Jungle Tier List - Gnar Era

Please watch the video in order to get a better understanding about how this tier list works. It is divided into different sub-categories of junglers such as support junglers and tank junglers. This makes it easier to give proper credit for junglers who could all be argued as being the best. Different junglers are good due to different reasons and each of these sub categories give credit based on whatever role they want to fulfill as a jungler. I also hope that people do not attribute the strengths of a champion when they LANE to their jungler aspects

Take notice that some junglers will be placed in more than one category tier list and there may be some overlap in explanations and stats. The general spreadsheet that details the aspects (with letter scores) encompasses all categories. Every category still takes the spreadsheet into regards when it comes to the champion placements within them. Some champions did not receive any explanations because I felt they didn't really require any or were interesting. Some of their explanations can be assumed simply by reading the charts and taking note of the champion's placement.

Being in Tier 3 does not mean the champion is in a bad place. Remember that they are being graded by brackets instead of one giant tier list. If a giant tier list was in place, they would likely have more champions above and below them. Also keep in mind that being in multiple tier lists tends to be a very good thing. Being in the top 5 of one bracket is not as good as being in the top 10 of 2-3 brackets. The tiers are also mostly for organization purposes. Tier 1 is better than Tier 2 BUT not always by too much especially in the tank bracket.Also keep in mind that being in multiple tier lists tends to be a very good thing. Not being in the top 5 of one bracket is not as good as being in the top 10 of 2-3 brackets. The tiers are also mostly for organization purposes. Tier 1 is better than Tier 2 BUT not always by too much especially in the tank bracket. Do not be afraid of giving me your opinions in the comments section though. I have been known to be swayed by well formulated posts - but I've also been known to severely frown upon disrespectful posts.

In order to read the charts effectively you must understand the following:

Letter scores signify excellence and are better in ascending order: F, D, C, B, A, S

Speed - How fast they the jungler clear and how well can they sustain it
Jungle Item - How much of an improvement the champion sees when they obtain a jungle item. (... means none and every x signifies improvement). Having nothing here means nothing if the jungler was already strong without the jungle items. In some cases this can be seen as a severe weakness.
Resilience - How well a jungler can recover from being set back
Ganking - How strong a jungler's ability to kill enemy laners is. A ganking score of */* means pre-ultimate and post-ultimate ganking.
Dueling - How strong a jungler is in a 1v1 situation with any opponent
Invasion - How fast a jungler is at stealing enemy camps and how low the risk factor is

Any + score simply it's a bit better than what the score would normally apply but not enough to qualify for the next letter score (unless it's S+ since it can't go higher).

Any score with a * next to it means that the score can be affected by certain conditions in the game. Shaco has an S* score in invasion for example. This is to point out that his invasions can become better or worse if he cannot fulfill the conditions to obtain his godlike invasion - which tends to be easy for him to do anyways.

Magic Damage Junglers

These junglers are characters that focus on being a great contributor to the team's magic damage. Any jungler that has an off-spec (that isn't gimmicky) is considered here and taken into consideration as if they were taking this specific build path. The characters here are those that will be taking ability power/magic builds and not champions who merely deal magic damage regardless (example- Tank Nautilus will not be considered). The idea behind this one is that while some of these junglers can be considered "fighters" these specialize in being built/picked for magic damage.

Factors: Damage Type, Crowd Control, Mobility, Transition, Poke, Area of Effect

Damage Type - If the damage burst damage, sustained damage or a mix of both
Crowd Control - How much CC a champion has
Mobility - How well a champion moves across the battlefield
Transition - How well a champion goes from the jungle phase to the team fight phase
Poke - How well a champion dishes out harassment during a push
Area of Effect - How strong they are at attacking multiple targets

Tier 1 - Elise, Zac, Amumu, Evelynn, Fiddlesticks, Gragas, Maokai, Kayle
Tier 2 - Sejuani, Nunu, Lulu, Cho'Gath, Diana, Zyra, Fizz, Brand, Karma, Morgana
Tier 3 - Karthus, Akali, Singed, Galio, Vel'Koz, Mordekaiser

Support Junglers

The junglers in this category are being rated as a character picked to fill more of a "support" role than anything else. Some may be support tanks while others may be pure support or even bruiser support but even though they double as something else those other specs are not being considered here. This tier list is for how well a character fills the support role from the jungle. Characters are only considered in this tier list if they have a substantial team utility ability (or more) or very strong debuff(s) and can function solely by focusing on the utility of their kit. Crowd control is not being used as a factor here to determine if a character fits in here BUT if a character already fits the criteria for being in here and comes packing with CC - it will only serve to help them out. These are all made with the assumptions that the champions ONLY built support level items such as Aegis, Locket and such.

