Speed B - He's not fast even with the new jungle favoring single target junglers. He does tear buff camps to pieces though even at level 1. He can give himself a strong buff to buff path even if he gets no leash at all so that's an artificial speed boost.
Resilience B+ - Trundle's recovery is weird to paste. He really can't be kept down when it comes to jungling and his wall allows him to contribute to the team later. His ultimate also allows him to just strip tankiness from the enemy team if he needs it. His whole debuffer role pretty much saves him from his a terrible early game (if he gets harassed). He loses points though because, even if not killed, he can be slowed down and he is a jungler that needs levels.
Build A - Trundle faces a bit of a conflicting dilemma. His item builds are cost effective but expensive. To better define this - the items and components he takes towards his builds are great but he has to keep his build up in order to do anything beyond putting up a wall. His damage falls off, the effectiveness of his abilities starts to wear down as the game goes on unless he gets cooldown reduction and utility items to pad them, and so on. He has plenty of flexibility in his builds sure but his constant need to upgrade himself eventually catches up to him. This will be covered a bit later in the transitions.
Sustain S+ - Trundle will quickly reach a point of never taking any damage from camps. I mean he'll take damage but he'll be at full health completely. Even in his first clear he will be nearly topped off. As for mana, this is where some people show their ignorance about Trundle's mana issues. Trundle mana pool is tiny and Trundle could run out of mana jungling but it's something you can easily manage simply by not spamming contaminate and his bite at all times. His Q is a strong swing reset and helps land another hit - however most people forget that it also adds more attack damage to Trundle. If Trundle is low on mana but still needs to clear - he only needs to bite in order to maintain that buff. His clearing speed will barely be affected. Contaminate is not recommended as a clearing tool if you're below half mana - it doesn't help clear if you're spamming your Q anyways because of the attack speed interaction anyways. So in short, Trundle's health is godlike and his mana issues are non-existent beyond the first clear.
Ganking A+ - This is a part where a lot of people definitely have issues with Trundle. Some say he's a terrible ganker and some say he's a godly ganker. I side with neither and say Trundle is one of the best gank enablers in the game. He himself will never gank a laner that isn't stupid. He has no gap closer outside of contaminate which has been made weaker thanks to the League of Gap Closers and his wall has a long cooldown early. He likely used his wall to start the gank. To be more accurate - he might chomp someone but will rarely finish them off himself. He has no real means of finishing off a target.
Anyways - Trundle is a gank enabler. His wall, in my opinion, is one of the best ganking tools period. A responsive teammate can make good use of it especially those that would normally not be able to close the gap but have killer damage. A well placed Trundle wall will force the escapes out of the opponents immediately. The longer they delay their escapes the worse it will be for them. If the wall is put behind them - they now have walk around it and suffer the grueling slow and awkward pathing. The wall forces the most awkward situations for the targets. Normally you'd try to juke through the bushes to avoid a gank but against Trundle (if he still has his wall) it can prove to be a death sentence as they'll just be trapped. Being anywhere near a wall can be a death sentence. Being around minions when the wall pops could end up causing you to be minion blocked.
The wall reveals the fog, it forces enemy movement, it causes awkward situations and it has really good range allow it to be used for direct ganks. Hell it's an incredibly powerful disengage tool as well. A Trundle towerdive is incredibly powerful for all the same reasons. The turret can be used to pin the target down as well. Trundle's wall is very powerful for ganking but it is very difficult to use effectively. It is all about timing. It's just a shame that Trundle heavily relies on his teammate to follow up.
Dueling S - Trundle is perhaps the most crafty jungle duelist in the game. While Olaf is the most dangerous in a fight, Trundle has more tools to mess with his opponents and put them at a disadvantage. For starters - Trundle's wall is incredibly powerful in the jungle. It's all corridors and narrow pathways - he'll abuse the hell out of movement screwing his opponents, trapping them for the chase or simply escaping easily. Trying to fight Trundle head on proves difficult for many junglers as he strips them of their offensive capabilities and uses it against them while dealing a crapload of damage thanks to his steroid and short cooldown Q reset. Trundle's dueling works either as a full engage when someone's fighting capabilities are down (they used their abilities or are low on health) or going in for some damage and then running away before they're capable of fighting but then hitting them again during an ambush to wither them down. Trundle is very strong at engaging and disengaging - an experienced Trundle duelist will make someone afraid of their own jungle.
