar:12; MR:-10||1:55||1:40|
|Krug||+14 Gold; +50 EXP||540||Ar:12; MR:-10||1:55||1:40|
|Gromp||+62 Gold; +200 EXP||1600||Ar:15; MR:0||1:55||1:40|
|Rift Scuttler||+35 Gold; +35 EXP||750||Ar:60; MR:60||2:30||3:00|
|Blue Sentinel||+36 Gold; +100 EXP;
Crest of Insight
|Sentry x2||+20 Gold; +50 EXP||400||Ar:8; MR:0||1:55||5:00|
|Red Brambleback||+36 Gold; +100 EXP;
Crest of Cinders
|Cinderling x2||+20 Gold; + 50 EXP||400||Ar:8; MR:0||1:55||5:00|
|Dragon||+25 Gold; +75 EXP to the killer and nearby allies;
1 stack of Dragon Slayer to all teammates
|Baron Nashor||+25 Gold and +300 Gold to all teammates; +900 EXP all teammates;
Hand of Baron to all living teammates
|Camp||Initial Rewards||Health||Resistances||Initial Spawn||Respawn Time|
|Wraith||+33 Gold; +120 EXP||1000||Ar:15; MR:0||1:40||0:50|
|Lesser Wraith x2||+18 Gold; +48 EXP||350||Ar:8 MR:0||1:40||0:50|
|Giant Wolf||+28 Gold; +144 EXP||1150||Ar:9; MR:0||1:40||0:50|
|Wolf x2||+12 Gold; +14 EXP||400||Ar:6; MR:0||1:40||0:50|
|Big Golem||+48 Gold; +150 EXP||1250||Ar:12; MR:0||1:40||0:50|
|Golem||+38 Gold; +42 EXP||500||Ar:12; MR:0||1:40||0:50|
|Vilemaw||+190 Gold; +? EXP to all teammates;
Crest of Crushing Wrath to all living teammates
All jungle monsters (with the exception of Baron Nashor) will grant modified experience points if the level of the champion killing them differs from than that of the monster. The modifier caps out at 350% for champions 5 levels or more below the camp’s level and bottoms out at 50% for champions 5 levels above.
Respawn timers on the camps do not begin to count down until all monsters in the camp have been killed, including the major buff camps. This can be exploited by a jungler looking to steal his opponent’s experience by leaving a single minor monster behind to deny the enemy jungler his farm and experience for as long as possible.
he champions who regularly are seen in the jungle role often tend to be categorized with one another to show that many champions will use the same overarching playstyle. Some champions can belong in more than one category, although such champions often tend to be worse at either role than dedicated champions of only one type. Knowledge of which group(s) a given champion belongs in can go a long way in predicting how that champion will build and behave in a match.
It should be noted that such categorizations show only how the champion is likely to act as a jungler, and are often distinct from how the champion is likely to act as a pick.
There are generally agreed to be three recognized types of jungler in League of Legends:
A ganking jungler aims to contribute to his team by providing constant pressure to enemy laners and setting up kills for their allies, allowing them to snowball their way to victory even as the ganker jungler falls behind in gold due to generally low farm. Such junglers often tend to prioritize heavy crowd control and mobility in their kit, which allows them to reach even the most heavily-entrenched laners and lock them down long enough to ensure their demise.
Ganker junglers tend to be good picks against farming junglers, as without the need to worry about an opponent intercepting a gank attempt they can freely roam and harass opposing laners with no fear of reprisal.
A farming jungler does what their title implies – they spend the vast majority of their time farming the camps that respawn in the jungle, and will also often supplement this income by entering an ally’s lane and farming enemy minions as well. This type of jungler sacrifices aiding their laners in the early game with the intent of getting large amounts of gold and levels to become a significant threat in the late game, and often boast very high damage output and strong scaling, allowing them to farm the jungle at maximum speed and effectively become a second carry if they are allowed to farm for long enough.
