Speed B - Xin Zhao has never been a fast jungler and hasn't improved in Season 3. There isn't much to say that, even with single target becoming stronger, he's still slower than most junglers and he sadly has to burn a few of his abilities in order to clear camps. If he builds pure offense he does become faster but at a huge cost to his survivability.
Resilience C - Surprisingly, Xin Zhao is one of the easiest junglers to shut down and he utterly falls apart vs control junglers (especially thieves). The combination of his slow jungling and his need for items makes it so the jungler creeps scale faster than his ability to clear them. If he's shut down early - he'll be slowed down almost to a halt and won't be able to contribute much except desperate ganks.
Build A - Even with his atrocious clearing speeds he comes out a jungler with more than a handful of item builds and pathing options. He has builds ranging from assassin to tank to bruiser. He is also able to transition in between them though not to dramatically. Still, very few other junglers have the luxury to have lethal offensive builds and super high survivability builds. All that combined with his power to pseudo-initiate gives him a strong score.
Sustain C+ - There really isn't much to say here. After the first clear, he is able to easily sustain himself (though it requires a damage item or a lifesteal item) with his passive. All he has to do is auto attack and it will happen. He keeps a weak pace in the jungle that needs to be supplied by items and, as already stated, his pace can easily be broken by harassment.
Ganking A - This is where Xin Zhao excels and the main reason he's picked anyways. He has super high damage ganks along with two forms of cc (one fused with his gap closer). If done properly he will be able to use his gap closing slow twice in the gank thus forcing more control. His ultimate doesn't really improve his ganking too much as the knock back is hard to control but it can be useful sometimes outside of just damage. He has no disengage and likely already burned all his abilities in order to engage a gank so he tends to be vulnerable to counter ganks from most junglers.
Dueling A - Another thing that Xin Zhao excels at is murdering his opponents in a 1v1 scenario. His damage is much stronger than most other junglers early on in the game (though his tankiness isn't equal yet) and can outright shred most of his opponents in an even fight. He is able to turn some fights around if he's caught off guard at least against some of the non-god duelists though that is still something few other junglers can boast. His weakness lies in that, outside of his initial volley, he has no mobility or control and is purely contributing damage to the duel (cooldowns aren't exactly great early).
Invasion C - Aside from looking to duel someone, he shouldn't be trying to invade the enemy jungle unless it's wide open to him. He's too slow and needs his abilities to clear - he's just setting himself up to get caught. While he can hold his own in a duel - being in the enemy jungle just calls the enemy team to converge on him.
M. Transition B+ - He's a very item reliant champion with no real means to farm it outside of ganking. If he gets ganks then he becomes rather threatening but if he doesn't then he better have gone a tanky build. He still has reasonable amounts of damage as a tank this early and thus can attempt to piledriver the enemy carry - his ultimate even gives him some time to do that as it knocks the enemy team around. His purpose in the game really isn't that complex but he is very gold reliant and mid game is when your first purchases start coming into play.
L. Transition B+ - He is still very much the same except his damage has probably sunk by now if he hasn't bought any offensive items. His initiation still works in that it forces an immediate peel/escape from the enemy team while making him very tanky. He likely will get kited around after his first volley of abilities so he's not going to be contributing too much unless he focuses on peeling after initiating.
Speed B - Rammus used to be the fastest jungler (long time ago) then he was slowly nerfed to hell and other faster junglers became available. Now he's just an average speed jungler who needs to level his W in order to speed up later.
Resilience C - Rammus is a jungler that is easy to shut down and harass to hell and back. He is an item and level reliant jungler and that works against him very harshly. Like other resilience weak junglers, he needs to keep up with the jungle or it starts breaking him apart. Even as a tank with some powers of initiation, it doesn't help redeem him as his initiation demands he stay alive.
Build C - Rammus doesn't have many item build or pathing options. He has a lot of deficiencies that he quickly has to remedy such as weak health, mobility (more mobile champs than before), and cooldown reduction. He's not the best farmer and, unless he leveled W, his clearing will take a hit.
