Hey there, folks! I'm posting here part 2 of the "advanced" Jungling
guide, which is about Summoning Skilled Heroes. These types of heroes
mainly use summons to jungle effectively. I'm sorry it took so long for me posting this, I had some family problems, and couldn't get to the PC often.
1. The first hero on our summoning hero list is
Syllabear, the Lone Druid. His summon is a spirit bear
that, in the first level, has 1400 hit points to block the incoming
damage. It's very likely that the first bear dies before getting level
2, but by the time that happens, the skill's cooldown'll probably be
over already. This hero's skill build would be something like:
1. Summon Spirit Bear
2. Synergy
3. Summon Spirit Bear
4. Synergy
5. Summon Spirit Bear
6. Synergy
7. Summon Spirit Bear
8. Synergy
9. True Form
(...)
The reason I only got True Form on level 9 is that, you won't need the
bonus 250 health to jungle, as your spirit bear will usually tank, and
synergy adds damage to your bear. This is probably one of the most calm
and simple jungles, as all you have to do is order your bear to tank and
attack, and your druid to attack. Pretty hard, huh?
Items:
You won't need a stout shield in any of the item builds here, unless
you're pretty certain your summons will die. It's pretty good to start
your main build here, as your bear would take most of the damage, so
start off as if you were a lane hero, just remember buying some
clarities so you can spam your bear if it dies.
2. Now, Aiustha, the Enchantress. She can't
summon any monsters, true. But Enchant can bring target creep to your
control for 30 seconds. Might not be the most effective skill, but it's
surely better than nothing. Keep in mind that it's pretty useful that
you start ganking a lot, and pretty early. At about level 5, you might
as well quit the jungling part and start harrassing other heroes. Skill
build here'd be:
1. Enchant
2. Impetus
3. Enchant
4. Impetus
5. Enchant
(...)
Ok, first's enchant so you can kill on lower levels with your enchanted
30 second creeps. You'll get Impetus so you can prepare yourself for
ganks. At level 3, Enchant already slows for 30%, which would help A LOT
in ganks, and your impetus does a bit more damage, so you'd be pretty
useful.
Items:
Well, items here would be a couple of clarities, and maybe some
circlets. Your enchanted creeps would usually tank, unless they're low
on HP, so you'd better tank a bit while they attack. Same as Lone Druid,
and mostly all of the heroes below, it's better to start your main build
at the time you leave your base, as you'll have summons blocking for
you.
3. After a limited enchanting skill, comes Chen, the Holy
Knight's Holy Persuasion, that besides enchanting monster(s) -
the number of creeps raises with the level - also gives them a nice
bonus to HP. I'd reckon the most jungling-sinergy skill, actually. Test
of Faith also helps when you need to regen all of them quickly. I'd
reckon the perfect skill build'd be:
1. Holy Persuasion
2. Test of Faith
3. Holy Persuasion
4. Penitence
5. Holy Persuasion
6. God's Hand
7. Holy Persuasion
8. Penitence
9. Penitence
10. Penitence
11. God's Hand
12. Test of Faith
13. Test of Faith
14. Test of Faith
Reason I got only level 2 Test of Faith after the second God's hand is
that, Penitence gives you a lot more ganking skills than does the lame
damage ToF enables. The MS Reduction and taken damage increase helps a
lot your teammaters, which is actually your full duty there. It's even
better if you persuade a hero with a stun/slowing ability, like the
centaur or furbolg.
Items:
Again, pack yourself with clarities, and rush for a mekansm. I've seen
some rings of basilius for Chen, that gives mana regeneration for your
neutral persuaded creeps, which I found interesting, but it's only
useful if you pretend to keep them for long.
4. Ok, now we'll talk about images, and the best hero in this
case'd be Terrorblade, the Soul Keeper. Conjure Image
isn't exactly the summoning skill you'd dreamt of when you picked this
hero. Why? Creates only one image with a fussy attack. Why is it good?
It can block for you, and attack. Yeah, it's weak, but it's good for
distraction, so you don't take 100% of the incoming damage. Surely, it
takes quite a lot of mana, but you can block with it, and use Soul Steal
for bonus health regen, if it dies. Skill build, this time, would be
something like:
1. Conjure Image
2. Soul Steal
3. Conjure Image
4. Soul Steal
5. Conjure Image
(...)
Of course, focus Conjure Image, as you won't have to maximize soul
steal. metamorphosis would be a good skill to get after level 8, as
you'll need it for killing, if you've farmed your part.