Invasion A+ - Out of all the junglers in the game - Trundle is probably the hardest to kill in the jungle. He's hard to catch especially because his wall is incredibly powerful in the jungle. You can't chase the bastard down. Combine it with his super sustain and his "stupid to duel Trundle" nature, it is really hard to keep Trundle from messing in your jungle. He also slaughters buff camps like no tomorrow.
Transition ? - This is where things get shaky for Trundle. He is completely at the mercy of the meta and the enemy team. He's a very situational pick now and, while it didn't look that way at first, the current meta again pushed him out. While teams aren't taking more than one tank (a meta he would excel in) they are all just stacking health instead. Trundle's ultimate is severely weakened if there is no one to strip stats from. Sure he can heal more off the death of someone but that conditional heal is far less valuable to him than the stat drain his ultimate allowed. His damage doesn't compare to other characters and the meta is filled with burst assassins and all that jazz.
Trundle becomes nearly unkillable vs the right team comps but a complete wall bot against teams he doesn't excel vs. A wall bot then is either relatively useful or useless - again depending on the team. These factors also determine his build options. If the enemy team were to have a really tanky character - he could opt for more damage since he has someone he'll drain for tank stats.
Special - Trundle is one of my favored champions and I just want to point this out. He's a lot stronger for solo queue than I would have thought and this is amplified with a duo queue partner. You can simply overwhelm the enemy team at certain points of the game. Trundle's wall is great for disengaging and punishing the enemy team. You can save your teammates from their stupidity just by tossing up the wall and discouraging the enemy team. You can trap and overzealous poker and murder them. You can punish inexperienced junglers. Just hope you have someone in your team that can provide the damage.
Speed A+ - The former king of the jungle still has his incredible speed but is finding difficulty in maintaining it. Though he gets bonus points because his tiger speed improved significantly.
Resilience C - This was formerly a strong trait for Udyr but it's since gone to hell. Note that I haven't tried him with his new passive buff so I can't tell if that helped his overall jungle. I can tell it likely will not affect his resilience too much. Basically, aside from just farming, Udyr can't do much else if he's harassed. Normally this wouldn't be held against farming junglers too much but considering Udyr is still going to suffer Udyr problems regardless if he still gets farmed (ie get kited to hell) it doesn't make any difference. If he gets behind - things are only going to be made worse. He needs to be ahead of others in order to make any impact before team fights get crazy and his effectiveness drops harshly.
Build A - There is not much to say here except that he's pretty strong with items, his items are cost effective and he has a lot of builds - none which ultimately solve his problems.
Sustain A - His sustain is not what it used to be. His turtle has been nerfed to hell and back and doesn't provide enough initially without a severe drop in his speed. His first clear is either slower than it should be or riskier depending on how he wants to use his turtle. Later on this doesn't matter but it's kind of sad to see him suffer this way. His speed is maintained with items and his sustain is strong health wise (mana will always be an issue). He lost points because of how his efficiency has been slapped down.
Ganking C+ - Udyr is definitely a weaker ganker now. He has the damage just the means of applying it has become difficult. The mobility creep did him in and the reliance on his teammates (or enemy stupidity) has increased ten fold. In short, if he touches someone they're dead - he has to actually be able to gnab them though.
Dueling S - Udyr's dueling is similar to Darius. His mobility issues vs laners become irrelevant in the confines of the jungle. Udyr will be able to grab someone (or ambush) and just tear them to pieces with his insane early offense and they won't be able to fight back (his tankiness).
Invasion S - High jungle presence, dangerous jungle dueling, super tanky and fast clearing? Yeah he's a powerful invader. You need the cavalry to come help you if you want to push him out.
