By far one of the topics fans bring up to me the most is about jungle recovery aka "What do I do when I get stomped?" Most inexperienced players get invaded by the enemy jungler early, have a gank become catastrophic or have some random thing like a dc cause them to get behind in gold, levels and time and have absolutely flounder for the rest of the game because they do not know how to recover from the setbacks. Even then some experienced junglers still have problems with recovery. Jungle recovery and resilience differs based on which type of champion the player picked and even so the types of recovery methods are not equal as some methods are just naturally better than others. To add to this, junglers can only recover with the help of their laning teammates whether they directly assist you or not. The fact that recovery relies heavily on the actions of teammates tends to be the main reason why recovery tends to be a difficult thing for players to learn as less experienced players would also likely have no idea how to assist their jungler even if they wanted to.
In this article I will cover what jungle recovery and resilience actually means, natural resilience and the two main methods of jungle recovery. Jungle recovery is by no means an abstract concept or complicated at all. The only reason that it is difficult for players is because, as it was already mentioned, you rarely get a chance to legitimately practice it while at the same you can be prone to stress in a situation like this and you may have made recovery much more difficult for yourself because of a weak champion choice. With no reliable way to practice it until it happens it is crucial one understands it before they have to wing it but even with studying you will probably still have improvise your own recovery.
Copycats happen all the time and these players are often the Flavor of the Month players or the fanboys of some streamer, pro or personality. Sometimes they know what they're doing and are simply emulating other players in order to understand more of the game or improve their potency with some champion. This is basically an experienced player just taking in new information and adapting it to their own playstyle.
However the copycats that players have complained about are the players who do not understand what they are trying to do. It is completely fine to want to expand your knowledge and try new things but it is another to not bother trying to understand what you're doing or why you're doing it.
The examples of this are numerous. The player who picks a known counter pick of a champion simply because they have heard x champion counters y champion but they do not exactly know how to make that work. Darius apparently smashes Rengar's face in but if the player doesn't know what they are doing then they will just end up losing despite counter picking. How about the player who builds sunfire cape on a champion because they have seen it built on that champion while watching a stream or because the ALWAYS builds it on the champion despite the fact that the item may be ineffective against his current opponents. Weak and pointless builds are a staple of the inexperienced player or the copycat.
I had trouble deciding who to promote as the final champion for the best jungle teacher's list as I could not decide between which tank to consider the best. I argued with myself whether Amumu, Nautilus or Sejuani would be the best to consider for the final part of the list as they are often looked as the most "pure" of jungle tanks but then I realized the release of Zac sort of changed the dynamics of jungle tanks. Zac is a jack-of-all-trades sort of tank that does everyone's jobs at the same time although arguably not as good. It led me to start thinking about all the situations I'd prefer one tank over the other and I realized the amount of overlapping was ridiculous. I simply could not decide between which jungle tank to promote so I decided to promote all of them. This might seem like a cop out but it was the best solution I could think of.
I am aware that I already had another tank on this list (Cho Gath) but he was a special sort of tank who required a more extensive article than what I will be giving all the remaining tanks. With that said, I am looking only at "pure" tanks and not bruisers who can be forced to take the roll of tank. This means the list will not include champions such as Dr. Mundo or Wukong and it will be a jungle tank list as well which means lane tanks such as Leona and Alistar are not included either. Pure tanks can be carried solely by their kits as they provide their own steroids be they resistances, health or some form of damage reduction and of course they come packing a lot of utility in exchange for having (usually) low damage. They can, for the most part, survive the game naked and be useful throughout the entire course of the game in some way. Any scores I give the tanks are relative to each other and not the entire cast of champions. The higher the score the better with the exception of Gold Reliance in which a higher score is bad.
Feral Flare has been the topic of controversy amongst a lot of players these past few patches even after the item was nerfed. Even prior to the nerf the item was mostly neglected by the competitive scene as the strategies employed made the item too much of a risk to invest in. The item is seen more of a problem in Solo Queue and even then some of its problems are exaggerated. I honestly believe that Feral Flare is an overrated item. It is not to say it is bad because it definitely works on several champions especially those it was intended for in the first place, but I say that it is overrated because players seem to ignore its negatives and sing it praises for things it does not actually do.
This ongoing controversy with the item is seemingly causing it to receive gameplay altering changes to the item. At first the item line existed to encourage farming and late game viability in champions but this proved too difficult to deal with in disorganized play. Riot attempted to slow it down with a nerf to the items and succeeded but it continues to be problematic for Solo Queue while it is pretty much ignored in competitive aside with a few champions. Plenty of players have started to return to equipping Spirit items instead of the Madred's Line while most have sought some balance between the two. The Madred's Line is receiving another change that will make it feel closer to the Spirit items by sacrificing some of its stats and damage potential by allowing it to gain stacks with champion kills and assist starting with the Hunter's Machete. In a way this makes the items more usable as purchasing it will be less risky and far more reliable.
The biggest problem with Feral Flare was that players were being forced to accept a type of gameplay that has not existed since Season 1. Everything sort of came quickly to the playerbase and they sort of got overtaken by the hype of the item and starting doing questionable things and coming up with unreasonable conclusions. I am glad that the first nerf to the item made these problems less extreme/common but not all players have learned about them or realized how flawed Feral Flare and the concept of endless jungle farming are.
The Feral Flare is currently stirring up all sorts of controversy with players as there is no doubt the item is strong but players are divided in whether the item should obtain minor nerfs or should be gutted. Feral Flare is definitely very powerful and changed the solo queue jungle quite rapidly to the point where there are a handful of more (jungle) champions as perma-ban worthy. Aside from Leblanc bans, most players seem to be banning every jungle they feel threatening and still coming up short in bans. Even if you fear the Feral Flare junglers, players still need to remember that there are several other threatening champions in the game that do not use it and are also ban-worthy. I was recently cursed at by my teammates for not banning Pantheon despite my bans being "high-priority" bans in this patch (they were Kha'Zix, Evelynn, Warwick) and I have seen some teammates dodge because certain champions were not targeted and ended up getting picked.
The item was released to give carry junglers an offensive jungle option other than Lizard since there were plenty of junglers that made little or outright poor use of it. Wriggle's Lantern was reworked and made much better but it was also given the Feral Flare evolution which made the item have actual late game potential. It granted a lot of power to auto attack heavy champions and it seemingly benefits every intended jungler that Riot wanted to indirectly buff with the item. However, it has also seemingly been useful on junglers that were not intended to use it and players have shown mixed feelings about this along with the fact that the item might be a too powerful in its first patch.
In this article, I want to give credit to a few champions who greatly benefitted from the Feral Flare changes without any order as to who is better. Certain junglers definitely saw a massive increase in power while others were already worthy junglers but were finally given an option for damage builds and had an increase in carry potential. The reason this article was delayed was because I was waiting for the hype around the item to die down. The hype is still there but hopefully LCS using both the Spirit Line and the Madred's Line shows players that it is simply different methods of jungling which prioritize different things. It is not to say that Feral Flare is not obscene in solo queue but that perhaps the item does not deserve to be gutted with nerfs so soon. Feral Flare is an item that is rather balanced in competitive but obscene in solo queue.