Aatrox Patch Jungle Changes

Surprisingly this next patch is bringing with it some jungle changes. To be fair I expected (and I'm sure everyone else did too) that Riot was getting tired of the early golem starts giving blue side an advantage over purple (purple had the advantage too with a lane swap). When players started expanding the camp snatching to wolves and wraiths - that's what things started to get a out of hand. Riot decided to slap the change they've been wanting for the golems onto the other camps as well effectively making ALL camps spawn at the same time.

Wolves
• Initial spawn time increased to 1:55 from 1:40
• Respawn time reduced to 50 seconds from 60
Wraiths
• Initial spawn time increased to 1:55 from 1:40
Golems
• Initial spawn time increased to 1:55 from 1:40
• Respawn time reduced to 50 seconds from 60
Ancient Golem
• Base Experience granted increased to 275 from 220
• Now plays a particle effect to show who the buff transferred to
Lizard Elder
• Base Experience granted increased to 275 from 220
• Now plays a particle effect to show who the buff transferred to

The jungle changes are a small nerf to the earliest of gankers and when I say small I really just mean small. At most you'll just grab one of the small camps along the way and then grab the other buff you didn't get and presto you'll have your level 3 double buff scenario again albeit about 10 seconds slower. After that your clear should pretty much be the same thing as before and eventually equaling out thanks to the lower respawn timers.

The big change comes with the fact that they respawn 10 seconds sooner. This will help farming junglers more than anything else. Junglers like Shyvana, Mordekaiser and Zed are thrilled at this as they can now likely run up and down the jungle and just farming. I'd like to point out though that the wraith camp DID NOT receive this 10 second respawn reduction change since it already received it awhile back. It is very likely due to the fact that Riot wants to keep mid lane from farming it more frequently.

All junglers will love the changes overall but some will like it even more. I already mentioned the speed junglers loving it but the invaders will love it as well. The first clear is slowed down just a tad for some junglers though buff to buff path is still available albeit it won't give you level 3. Invaders like Nunu (aka Satan) will love being able to March into your jungle and steal a much more valuable buff from you. It's not much really but just makes the buff cake creamier.

The only downside I see is if your teammates still want the small camps they can easily get them but as a result would have to deny you a leash. I hope people aren't assholes.

The new path will likely just be "Blue - wolves - Red - gank" or "Blue - wolves - wraiths - red - golems - wraiths" bam level 4. You can likely still go Blue to Red but pray no one steals any exp.

Items
Madred's Razors
• UNIQUE Passive - Maim
• Now deals bonus damage to monsters with every basic attack
Wriggle's Lantern
• UNIQUE Passive - Maim
• Now deals bonus damage to monsters with every basic attack
• Attack Damage increased
• Life Steal increased
• Combine cost increased

This is another change as well and it's kind of an interesting one. I always felt that madred's should guarantee a proc after every 4th or 5th attack. The number they've given the madred's maim is around 70 so it kind of equals out to having procced on the 4th hit. Wriggle's lantern has an even bigger proc and all the stats to it have been increased though the cost was increased as well.

Players stopped purchasing madred's razor and wriggle's lantern not because they're "bad" persay but because they are dead end items. Also RNG was just starting to get stupid at this point and no one wanted to invest into a dead end RNG item unless they had to. This change is very welcome and will help out melee champions that have higher than average attack speed either naturally or because of abilities/runes. This, combined with the nerfs to Spirit of the Lizard Elder, will guarantee that madred's becomes a more attractive choice.

No more accidental camp steals and no more getting your ass kicked by a camp because your damn madred's wasn't proccing or getting mauled by dragon. The items are still pretty dead-end but the increase in reliability will make them useful and the increase in stats for wriggle's will make it feel less like a total waste.

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36

Comments

  • #32 Zeitzbach

    Hated the change but I guess it was needed. I love soloing golem on purple side though and get to the next level in 2 CS.

    With these changes, I will just kill the small Golem instead and clear the big one later, or let the jungler clear it (they rarely do because it's a golem camp). The lower respawn time means I will end up earning more gold in the end and I still get to lv 2 before the opponent because of that extra 38 exp. Tested it in custom game and I can still get back to lane in time and not miss a single CS.

    For blue side, I hope the jungler won't mind giving me 1 small lizard exp share for that needed 7 exp to level up in 6 minions. They increased the Blue golem exp anyway so he will still get to 3 if he does double buff after my hard leash.

    Last edited by Zeitzbach: 5/20/2013 8:32:53 AM
  • #34 NicknameMy

    If you do a lvl 4 jungle route now you need pretty much every exp to also get 4, so you would fuck up your junglers day.

  • #31 jakandem

    nvm im stupid

    Last edited by jakandem: 5/20/2013 5:17:38 AM
  • #28 saryakan

    Experience wise it act actually changes fewer than you might think.

    you can now actually get double buff and end up with lvl 3. (220*2 for buffcreeps + 32*4 for lizards and then extra 55*2 in these changes = 678 and you need 670 xp for lvl 3.)

    A full clear also will now net you lvl 4. instead of a full clear +1 camp, although it's about as close as the double buff lvl 3 thing.

    So actually now you need (ideally) exactly one camp less to get the same results as before and since this always was the camp that started at 1:45 nothing should change much.