Factors: Support Type, Artificial Gold, Team Composition, Crowd Control

Support Type - If the jungler is a support that focuses on offense, defense or a mix of both
Artificial Gold - How much gold value do they grant the team (or detract from the enemy) with their kit. One of the most important values.
Team Composition - How often would a team benefit from the utility they grant
Crowd Control - How much CC a champion has

Tier 1 - Maokai, Nunu, Nasus, Lulu, Kayle
Tier 2 - Yorick, Trundle, Karma, Malphite, Warwick
Tier 3 - Morgana, Gangplank, Braum, Galio, Jarvan

Tank Junglers

This category should be very obvious. This category encompasses those junglers that are support-like in nature and those that are more bruiser-esque. Their ability to start fights, rely solely on tank items and lead the team is what is being taken into account here. Their ability to deal damage is not weighed heavily here - these are the initiators and leaders of a team. Damage will only matter after the other factors are weighed. This is made with the assumption that the champions have a combination (but perhaps not all) of tank steroids, crowd control, initiation and other tank features.

Factors: Crowd Control, Initiation, Peeling, Tankiness, Item Reliance, Cooldowns, Transition

Crowd Control - How much CC a champion has
Initiation - How well a champion can start a fight (or counter a fight)
Peeling - How well a champion can protect their teammates
Tankiness - How strong is a champion's natural defensive abilities
Item Reliance - How dependent a champion is on items (and gold)
Cooldowns - How manageable is a champion's ability cooldowns
Transition - How well a champion goes from the jungle phase to the team fight phase

Tier 1 - Zac, Nautilus, Maokai, Jarvan, Gragas, Sejuani, Amumu, Cho Gath
Tier 2 - Wukong, Malphite, Rammus, Trundle, Volibear, Shen, Xin Zhao, Aatrox
Tier 3 - Shyvana, Hecarim, Nasus, Leona, Braum, Dr. Mundo, Nunu, Singed, Alistar, Galio

Bruiser Junglers

This category focuses on characters who function primarily using defensive items while still dealing strong amounts of damage and being a threat. They can deal damage even without damage items though not on par with offensively built characters. Characters that have a viable bruiser off-spec are also considered here. This is made with the assumption that the characters are purchasing bruiser-centric items and leaning heavier on the defensive builds as well as the defensive aspects of their kit. Bruisers with utility often make the best bruisers as well. The best bruisers combine survivability with utility and offense and have average gold reliance.

Factors: Crowd Control, Peeling, Tankiness, Damage, Item Reliance, Skirmishing, Utility, Transition

Crowd Control - How much CC a champion has
Peeling - How well a champion can protect their teammates
Tankiness - How strong is a champion's natural defensive abilities. A score of "below average" in this category only means they have no natural tank variable (health restore or steroid).
Damage - The level of a champion's damage potential
Item Reliance - How dependent a champion is on items (and gold)
Skirmishing - How strong a champion is in small scale fights
Utility (Bonus) - Anything a bruiser brings to aid their team with aside from crowd control such as team buffs (or enemy debuffs) and initiation.
Transition - How well a champion goes from the jungle phase to the team fight phase

Tier 1 - Volibear, Jarvan, Vi, Lee Sin, Maokai, Trundle, Pantheon, Wukong
Tier 2 - Kha'Zix, Elise, Dr. Mundo, Nocturne, Rengar, Shyvana, Udyr, Xin Zhao
Tier 3 - Warwick, Skarner, Olaf, Nasus, Jax, Aatrox, Gragas, Hecarim, Shen
Tier 4 - Renekton, Riven, Darius, Yorick, Urgot

Fighter Junglers

This category focuses on characters who focus purely on damage output and forsake defenses in order to do so. While some may function with some defensive options (or eventually buy them) they are the most effective when focusing on offense. They often lack utility and are higher in gold requirement than most junglers but these are the characters with the best chances of carrying a team through fighting (rather than assisting). These champions are often mobile, fragile, fast and lethal. The champions here are being assumed as having built glass cannon.

