Jungling野區

By | on 2014-07-18 |

打野被認為是和對線很相似的位置,但負責擊殺在地圖各路之間野區的中立「怪物」。打野者藉由在野區中農兵對隊伍做出貢獻。任何在地圖中不為各路以及兩隊基地的部分都稱為野區,包括流經並分割整張地圖的河流。

打野的角色僅限於召喚峽谷,少部分延伸至扭曲叢林,但受限較多且並非是隊伍策略的主要部分,因為扭曲叢林的地圖較小,且野區農兵的路線較無連貫性。

野怪

野怪是一種特殊單位。與小兵不同,野怪是中立的 (不屬於任何一方),他們擁有等級且取決於英雄的平均等級;除非受到攻擊,不然野怪不會主動攻擊英雄。當怪物的等級上升時,相對應的金錢和經驗值獎勵,以及其傷害和生存力屬性也會隨之上升。在打野概述中的表格有更加詳細的資料。除了首領怪以外,野怪的屬性和等級只有在重生時才會增加。數種特定的怪物給予較高獎勵,例如增益效果或「全地圖」獎勵。有些獲得的增益效果會在被敵方英雄擊殺時轉移至其身上。

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。

野怪不會立即「忘記」躲進草叢的英雄,並且會試圖進入草叢中攻擊。當一隻怪物能夠看到一位英雄時,所有同一營地中的野怪也會獲得相同的視野。

若英雄被野怪所擊殺,雙方隊伍都會公告通知,內容包括哪一位英雄「死亡 (Executed)」以及由哪一隻野怪所擊殺。

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。

打野的基礎

打野的最重要原因是資源的分配。藉由擊殺地圖上預定位置出生和重生的野怪,野區能提供大量的金錢經驗值。藉由分配一位玩家單獨在野區中賺取資源,有兩條路線-而非一條路線-僅有單一玩家,並能獲得高額的金錢和經驗值。如此一來,擁有打野者的隊伍能夠達到可取得資源的最佳化。

另外,打野者要能做到的一件非常重要的事情是,在野區中遊走時,藉著戰爭迷霧盡可能不讓敵方英雄知道其位置。這能讓打野者在偷襲線上英雄時,出現在敵方預料之外的位置,並做出驚人的襲擊。打野英雄在地圖上自由轉移、而非綁在線上的能力,使他們能協助線上英雄,不需迫使其他人放棄路線的在關鍵位置放置眼睛;並在友方英雄受到威脅時及時給予援助。

最後一個需要打野者的重要原因是,打野者能保護  巴龍和  飛龍這兩隻地圖上最高級的野怪不被對方掌控。由於成功擊殺這兩隻野怪很可能轉換遊戲的優勢方,打野者常需要負責查看巴龍和飛龍的區域,並使用  重擊確保牠們不被敵方擊殺,或不被敵方在最後一秒偷取。

打野概述

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.

扭曲叢林中共有 7 處野怪營地,並以地圖中線呈現鏡像對稱;在上路中央上方的營地則是  威洛魔

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。

  • 召喚峽谷
  • 扭曲叢林

Elder RazorbeakSquare.png Crimson Raptor +41 Gold; +140 EXP 1200 Ar:15; MR:0 1:55 1:40
RazorbeakSquare.png Raptor x3 +9 Gold; +20 EXP 250 Ar:5 MR:0 1:55 1:40
Greater Murk WolfSquare.png Greater Murk Wolf +42 Gold; +142 EXP 1320 Ar:9; MR:0 1:55 1:40
MurkwolfSquare.png Murk Wolf x2 +12 Gold; +30 EXP 420 Ar:6; MR:0 1:55 1:40
KrugSquare.png Ancient Krug +60 Gold; +150 EXP 1440 Ar:12; MR:-10 1:55 1:40
KrugSquare.png Krug +14 Gold; +50 EXP 540 Ar:12; MR:-10 1:55 1:40
GrompSquare.png Gromp +62 Gold; +200 EXP 1600 Ar:15; MR:0 1:55 1:40
Rift ScuttlerSquare.png Rift Scuttler +35 Gold; +35 EXP 750 Ar:60; MR:60 2:30 3:00
Blue SentinelSquare.png Blue Sentinel +36 Gold; +100 EXP;
Crest of Insight.png Crest of Insight
2000 Ar:20; MR:0 1:55 5:00
SentrySquare.png Sentry x2 +20 Gold; +50 EXP 400 Ar:8; MR:0 1:55 5:00
Red BramblebackSquare.png Red Brambleback +36 Gold; +100 EXP;
Crest of Cinders.png Crest of Cinders
1800 Ar:20; MR:0 1:55 5:00
CinderlingSquare.png Cinderling x2 +20 Gold; + 50 EXP 400 Ar:8; MR:0 1:55 5:00
DragonSquare.png Dragon +25 Gold; +75 EXP to the killer and nearby allies;
1 stack of Dragon Slayer.png Dragon Slayer to all teammates
4940 Ar:21; MR:30 2:30 6:00
Baron NashorSquare.png Baron Nashor +25 Gold and +300 Gold to all teammates; +900 EXP all teammates;
Exalted with Baron Nashor.png Hand of Baron to all living teammates
8800 Ar:120; MR:70 20:00 7:00