Farmer junglers tend to resist control junglers, who more often than not will simply not be able to steal camps at a rate that is able to compete with the high clearing speed of their opponent and usually end up outscaled by their better farmed opponent.
Control junglers are aimed specifically at defeating other junglers and ensuring that they have as little influence as possible through the course of a game, and assist their allies mainly though use of objective control, such as using early takedowns of the Dragon and the two major buff camps on both sides. This type of jungler can be very varied in their design but most of them will prioritize sustainability or dueling potential as their key stats, allowing them to defeat other junglers through both attrition and raw power if needs be.
Control junglers are counterpicks to ganking junglers, as their stalking nature allows them to nullify their opponent’s strengths by ensuring their ganks do not succeed, as well as crippling what little farm they already get.
符文 和 天賦
There are a few common setups used to increase a jungler的 potential：
- Greater 黃之紋章 of Armor (+1 物理防禦)
These 黃之紋章s are more or less m和atory on any jungler as they sharply reduce the damage taken from neutral creeps， resulting in higher end health 和 opening more options for their next move.
- Greater Mark of 物理穿透 (+1.28 物理穿透)
- Greater Mark of 物理攻擊 (+0.95 物理攻擊)
- Greater Mark of 攻擊速度 (+1.67% 攻擊速度)
The choice of marks generally aims to increase the jungler的 攻擊 prowess 和 improve their clearing speeds. Even 英雄 whose playstyles 和 builds do not especially benefit from any of these will still usually take marks of 攻擊速度 to make the most use of the Maim 被動 of 狩獵者彎刀， as marks provide only marginal bonuses to non-自動攻擊(普攻) related 屬性s.
- Greater 藍之雕文 of 成長 魔法防禦 (+3 魔法防禦 at Level 18)
- Greater 藍之雕文 of 成長 冷卻 Reduction (+1.67% 降低冷卻時間 per level)
- Greater 藍之雕文 of 魔法攻擊 (+1.19 魔法攻擊).
藍之雕文 choices are usually aimed at augmenting the later stages of the game for the jungler. 魔法防禦 per level is the usual choice as it allows many junglers to purchase armor for their duties without needing to worry too much about 魔法傷害. 降低冷卻時間 per level 藍之雕文s are instead for the few 英雄 who have very long 冷卻時間 和 do not intend to incorporate lots of 降低冷卻時間 道具 into their build. 魔法攻擊 藍之雕文s are for mage junglers whose primary clearing 技能 scale with this stat.
- Greater 紫之精髓 of 跑速 (+1.5% 跑速)
- Greater 紫之精髓 of 普攻吸血 (+1.5% 普攻吸血)
- Greater 紫之精髓 of 物理攻擊 (+2.25 物理攻擊)
- Greater 紫之精髓 of 攻擊速度 (+4.5% 攻擊速度)
- Greater 紫之精髓 of 魔法攻擊 (+4.95 魔法攻擊)
紫之精髓s function as Ｑ［萬能牌］ 和 can provide any kind of benefit the jungler Ｒ［祈願］es. 跑速 is extremely common 和 offers large improvements to ganking potential， while other rune types are usually aimed at improving the speed or sustain of the jungler instead.
- 屠夫 – 普通攻擊 和 single target 技能 deal 2 增加傷害 to minions 和 monsters.
- Ｒ［饗宴］ – Killing a unit restores 3 生命 和 1 魔力.
- 硬皮 – Reduces damage taken from monsters by 1 / 2.
- 刀刃護甲 – Attacking enemy monsters are inflicted with a bleed for 2 秒 that deals 1% of their current health in 物理傷害 per second (therefore it can apply 蜥蜴長老戰魂的 Ｗ［烈焰衝擊］).
- 疾行 – Grants 0.5 / 1 / 1.5% 跑速.
- 符印祝禱 – Increases the duration of all neutral buffs (with the exception of Exalted with 巴龍) by 20%.