M. Transition B - All I say is, he'll be tanky and he will tear anyone he touches. The problem is he'll be kited to hell and back. It helps that he's a tanky stunbot but again he's just going to get kited. He's a glorified bodyguard if anything.
L. Transition B - It's the same exact thing albeit his effectiveness is dropping. At least at this point he has utility items to back up his lack of real usefulness.
Speed B - Nunu has never been a fast jungler. He's not slow but he's completely reliant on chomping monsters and it eventually starts getting weaker.
Resilience B+ - Nunu is a support jungler and ultimately it doesn't matter how much you cripple him since he'll still be able to do his job. However, him being picked makes it so his team better have picked a team comp that excels with him as a support to justify not taking a proper cc bot or a damage dealing jungler. If Nunu is kept from dominating the map and being a pest - while he himself will not suffer much, his team will suffer as a whole from having two low gold supports. The oracle nerf also brought him down heavily all around.
Build B+ - He's a support so he can make good use of any build really. He's effective without gold but he's nowhere near as effective with the gold he's earning compared to other junglers. He will not have enough gold to do that AP Nunu build so and Nunu bruiser builds are niche at best - he'll only have pure tank (which are annoying at best) and support builds. He at least won't be hurt from donating camps to his teammates.
Sustain S - He'll be topped off just by devouring monsters and he won't have mana issues as long as he makes smart use of his passive. Not much to say here - free spell passive that is usually timed with the cooldown of his minion destroying Nunu healing nom nom ability. His speed will start to drop but it doesn't matter too much for a thief jungler like him.
Ganking B - It may just be a slow but it's annoying, crippling, spammable slow from hell. He also donates mobility and murder power to another teammate during his ganking while moving fast. The bastard is basically an annoying and slow murder.
Dueling S - He's like Fiddlesticks - he's just annoying to deal with. He would be destroyed in a straight up fight with many junglers so he's better off just shooting balls of ice at them and slapping them while running. He can't lose fights because most junglers are easy to kite and, even then, wouldn't be able to finish him off before the bastard scampers off. He likely won't win a fight where he's not jumping some half dead jungler but he'll rarely lose a fight. He's the type of fighter that will climb a high perch and then knock the ladder over and say he's won the fight. Yeah the other fighter is still standing but Nunu hasn't been beaten all the meanwhile Nunu is throwing dirt and soil from the nearby plants.
Invasion S - Nunu is a bastard who pretty much will steal your jungle and you can't do much about it. He can steal it right from under you too with his consume. Combine that with his really annoying dueling style and it can be really demoralizing. His invasion is incomplete though - he tends not to finish camps. His aim is to cripple his opponent and hold them down. Jungle Nunu doesn't contribute any more than a support Nunu while the enemy jungler is likely contributing to his team with either cc or damage. However, Nunu can work his controlling magic to slow and cripple his opponent to the point where they're so useless that they end up contributing far less than normal.
Transition S - His mid and late game count the same. He's support - he'll always be able to do something regardless of what's happened. It just depends on whether he was the right pick or the wrong pick for the team. If we assume the player picked Nunu appropriately then his transition is godlike.
Resilience B - Dr. Mundo is a very fast jungler and can just focus on farming if he's behind. His ungodly build efficiency and fast farming will help him recover from even the most harshest of harassments. However, that is not to say he doesn't suffer from harassment. In fact, he is a jungler who is easily affected by how harassment. He has negative sustain and is running on low during his first clears. If he's killed - he'll have to burn more of his health to clear camps as they become stronger. He's also rather fragile early. The thing that saves his resilience is his bounce back is incredibly easy. Once he achieves his turning point - it just clicks. He goes from pathetic to obscene relatively easy unless he was utterly stomped throughout the game.
Build S+ - Dr. Mundo has perhaps the most build power over any other jungler in the game. He scales off solely off health. His damage, his sustain, his tankiness, his resources, his clearing - everything becomes stronger off of just health. It is very effective to buy health and/or health/resistance items. Dr. Mundo ramps this up by basically triple dipping the value of his health items. I'm not sure how much better I can put this - he's an incredible farmer all his wealth is effectively spent. He truly is a corporate powerhouse.