Sustain C - Rammus is definitely a jungler that needs to be helped here. He suffers from both health and mana issues and his pacing requires him to level up his W (which isn't that best skill to level up first most of the time). Still he reaches a point where he starts taking no damage if he buys the appropriate items.
Ganking S - Though this is Rammus's best trait and it is by far one of the highest ranking amongst junglers. It almost redeems him as a jungler (certainly tends to as a pick). Rammus is able to, thanks to his powerball, ignore certain key ward spots and initiate a gank with ease. From there he is able to exert plenty of control onto the target with an AoE slow and an armor piercing taunt. Once more, the cooldowns of these abilities aren't exaggerated and he may be able to use them once again during a gank attempt thus exerting more control. The mobility granted to him by his Q allows him to pull off multiple forms of ganks including ganks straight through the enemy turret (tanking it as he goes) in order to pincer the target.
Dueling C - There is not much to say here except that he shouldn't go out looking for fights. He can beat bad players in a duel but smart players will know to wait out his shield before trying to fight. Most junglers will just hurt themselves trying to fight him but he has no real means of beating them in a fight. He can beat them in a defensive fight sure (they invade him) but he'll rarely kill them.
Invasion C+ - It's not complicated but still not recommended. Just go in, press W, the camp dies and roll out. The benefit is likely not great but it's okay to do so after a gank on mid to take wraiths at least. He's not a great duelist but most people don't want to hurt themselves fighting him.
M. Transition C+ - Except if fed he will not have the items he needs by this time. His initiations better be perfect and the follow up just as perfect or else he'll die quickly. Even then, for a tank, his initiation is easily telegraphed by wards or simply be staring at him. He is very reliant on flash to initiate or blind sided enemies and even then he won't do much.
L. Transition A - It's still the same as before but this time he has the items to not only survive but deal reasonable damage. If he's focused he'll often hurt the enemy team considerably with their own stupidity. If he manages to grab the enemy carry - it is often their death that follows. It isn't easy but the fact that he becomes insanely difficult to kill and utterly annoying ends up giving him a strong score.
Speed S+ - There is no denying that (even with RNG) Master Yi is one of the fastest - if not the fastest - jungler in the game. Initially he is only slightly slower than junglers like Dr. Mundo and Zed but he picks up a pace they cannot hope to match. He farms uncontrollably by just level 5.
Resilience B+ - Master Yi gained new levels of ungodly speed and that's what pretty much saves him from being counter jungled. There isn't much else to say here - he just farms non stop and quickly to the point where he can't be controlled.
Build B - Master Yi is notorious for having some of the most ludicrous amounts of builds while still being able to deal high amounts of damage. The only flaw is that each one of these builds are extremely expensive. He can farm though so he'll be able to work towards them at some point even as a jungler. He has bruiser builds, AP builds and AD carry builds.
Sustain B - Health sustain works against him and he'll need to buy an item to make up for that later. However, it may become a non factor as he just destroys a camp before it can even damage him. He maintains a devilish pace throughout the game. Again, Master Yi is a simple character and, while lacking health or mana sustain, he destroys camps with just a single alpha strike (and some slashes) that it doesn't end up mattering.
Ganking C - Master Yi brings with him very high amounts of damage but no crowd control or real chasing ability (against most of the cast - mobility creep) aside from his Alpha Strike which he likely used to initiate the fight anyways. He brings no control and is not reliable and, to top it off, he's very easily to kill with no escapes or tankiness.
Dueling C+ - It's the same thing except in a 1v1 situation. If he ambushes someone he'll likely destroy them though but that's still very risky. It is recommended though that he abuse much slower champions or jump an opponent who is at much bigger disadvantage.
Invasion S - He only loses points because of his fragile dueling but other than that he can just steal the enemy jungle outright and leave. He abuses his amazing speed to outpace the enemy jungler and take his jungle from under him. Master Yi basically adopts a "smash and grab" stance for invading.