Items for Jungling
|+30 attack damage||+50 ability power||+20 armor||+12 attack damage||+12 attack damage|
|10% cooldown reduction||10% cooldown reduction||10% cooldown reduction||30% attack speed||30% attack speed|
|6% attack damage to health||6% attack damage to health||60 health per 5 sec||10 health per hit to monsters||10 health per hit to monsters|
|3% attack damage to mana||3% attack damage to mana||45 mana per 5 sec|
|14+(2×lvl) true damage over 3s||2 ability power (max 30) per Large monster||5% monster max HP (max 150) bleed for 3s||75 attack damage on monster||25 (+Feral stack) magic damage (3x on monster)|
|+40 gold kill large monster (stack/1.5s max 80)||+40 gold kill large monster (stack/1.5s max 80)||+40 gold kill large monster (stack/1.5s max 80)||+30% gold kill monster||+30% gold kill monster|
|600 cast range per 180s Trap Detection||600 cast range per 180s||1000 cast range per 180s|
打野裝備的歷史History of Jungling Items
Jungler itemization has gone through some considerable changes over the course of League of Legends‘ lifespan, maining owing to the unique difficulty in balancing a relatively unorthodox role with the more traditional laning positions.
During Season One, the jungle was a highly profitable source of gold, so much so that often a Jungling champion could even obtain more farm than the lanes with some effort, eventually letting them afford expensive and deadly items if their farming efforts were not halted. This was offset by the enormous difficulty of the jungle monsters of the time – there were extremely few junglers who could even clear effectively in such an rigorous environment and even fewer junglers who could begin the game with anything other than a and 5 .
The jungle rework of Season Two reduced the difficulty of the jungle monsters and the gold and experience that they gave out in an attempt to open the jungle to more prospective champions. Despite the decreased monster health, however, it was found that the decreased gold meant that dedicated farming was simply no longer an economically viable strategy, and many junglers were forced to find alternative solutions to the resultant gold starvation (most often amounting to early stacking of gold generating items such as and ), while other junglers whose core item builds often demanded a high gold income to be feasible simply could not function in such a low-gold environment.
The jungle in Season Three attempted to compromise between the high farm of Season One and the low difficulty of Season Two. The introduction of allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly gold efficient items it built into in case of a poor early game, and the increase to passive gold generation saw most junglers in possession of at least passable amounts of gold. These changes saw the number of viable junglers increase greatly.
The current iteration of Season Four was built upon the framework set by Season Three, with several gameplay refinements aimed at combating issues seen at higher levels of play. Of particular note, all of the high-tier jungle items now provide benefits exclusively involving killing monsters and an entirely new jungle monster, the Gromp, was introduced, enabling much higher potential profits to both farming junglers who are sufficiently fast to keep up with the respawn times of the four camps and ganking junglers who do not perform well early on. These buffs to farming junglers were boosted further with the addition of , which provides massive bonuses to junglers who can farm fast enough to acquire the upgrade early on. On the flipside, the addition of has kept slower utility junglers useful during a metagame period dominated by heavy early offense.
Common Jungle Routes
A jungle route is the order in which a Jungling champion will tackle each of the camps scattered around the map during their very first clear. Routes tend to vary from very offensive to very passive, depending on the playstyle of the jungler in question (though certain champions are more efficient with some routes than others). Regardless of how aggressive the route is, each route is optimized to provide the jungler with the best balance of health and time invested – crucial during the earliest stages of a game where many junglers are at their weakest and most vulnerable states.
- Level 2 Gank
- Buff-to-Buff Run
- Power Clear
- Jungle Farmer
End level: 2
This extremely aggressive jungle route is the riskiest out of all jungle routes and is most often used in an attempt to obtain the First Blood bonus before opponents have had a chance to acquire all of their spells yet. On some junglers, this also sacrifices some potential at farming for early increased offensive prowess.
Failure to acquire a kill can often leave the jungler dangerously behind on experience and farm and will leave them vulnerable to harassment for several minutes, but a successful gank can be greatly rewarding, granting the killer’s team 680 gold (400G for the kill + 70% for the assist) and setting the slain opponent back on both experience and gold at a very early stage, which can easily become an insurmountable disadvantage.