Items:
Couple'o' clarities, and rush for Wraith Bands. Prepare yourself a lot,
and don't stop farming. Late game isn't THAT far.
5. Anybody seen a werewolf? How bout meeting Banehallow,
the Lycanthrope's wolves? In level 4, they're the most anoying
creeps you can have. They're invisible, they can bash, they have
critical strikes, they can block creeps, or even kill them as you kill
others. Basically, your farm grows drastically. So...
1. Summon Wolves
2. Feral Heart
3. Summon Wolves
4. Feral Heart
5. Summon Wolves
(...)
Ok, we all know that the wolves are your basic survival skill, as extra
summons are always welcome. Feral Heart prepares you for the hunting in
mid game, and gives you a perfect sinergy with Shapeshift, your
marvellous ultimate skill.
Items:
Not much to talk here, you might need a clarity though. Get some
bracers, then go for your main build, same as the others.
6. How about mass summoning? Black Arachnia, the
Broodmother. Spin Web grants extra regenartion and
invisibility if you face other heroes trying to gank you/the lane closer
to you. Spawn spiderlings is the best pushing/farming skill you have, so
spam it a lot. Creating new spiderlings gives them the ability to create
more of them, so you'll end up with an army of them, and will farm
faster than you think, specially when at level 3, or later.
1. Spawn Spiderlings
2. Spin Web
3. Spawn Spiderlings
4. Spin Web
5. Spawn Spiderlings
(...)
You might need the spin webs not only for regen, but used as wards for
incoming heroes/rune spots, or even an extra base movement speed between
spawns. Spawn Spiderlings permits you to create an army - as mentioned
earlier - of small spiders. If you don't mind the experience as much as
you need gold, it'd be good if you could send some to another spawn to
get some gold, or to fasten your time a bit.
Items:
Some clarities, though you might not even need them, then go to your
base build. Your webs can also make your team save a bit of gold on
wards, as you can put them in pretty strategic places.
7. Back from the Scourge tomb, Dirge, the
Undying. Raise zombies creates an army of undead, who can
multiply themselves every 6 attacks, and when slayed, even heal you.
PERFECT for jungling.
1. Raise Dead
2. Heartstopper Aura
3. Raise Dead
4. Heartstopper Aura
5. Raise Dead
(...)
The level of your 'Raise Dead' ability is equal to the number of
zombies, so maximizing it first gives you quite an advantage.
Hearstopper aura is useful for reducing the creeps life over time.
Though the damage is small, it's very helpful.
Items:
The usual starting clarities, but then, try farming a Sacred Relic.
Radiance is pretty useful with your Aura, as it'd be (1% + 30) DPS. This
is quite annoying, as one'd take a lot damage when trying to face
Undying.
8. Last, but not least, Furion, the Prophet.
Force of nature gives you what you don't have for the jungle part:
creeps. Even though you start with only 2 creeps, at level 1,
it's pretty easy to create your own army as your level grows, and
jungling becomes WAY easier than you think.
1. Force of Nature
2. Stats
3. Force of Nature
4. Stats
5. Force of Nature
(...)
Your creeps will tank while you do the most damage, though you might
find some difficulty on the early levels. Not to mention your ultimate
skill helps a lot on your farm. It's pretty good to time it with distant
lanes so you can last hit most of the creeps there. Use wisely your
teleport skill on mid-game so you can farm/gank exceptionally.
Items:
Get a lot of clarities, your mana is low on the start, and FoN consumes
160 mana, which is about a clarity and a half. Then, prepare yourself
for the main build, never forgetting nulls/bracers - depending on the
match circumstances.
9. Now the not-so-good-summoning hero, Lesale Deathbringer, The Venomancer. Trick to using this hero jungling is spamming the Plague wards so they can help you kill the monster faster. Problem is, THEY CAN'T MOVE. Wow, pretty useful, huh? An option to avoid this disadvantage is pulling the creeps to next to the wards. Try putting them in a fixed location so that you can pull the creeps from about 2 or 3 spawns.
1. Plague Ward
2. Poison Sting/Stats
3. Plague Ward
4. Poison Sting/Stats
5. Plague Ward
(...)
You can get poison sting for extra DPS, or Stats for mana, hp, etc. That differs from player to player. The plague wards will turn pretty useful at level 5, where they have about 30 damage.
Items:
As your wards are ranged, It's better If you get a stout shield, differently from the heroes above. Then move for bands and the usual items you need. |
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