M. Transition D - Master Yi simply doesn't contribute anything to the team outside of damage and cherry picking. He needs farm and even then he'll still likely drop and do nothing. Crowd control absolutely destroys him. In order to succeed he needs everything else to fall in place perfectly - which is both too much and unlikely to happen.
L. Transition D+ - He can utterly murder most characters in a 1v1 situation but, like his mid-game, he is outright easy to kill and needs the perfect situations in order to contribute. He demands too much from the team when other junglers are either granting bonuses to the team or not asking as much.
Speed A - Vi is actually a pretty fast jungler and doesn't need to do much in order to clear aside from using her E once at every camp - though using her Q ends up grouping them up in a ball so her E destroys them.
Resilience B - Vi can focus on farming to level 6 and achieve that easily while being able to stave off most forms of harassment. She cannot deal with duelists easily and that situation spirals the more they hunt her down (ironic huh). Her powerful level 6 ganking can bring her back into the game easily as well her as ease in farming and building.
Build C+ - Vi doesn't have a wide variety of builds. Her builds tend to be strictly bruiser (or dangerous glass cannon) and don't end up scaling too well anyways. With that said - her build is predictable and ultimately weighs in on the more expensive side. Still, it helps that the components are cheap and help her mid game (her strongest phase). She cannot transition well between builds either.
Sustain A - While her passive isn't an extremely powerful one, at least while jungling it tends to work out well since she'll be refreshing it at least twice per camp. It gets to the point where she takes no damage from camps as the shield protects her and she's clearing them very quickly. Her first clear is averagely sustained but after that she opens up her fast paced sustained clearing. She also suffers no mana issues and has healthy cooldowns on the abilities required for jungling (zero is a very healthy cooldown).
Ganking D+/S - Her early ganking is outright atrocious. She has damage but she has absolutely no control. Her gap closer is incredibly strong sure but it is very predictable and easy to dodge. She has better success if she just stays and farm still level 6. Once she attains her ultimate though her ganking prowess takes off. It is amongst the best of the ganking ultimates in the game as it cannot be dodged and will track down even a flashing target. She has high damage so she'll follow that up with some burst but often times won't kill the target - still it will allow even teammates with poor cc to jump onto the target. It's a very simple yet powerful ganking combo - either initiate with a long range Q and grab them with her ultimate. This allows for blink ganks (over walls) and for direct ganks - not many junglers are capable of doing those. If she combines it with flash - she has 3 gap closers into a sure fire heavy cc.
Dueling C+ - This is a weird one for Vi. She is a surprisingly bad duelist. Other junglers will straight out murder her. She brings some strong damage but other than that - nothing. They'll just beat her to a pulp. She can jump someone and hope for the best but unless they're definitely weaker she shouldn't bother.
Invasion B+ - She has a fast clear and long range escape (not always reliable) so she can work as a thief. She may have to if she wants to just rocket to level 6 before the enemy jungler. A good thief but not the best out there. Definitely better than her dueling though.
M. Transition A - Her mid game is definitely her best and she works as an assassin/bruiser during this phase. She can initiate on a soft target and quickly take them out if she isn't stopped after her ultimate is done. This requires her team to quickly follow up to defend her or occupy the enemy team though she can do the murder suicide route of initiating. She makes great use of budget items during this phase though they all have to be centered around dealing damage. In short, she's able to burst down key targets with cheap items that even a jungler can farm.
L. Transition C+ - Vi currently has an almost non-existent late game. She does the same thing as before but her target will likely survive even without any team interference. She simply just can't seem to kill anyone (unless extremely fed) or even deal damage easily as she'll be kited - her Q is so unreliable.
Speed A+ - Man did his speed improve heavily in season 3. He's very fast and maintains his speed with no issues at all. He doesn't really even need items in order to keep his speed either - he just needs a few ranks into his W.