End level: 3
This route is one of them most commonly taken paths, done to strategically both prevent theft of the buff camps by the opposing team and gain a fast level advantage over opposing champions. This leaves multiple useful options for the Jungling champion, including being able to gank a nearby lane, invade the opposing jungle or simply to continue farming.
The choice of minor camp can vary depending in the jungler in question, with the usual options being the Crimson Raptor, Wolf and Gromp camp. Junglers with strong area of effect abilities will be most efficient clearing one of the former two camps, while junglers with strong single-target damage will benefit more from killing the Gromp.
End level: 4
- Ancient Golem camp ( Smite)
- Gromp camp
- Greater Murk Wolf camp
- Crimson Raptor camp
- Lizard Elder camp ( Smite)
- Golem camp
- Gank a nearby lane.
- Lizard Elder camp ( Smite)
- Crimson Raptor camp
- Greater Murk Wolf camp
- Ancient Golem camp ( Smite)
- Gromp camp
- Greater Murk Wolf camp
- Gank a nearby lane.
This route is a well-rounded route that equally balances ganking potential, farming experience and gold, and is useful for junglers who do not have strong ganking prowess at very early levels, as it provides enough experience for them to get their primary skill to level 2 instead of level 1.
Depending upon the speed of the jungler champion, Smite can be used to differing levels of effectiveness. On the very slowest junglers it is actually possible to Smite back-to-back camps (such as the Gromp and Ancient Golem), although is usually advisable to ensure it is available when taking a major buff camp to avoid dealing with their high damage output for too long.
End level: 6
- Ancient Golem camp
- Gromp camp
- Greater Murk Wolf camp
- Crimson Raptor camp
- Lizard Elder camp
- Golem camp
- Greater Murk Wolf camp again
- Gromp camp again
- Crimson Raptor camp again
- Golem camp again
- Repeat the last four steps over and over as necessary.
This passive route is chosen to maximize gold and experience income from the jungle at the expense of supporting the lanes. This route is usually used by very fast farming junglers who want to earn their gold through farming, but can also be used with junglers who have high level requirements to be able to gank effectively and wish to speed themselves to that point.
Ganking refers to the act of ambushing one or more players with the intent of scoring a kill. It is one of the most important aspects of the jungle role, as, while anyone in a match can effectively gank to some extent, the jungler is the champion who has the greatest capacity to do so as he is not bound to any particular lane, allowing him to freely roam across the map to appear wherever he is needed. As the game progresses and more and more champions begin to roam the map and band together as opposed to extending out alone, ganking becomes less limited to the jungler and less of an important factor to success overall, but it nonetheless remains a valuable element of team strategy all the way up until a game’s end.
Some champions are better at ganking than others. In particular, champions with very powerful or plentiful crowd control tend to be stronger at ganks than those without. For example, Shaco can gank a lane as early as level 2 possessing only a Lizard Elder buff – the slow it provides and the fear from a Jack In The Box can lock down a enemy champion for several seconds, potentially allowing Shaco to kill him before he can escape. Conversely, champions who have little to no crowd control (such as Shyvana) or have crowd control that can be difficult or unreliable to use effectively (such as Dr. Mundo) will often find themselves hard pressed to obtain kills during ganks.
A few specific junglers may have very poor initial ganking, but upon obtaining their ultimate can later gank with much more success. In such cases, the jungling champion will often focus solely on farming for the early game and later transition to ganking more heavily once level 6 has been reached. One of the quintessential examples of this is Warwick, who exerts poor control over an opponent from levels 1 to 5 but becomes one of the game’s most lethal gankers after he reaches level 6 and acquires the use of Infinite Duress which serves as an instantaneous long duration suppression and a gap closer both.
There are several different types of gank that can be observed in League of Legends:
- River Ganks
- Side Gank
- Loop Gank
- Tower Dive Gank
- Direct Gank
- Counter Gank
River ganks are the most common type of gank 和 involves the jungler approaching a lane through the river， entering the brush there 和 beginning his assault on the opposing team once correct positioning is established. This type of gank is the most readily available to any jungler 和， depending on the mobility of the ganking 英雄， can work successfully even against opponents who have not extended significantly beyond their own side brush.