Sustain D+ - Here is the thing about Dr. Mundo. He has negative sustain and it's really bad. He will kill himself. It's made better by the fact that he will buy items to fix this later so this will not matter later but it is still important to show that Dr. Mundo is basically bleeding to death when clearing camps in his initial clears. Thank Urf that all his builds end up fixing this issue quickly.
Ganking C+ - Dr. Mundo's ganking is definitely not reliable. I mean if he hits a cleaver and manages to hit more - he'll probably murder the target. Other than that, his ganking is lackluster and tends to fail without the use of a bait or exhaust. Admittedly - his super fast clearing allows him to attempt ganks even with his haphazard nature.
Dueling S - Take note that this does not count his early dueling. His early dueling is risky since he tends to be fragile and suicidal. Later on though - his dueling is arguably one of the best. He can kite most other junglers and just outsustain them while pushing incredible amounts of damage.
Invasion S - Combine his ungodly speed with his super painful dueling and his near unkillability and you have a jungler who's going to waltz into the enemy jungle and take whatever he wants. Mundo reaches a point where he really doesn't give a shit and will force a lot of effort from his opponents in order to deal with him.
M. Transition B - He's no slouch here but it can still improve. Around mid game - Mundo is stuck doing the whole poking and peeling thing for his team and only works as an "mvp diver" during a counter-initiate. He still won't be ungodly tanky but he'll be useful. He'll be moderately hard to kill, he'll participate heavily in poking, he'll demand to be peeled by the enemy team and he'll deal respectable damage.
L. Transition S - Dr. Mundo will go where he fucking well damn pleases. Unless he's ignited and full team focused (which is asking to lose a team fight) he'll reach the enemy carry. He'll demand hard peels or else he'll tear the enemy mvp apart or force them out of the fight. Even with all this pain going his way - there is a good damn chance he will still survive. Dr. Mundo becomes nearly unkillable and deals incredible damage with his Q and his E steroid that it is almost unfair that a jungler like this could exist. At least it is balanced out by forcing his team to have some other forms of crowd control as he provides nothing but a slow.
Speed D+ - As hard as it may be to believe it - Volibear ties Shen as one of the slowest junglers in the game. Shen at least has his ultimate to pad his speed later while Volibear has nothing. He will not get faster.
Resilience C - Volibear is a weak cc bot but it helps him transition better. Still, he's easy to take down because of his awful speed. Volibear can be overwhelmed or counter ganked to the point where his clearing takes a swift kick to the nuts. The latest changes to the jungle do help him somewhat but not significantly.
Build A - Admittedly, Volibear does have a good range of builds he can take and health items are pretty strong on him. He has builds similar to that of Nautilus - and he might as well seeing as Volibear is a much weaker Nautilus.
Sustain C - This guy is mad slow and it doesn't get any better. His pace actually becomes worse and it really affects his other sustain factors. His health sustain suffers because he's taking an extended beating from the monsters and his mana, while not a big issue, is spent more than it should be.
Ganking A+ - If there is anything redeeming about him it is his ganking. His Q is a very strong ganking tool as it's both a gap closer and a toss-back. It also has the Skarner bug attacked to it where he will fling you even though you flashed it. Not much to say here except it enacts a lot of control on his ganking target - he does need his teammate to follow up with damage though.
Dueling A - Largely thanks to his fat ass and passive - he can trade blows with a lot of jungle duelists and "may" eventually come out on top. His tools aren't reliable so this would mean that he can be outmaneuvered by some opponents (and that's the key to beating them) but he's a competent opponent in straight out engages.
Invasion D+ - Aside from probably wanting to bully weaker duelists, there is not much reason for him to be invading unless the path to do so is so blatantly open. He's slow and clumsy with awful cooldowns. Not something you want in an invader.
Transition - It's the same in both situations. He's a weaker cc bot but a cc bot still has some great transitioning capabilities. He does have some strong damage- if they stand still. He does have good peeling. He will get kited to hell and back. There simply isn't much to say here. He has a very basic transition. He can build pure tanky and just fling people with a low cooldown later and be a crowd control bot.
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