    The Problem now is, that even if only one tiny lizard or anything get's accidentally stolen or even SHARED you'll get set back a camp and need an extra 10-20 seconds depending on circumstances.

    This of course doesn't count for X/X/21 Jungler and/or when a Zilean/XP Runes are present, then you will probably have about the same leeway as before

  • #35 NicknameMy

    Good, that I go utility with Master Yi.^^

  • #23 MerryLane

    So, if we put aside what's laning related (wolves/golems/wraiths stolen from your lanes), do you think it's a good patch for junglers?
    I mean, do you think it adds or withdraws some strategy to jungling? Would you say that jungle players will enjoy this patch or it will put them a bit behind next to what we have now?

    Will it open up champion picks or bottleneck them?

    Last edited by MerryLane: 5/19/2013 7:36:58 AM
  • #24 ChaosXeras

    I think this patch will be a nerf to Shaco junglers. The new timing will limit the number of boxes which shaco can put down.. I think this will affect top and mid laners more. They will not start with additional exp. 

    I think this patch will overall buff faster clearers like Dr Mundo, but slow clearers like Shen, will fall behind a lot.

  • #25 RoakOriginal

    hopefully...

  • #26 MerryLane

    Quote from ChaosXeras »

    I think this patch will be a nerf to Shaco junglers. The new timing will limit the number of boxes which shaco can put down.. I think this will affect top and mid laners more. They will not start with additional exp. 

    I think this patch will overall buff faster clearers like Dr Mundo, but slow clearers like Shen, will fall behind a lot.


    This isn't really the answer to my question.

    My question is, as a whole (and don't consider laners eating ur camps at lvl 1), is this patch good for junglers?

  • #27 Melkonka

    Yes, it is. It finally give them more gold. It is especially good for the best clearers (like Shyvana), but i think it's only bad for the few gank orientated, terrible slow jungler.

  • #29 CloudCarry

    Oddly enough I was just today thinking about how it wouldn't hurt that much to  throw down boxes only on a buff and simply skipping the smaller camps altogether.  I think if you play him aggressively in the early game, he may be even more potent than before.

    The thing I'm most afraid of is if top and mid start to do blue together (on blue side) and donate blue to the mid laner with either shared xp or someone getting all of it.  people already were taking wolf and blue with just a mid and top laner.

    Maybe purple side will now leave their jungler to fend for himself and donate blue to their mid.  Now you have the potential for all four buffs to be taken at spawn with the significance of the smaller camps greatly diminished. There are also more camps up for the jungler to fall back on after he has secured his first buff so taking his other one is not likely to hurt him as much.

    Last edited by CloudCarry: 5/19/2013 6:58:48 PM
  • #36 ArcaneEyes

    That would be because there is no single answer to your question. Some junglers will benefit from reduced spawntimes, while others won't, and in that way will fall behind compared to the fast clearers and thus actually get a interclass nerf.

    gank-reliable junglers will be ready after a hardpull on blue with no xp steal, and a selfsmitten second buff, giving them a faster lvl 3 to go gank with. worst situation seems to be slow clearers with bad gank opportunities, best seems to be good attack speed based gankers with fast clear, that can build wriggles. time to play xin zhao and AD Yi again i guess :-p

    the change to madreds and wriggles is cool imho, as it stabilizes things like giving out buffs and generally knowing when you can take down objectives like dragon and baron, now that there is no chance involved.

  • #22 Bobenny

    well done riot well done, i actually like this one and now nunu is gonna be a nice jungle 

  • #19 leimaR94

    Lol Satan....

    I'll be honest, some junglers I can be scared of being counterjungled....but for some reason he makes me instaflash.....

  • #17 TheOverRater

    junglekaiser... i mean, if you have a team with godlike cc, every successful gank guarantees a tower kill (ghosts op)

  • #16 ElMage21

    Just give Madreds more paths ffs riot, wtf

  • #11 Pandashka

    Jungle Mordekaiser? Sounds pretty amazing :D

  • #7 WhoTookBoni

    buff to buff path is still available albeit it won't give you level 3.

    Using the values from http://leagueoflegends.wikia.com/wiki/Experience_(champion) and the new 275 xp for a buff monster, you should get 4*32 + 2*275 = 678 xp for only doing doublebuffs. The table at the bottom of the page says you only need 670 xp for level 3 (provided that the data there is correct, since I haven't tested it on PBE so far ;)).

    Last edited by WhoTookBoni: 5/18/2013 5:56:59 PM
  • #15 TurtleOfWar42

    the only problem is that if anyone on your team takes any more than 8 exp, then you have to complete another camp, giving you about the same clear you would normally. Completing double buffs would vary game to game depending on who the enemy jungler is (if its nunu, then yes you would probably want to try double) though you would have to keep in mind that laners are also now less likely to give half decent leashes because if they did, they would miss out on about 3 minions (the 3rd one would be a close call) what will likely happen, is sustain junglers will become more popular due to, well, the sustain. 

    If you just think about how the mid laner leashes now (uses an ability and an auto attack then leaves) then that is how I think most people will leash due to late spawning. Also, with every camp spawning sooner, if you want to go on a mad farming frenzy, then Spirit Stone may become more popular as well (due to its regen). Another possibility is that philo stone will be bought more on junglers again. Really it will come down to how leashes work next patch.

  • #30 CloudCarry

    the buffs don't spawn any later.

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