As a tradeoff for this ease of use， however， river ganks are among the easiest to spot ahead of time for a competent team – a single Ward in the river bush can quickly warn a laner of the jungler的 intentions 和 allow them to back off 和 avoid danger. The other types of ganks most often occur to bypass this vision of the river.
River ganks tend to be more successful at top lane for purple team members 和 bot lane for blue team members， but teams on the opposite side have access to the loop gank below to compensate.
Side ganks (also known as a lane gank) involve the jungler entering the side brush in order to get very close to his targets before initiating the gank. This type of gank has many more limitations than a simple river gank， as it can only be done in bot or top lane 和 relies on a lack of vision on both within the bush from the enemy team 和 of the jungler as he enters it in order to maintain the element of surprise.
This gank is much more commonly done at top lane than at bot lane， as the latter contains a support 英雄 who has the responsibility of keeping the side brush warded， but when pulled off in either case it can be extremely deadly due to the sheer proximity of the ganking 英雄 allowing him to almost immediately lock down his target 和 prevent them from fleeing.
Loop ganks involve the 英雄 entering the enemy jungle from near the mid lane， 和 (for bot or top lane loop ganks) walking around the 飛龍 or 巴龍 spawning pit 和 entering the target lane through the tribush or (for mid lane loop ganks) making use of the entrances to the lane on the same side as an enemy turret.
Loop ganks pose some significant risks to the jungler. If their initial approach into the enemy jungle is spotted early on with a ward， it is almost always a Ｑ［死亡宣告］， as the opposing team can act together to corner 和 slay the 英雄 as he makes his way down to the lane. If pulled off correctly， however， it can be equally devastating to an unaware laner， as with the use of the tribush to disguise their approach the jungler will end up directly behind the target 和 so does not have to immediately use their 技能 to close the gap.
The riskiest gank to perform, this type of gank involves the jungler collaborating with allies to trap and kill enemies who are under the apparent safety of their turret. This gank can be done on any laner through use of the jungle – bot and top lane for red and blue team respectively uses the path and small brush directly behind the turret and the opposing side makes use of the grass near the Golem camp. Mid lane tower dive ganks make use of the path near the Greater Murk Wolf spawns.
Tower dive ganks can have massive consequences if part of the dive is performed improperly due to the presence of the turret, which contributes massive damage output on a champion who attacks an ally within its range. A miscommunication between members of a team can lead to one or more allied champions being killed in the dive, which can offset the benefits of diving in the first place. Junglers who are most suited to performing tower dive ganks are ones that have abilities that can let them easily tank several tower shots and buy more time to obtain a kill (such as Alistar), or ones who have extremely high burst potential, allowing them to rapidly decimate enemy champions before the tower can do significant damage (such as Zed).
A direct gank involves the ganking 英雄 dispensing with all form of subtlety 和 approaching his targets by walking directly down the lane towards them， 和 are usually done only as a last resort against enemy lanes that are heavily fortified with wards as they do not have an especially high chance of success.
Though this type of gank is technically available to all junglers， in practice only a very specific few are capable of successfully pulling one off. Almost invariably， a direct ganking 英雄 will boast enormous mobility 和 multiple means of closing the gap with his opponents as well as strong crowd controls. A famous example of such a jungler is 赫克林， who has access to a 跑速-boosting ability ( Ｅ［毀滅衝刺］)， a long-遠程 gap closer ( Ｒ［暗影的逆襲］) 和 a method of movement impairment ( Ｒ［暗影的逆襲］) which combine to allow him to storm into a lane at high speed 和 quickly suppress a target 英雄 before they can escape.
A counter gank is the 唯一 act of a 英雄 entering a lane where an enemy gank is already in progress with the intent of turning the fight to their favor.