CampInitial RewardsHealthResistancesInitial SpawnRespawn Time
WraithSquare.png Wraith +33 Gold; +120 EXP 1000 Ar:15; MR:0 1:40 0:50
Lesser WraithSquare.png Lesser Wraith x2 +18 Gold; +48 EXP 350 Ar:8 MR:0 1:40 0:50
Giant WolfSquare.png Giant Wolf +28 Gold; +144 EXP 1150 Ar:9; MR:0 1:40 0:50
WolfSquare.png Wolf x2 +12 Gold; +14 EXP 400 Ar:6; MR:0 1:40 0:50
Big GolemSquare.png Big Golem +48 Gold; +150 EXP 1250 Ar:12; MR:0 1:40 0:50
GolemSquare.png Golem +38 Gold; +42 EXP 500 Ar:12; MR:0 1:40 0:50
VilemawSquare.png Vilemaw +190 Gold; +? EXP to all teammates;
Crest of Crushing Wrath.png Crest of Crushing Wrath to all living teammates
5011 Ar:35; MR:30 10:00 5:00

 

 

All jungle monsters (with the exception of Baron NashorSquare.png 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.

打野英雄

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:

  • Gank型JG
  • 農夫型JG
  • 控場型JG

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.

 

Examples of ganking junglers include JarvanIVSquare.png Jarvan IV and NautilusSquare.png Nautilus.

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.

 

Examples of farming junglers include UdyrSquare.png Udyr and MasterYiSquare.png Master Yi.

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 DragonSquare.png 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.

 

Examples of control junglers include NunuSquare.png Nunu and TrundleSquare.png Trundle.

符文 和 天賦

There are a few common setups used to increase a jungler的 potential:

黃之紋章s

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.

Marks

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.

藍之雕文s

  • G藍之雕文s (4) Greater 藍之雕文 of 成長 魔法防禦 (+3 魔法防禦 at Level 18)
  • G藍之雕文s (2) Greater 藍之雕文 of 成長 冷卻 Reduction (+1.67降低冷卻時間 per level)
  • G藍之雕文s (3) 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.

紫之精髓s

  • 紫之精髓s (3) Greater 紫之精髓 of 跑速 (+1.5跑速)
  • 紫之精髓s (1) Greater 紫之精髓 of 普攻吸血 (+1.5普攻吸血)
  • 紫之精髓s (1) Greater 紫之精髓 of 物理攻擊 (+2.25 物理攻擊)
  • 紫之精髓s (3) Greater 紫之精髓 of 攻擊速度 (+4.5攻擊速度)
  • 紫之精髓s (3) 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.

天賦

  •  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

Spirit of the Elder Lizard item.png Spirit of the Elder LizardSpirit of the Spectral Wraith item.png Spirit of the Spectral WraithSpirit of the Ancient Golem item.png Spirit of the Ancient GolemWriggle's Lantern item.png Wriggle’s LanternFeral Flare item.png Feral Flare
+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 Sight Ward item.png Stealth Ward per 180s Trap Detection 600 cast range Sight Ward item.png Stealth Ward per 180s 1000 cast range Sight Ward item.png Stealth Ward per 180s


  • 打野裝備的歷史

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

 

Route:

  1. Lizard ElderSquare.png Lizard Elder camp (Smite.png Smite)
  2. Gank a nearby lane.

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

 

Route:

  1. Ancient GolemSquare.png Ancient Golem camp (Smite.png Smite)
  2. Minor camp
  3. Lizard ElderSquare.png Lizard Elder camp (Smite.png Smite)
  4. Gank a nearby lane

Alternatively:

  1. Lizard ElderSquare.png Lizard Elder camp (Smite.png Smite)
  2. Ancient GolemSquare.png Ancient Golem camp
  3. Minor camp (Smite.png Smite)
  4. Gank a nearby lane.