Resilience C+ - Unlike other fast junglers, Kha Zix doesn't have the luxury of having good resilience even though he's fast. He's an assassin type jungler and takes a beating from the jungle if he's kept behind. Even with his speed he'll be taking enough damage that he won't be able to gank after his clear without running the risk of dying. In short, constant harassment combined with a harsher jungle keeps him low enough that he may not be able to gank.
Build D+ - Kha Zix only has a few limited offensive builds and often times will just stick with the same one. The build will often take the same path and be predictable though to its credit - it's a very good build for him. The build's components are strong but he'll likely not have any form of survivability till much later.
Sustain C+ - Kha Zix is a pretty healthy jungler but pretty mana starved if not careful. He maintains a reasonable speed too. The issue with all this is that, after a certain point, he really needs items to keep himself going and he's reliant on his first clear not getting screwed over. If he doesn't sustain himself both health wise and mana wise - he won't be able to gank safely. His sustain doesn't become much of an issue much later though thankfully.
Ganking B/variable - His ganking pre ultimate is decent as it brings with it a gap closer (weak early) and a slow with very high damage. He can refresh his slow with some bush tricks but there isn't much more to say for this straightforward ganking.
However, when he obtains his ultimate - not only does he obtain two triggers of a short lived stealth (which is good because stealth), but he is able to evolve one of his other abilities which help his ganking in different ways.
Evolved Q - It only brings more damage to his ganking but doesn't improve his control at all. It isn't recommended that he evolves this as a jungler.
Evolved W - This is one of the best to evolve first. It makes his passive capable of proccing from W thus granting him an AoE ranged slow (with respectable damage). The effects of this make it so his ganking is almost idiot proof and his small gap closer can still be used to easily catch someone. He can combine it with his ultimate in order to refresh his passive and continue the slowing pressure.
Evolved E - This is the second of the better choices. It greatly increases his leap range and it allows it to refresh during a kill. It helps him initiate blink ganks better and escape better. During a gank, if he obtains a kill amidst a brawl, the refresh should help him disengage with no problem or leap towards another target. Deciding between this one and the evolved W is dependent on the targets. Usually mobile targets call for him to have his W (the long and wide range will make sure they get clipped) while softer targets call for his leap (jump in, slaughter, jump out).
Evolved R - His ultimate isn't recommended for him to evolve but it is definitely better than evolving his Q. He is able to becoming slightly more tanky - if albeit it's counter intuitive that it only works while stealthed - and can blink another time while speeding up.
Dueling B+ - Kha Zix is incredibly fragile and a lot of junglers can outright destroy him in a fight. This ends up requiring Kha Zix to rely on ambush ganks more than a straight out slugfest. This, however, proves to be very effective with him though as he easily eviscerates his opponents. His ambush ganks are amongst the best in the game as he's able to unleash a full combo onto his targets (along with isolated damage) and force their escapes immediately which he can easily follow up with his gap closer or a summoner spell.
Invasion B - Not much to say here except that he's a moderately good thief with his speed and he can escape with his leap (better if it is evolved). However, he needs to use his abilities in order to jungle (though moderate cooldowns) which leaves him open to be ambushed by the enemy. He already can't deal with a straight up fight (at least early) but even much less so if he's the one being ambushed.
M. Transition A - Amongst all the assassin junglers Kha Zix probably has the best (better than assassin Lee Sin but not supportish Lee Sin). His item build, while limited, is very effective on him and his many evolutions can heavily alter his transition rather positively (except Q - it tends to be awful). If he evolves W, he can assist in dealing some very heavy poking which is something almost no jungler can do. His front loaded burst damage is massive that, if he evolved his E, he can leap in and kill the MVP then leap out of the fight before retaliation occurs - then just waltz back in to clean up. In short, he can easily do his job of murdering people during this phase. Very few other murdering junglers have as much ease as he does currently in the game.
L. Transition B+ - It's the exact same thing as before just hopefully Kha Zix has built some form of survivability like a guardian angel. Coincidentally, the enemy having guardian angels can screw with his E reset and end up killing him. At least at this point he's had enough evolution points to seriously bolster his arsenal.
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