This gank type follows the same rules as before in that good warding can alert a team to the incoming threat 和 let them back off without suffering casualties， but also equally depends on the junglers themselves. Strong counterganking junglers are 英雄 who have excellent map mobility 和 can react quickly to a gank happening regardless of their current location (such as 拉姆斯 和 his Ｑ［動力衝刺］). 打野怪s who are resistant to being counterganked themselves are 英雄 whose methods of crowd control are divorced from their methods of escape， letting them rapidly switch from attacking to retreating when the need arises (such as 賈克斯).
Counter-Jungling is a broad term which generally refers to the act of delaying the progress of an enemy jungler in some way. The reason to perform this is always the same – it is an attempt to reduce the influence the jungler has on the game in the next several minutes by depriving him of gold， experience 和 neutral buffs. It is usually a strictly solo affair (with one particular exception being invasions， which are covered below) 和 typically involves a jungler entering enemy territory to either steal unattended camps， Ｑ［潛伏］ his opponent with the intention of killing him or driving him off， or both.
While any 英雄 can potentially do this， there are 英雄， much like with ganking， who are more suited to counter-Jungling than others. 英雄 who specialize in stealing gold 和 experience are often those who have 技能 that let them rapidly destroy camps 和 lessen the chances of discovery. 英雄 who specialize in dueling 和 defeating an enemy jungler will almost always pack powerful 攻擊 steroids that let them quickly overwhelm an opponent in a 1v1， as well as the means to prevent them from escaping.
科加斯 和 特朗德 are two examples of 英雄 well-suited to counter-Jungling. The former boasts heavy A.O.E範圍效果 damage 和 a powerful 真實傷害 nuke from his Ｒ［饗宴］， letting him quickly destroy major 和 minor camps alike. The latter boasts enormous singletarget damage from Ｑ［狂野撕咬］ 和 Ｗ［極凍領地］ affording him incredible dueling power against lone opponents， as well as a means to chase down 和 prevent their escape with Ｅ［汙狤冰柱］.
Counter-Jungling is usually a very risky tactic due to the potential hazard of being discovered， cornered 和 killed by an enemy team. As a result， being able to do well consistently with it will necessitate a strong sense of map awareness 和 knowledge of 英雄 matchups. 英雄 who do not Ｒ［祈願］ to be caught stealing a camp must often ensure that their opponent is elsewhere at the time， such as when the enemy jungler is covering a lane for someone or has recently ganked 和 been forced to retreat at low health. Likewise， 英雄 who Ｒ［祈願］ to catch the enemy jungler in turn will often need to utilize their knowledge to determine their whereabouts at a specific time 和 whether it is safe to attempt to kill them.
Invasions are a very specific type of counter-Jungling， usually undertaken by all five members of a team in an attempt to deprive the enemy jungler of their very first buff before the minion waves have begun to spawn. This usually involves the team utilising the bushes to stealthily approach the enemy 遠古魔像 or 蜥蜴長者 camp. Most commonly， this is done for the former camp as several junglers must start with the 遠古魔像印記 buff in order to clear effectively early on， but for the same reason stealing the 蜥蜴長者之祝福 usually has the lesser chance of an early engagement.
The presence of this 策略 often dictates a team的 actions during the first 90 秒 of a game 和 is the reason why many teammates will guard around the river area of the jungle to provide advance warning in case of an invasion.
Successful invasions can have great payoffs， granting the beneficiaries an extra neutral buff for the first five minutes， buff camp experience， 和 potentially the First Blood bonus 和 early kills. Even invasions that are thwarted by good scouting can still often be successful as the enemy team may not always be in a good position to drive off the invaders.
Some team compositions can enＷ［勇氣］ or dissuade invasions more than others. Teams that have a higher chance of a successful invade are most commonly teams made of 英雄 with strong level 1 crowd controls (such as 枷蘿的 Ｅ［索命棘蔓］ or 布里茨的 Ｑ［火箭抓取］) who can lock down off-guard opponents 和 allow for their team to quickly destroy them.