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 Elder RazorbeakSquare.png Crimson Raptor, Greater Murk WolfSquare.png Wolf and GrompSquare.png 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 GrompSquare.png Gromp.

 

End level: 4

 

Route:

  1. Ancient GolemSquare.png Ancient Golem camp (Smite.png Smite)
  2. GrompSquare.png Gromp camp
  3. Greater Murk WolfSquare.png Greater Murk Wolf camp
  4. Elder RazorbeakSquare.png Crimson Raptor camp
  5. Lizard ElderSquare.png Lizard Elder camp (Smite.png Smite)
  6. GolemSquare.png Golem camp
  7. Gank a nearby lane.

Alternatively:

  1. Lizard ElderSquare.png Lizard Elder camp (Smite.png Smite)
  2. Elder RazorbeakSquare.png Crimson Raptor camp
  3. Greater Murk WolfSquare.png Greater Murk Wolf camp
  4. Ancient GolemSquare.png Ancient Golem camp (Smite.png Smite)
  5. GrompSquare.png Gromp camp
  6. Greater Murk WolfSquare.png Greater Murk Wolf camp
  7. 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.png Smite can be used to differing levels of effectiveness. On the very slowest junglers it is actually possible to Smite.png Smite back-to-back camps (such as the GrompSquare.png Gromp and Ancient GolemSquare.png 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

 

Route:

  1. Ancient GolemSquare.png Ancient Golem camp
  2. GrompSquare.png Gromp camp
  3. Greater Murk WolfSquare.png Greater Murk Wolf camp
  4. Elder RazorbeakSquare.png Crimson Raptor camp
  5. Lizard ElderSquare.png Lizard Elder camp
  6. GolemSquare.png Golem camp
  7. Greater Murk WolfSquare.png Greater Murk Wolf camp again
  8. GrompSquare.png Gromp camp again
  9. Elder RazorbeakSquare.png Crimson Raptor camp again
  10. GolemSquare.png Golem camp again
  11. 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

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, ShacoSquare.png Shaco can gank a lane as early as level 2 possessing only a Lizard ElderSquare.png Lizard Elder buff – the slow it provides and the fear from a Jack In The Box.png 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 ShyvanaSquare.png Shyvana) or have crowd control that can be difficult or unreliable to use effectively (such as DrMundoSquare.png 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 WarwickSquare.png 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.png 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.

Rivergank-札克史瓦妮賈克斯

 札克 preparing to jump in on a dueling 史瓦妮 和 賈克斯 through a river gank.

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.

Jungling 英雄 who do not have strong 瞬移 or dash 技能 (such as UdyrSquare.png 烏迪爾) will often benefit greatly from side ganks, as their mobility issues become irrelevant at such close 範圍s.

Sidegank-納帝魯斯潘森蓋倫

 納帝魯斯 waiting for a side gankopportunity on 潘森

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 Baron NashorSquare.png  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.

Loopgank-趙信卡特蓮娜星朵拉

 趙信 sneaking up on an unaware 卡特蓮娜 in a loop gank.

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 Ancient GolemSquare.png Golem camp. Mid lane tower dive ganks make use of the path near the Greater Murk WolfSquare.png 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 AlistarSquare.png 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 ZedSquare.png Zed).

Towerdivegank-弗力貝爾伊澤瑞爾圖奇

VolibearSquare.png Volibear and TwitchSquare.png Twitch attempting a tower dive gank on EzrealSquare.png Ezreal.

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.

Directgank赫克林Mundo約瑞科

 赫克林 assisting an allied 蒙多醫生 in a direct gankagainst 約瑞科.

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

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

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 BlitzcrankSquare.png 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.

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為第一季於美服即加入之資深英雄聯盟玩家,第二季銀牌、第三季個人銀牌/戰隊3v3金牌,專精AD/SUP,有時候會玩MID/TOP,非常不擅長JG(自稱五分鐘才能打完一圈)。 另外有玩WOW、AVA、POE等,歡迎同樂。