Factors: Jungler Type, Damage, Mobility, Disengage, Item Reliance, Transition, Split Push

Jungler Type - Whether the jungler focuses on farming, ganking or a mix
Damage Type - How the MAJORITY of their damage is dealt
Damage - The level of a champion's damage potential
Mobility - How well a champion moves across the battlefield
Disengage - How well a champion can safely remove themselves from a fight
Item Reliance - How dependent a champion is on items (and gold)
Transition - How well a champion goes from the jungle phase to the team fight phase
Split Pushing - How well a champion can push a lane + tower (compared to the rest)

Tier 1 - Rengar, Kha'Zix, Lee Sin, Jarvan, NocturnePantheon, Evelynn, Vi
Tier 2 - Master Yi, Skarner, Udyr, Wukong, Kayle, Warwick, Aatrox, Xin Zhao
Tier 3 - Shaco, Twitch, Jax, Zed, Riven, Fiora, Fizz, Tryndamere, Shyvana
Tier 4 - Jinx, Renekton, Darius, Gangplank, Ezreal, Urgot, Irelia, Jayce

What changed this iteration?

Champion Details
I just have to say that there weren't many changes in this iteration despite the fact that it has been several months since the last one. The game has not had a dramatic shift and the new Spirit of the Ancient Golem did not have as massive of an impact as people thought it would have. The only champions that really saw any huge changes were champions that had direct changes to them or champions that had very vital indirect changes happen. Most of the champions were already quite fit in where they were placed and the placements are responding well to the meta shifts that are occurring. The majority of the changes in the tier list were small with only a few dramatic ones.

Twitch - He was finally added but he was and still is overrated as a jungler. He's what you call a cheese champion. You either get to dominate your early games, succeed and snowball out of control or fail and become a liability till you somehow manage to farm up and recover. His ganks are really strong although he is very prone to being instantly burned down during a gank. He is very prone to invasions and counter ganks and negatively snowballing.

Skarner - His kit did not evolve enough to spare him of the "fighter with utility" conundrum. He has a lot of damage with some built in tankiness and potential lock down utility which tends to lead to him being a nightmare if he begins to snowball. This results in Riot having to make sure his numbers are fair or he can go apeshit in games. He was pretty damn strong once he received his stun and Riot decided to slap a few nerfs his way to tone him down. Even so he is a really strong pick if you just want to carry and snowball the game although he has some real counters that can harm his effectiveness in a game.

Sejuani - She was raised a bit in the magic damage bracket since I've been seeing many more AP Sejuanis (surprisingly) and they have been dealing shit loads of damage. This does not solve her other glaring jungle issues but it does demonstrate how she can fit some niche AP AoE destroyer from hell role if the chance permits.

Elise - I was given thoroughly strong arguments as to how I should begin to consider AP Bruisers into the Bruiser bracket. As a result I was able to bring in a few champions like Maokai and Elise into it and show them more love. It made sense of course since the Magic Damage bracket assumes first and foremost that the jungler is being built to maximize damage while bruiser is damage and tankiness. Elise is not the best bruiser but her bruiser build is definitely the norm and she is a damn strong jungler regardless of build.

Pantheon - Still a powerful early game dominating jungler but some of his nerfs did hurt him. He barely moved so he's still definitely strong.

Lee Sin - He no longer has dramatic supportive qualities aside from a much weaker shield and vision reveal. Other than that he is still really strong and game changing so he barely saw any movement. He was only removed from the Support bracket.

Jarvan - I really went overboard with denouncing him. He is my favorite champion and I did not want to sound like someone who was coddling his favorite champion after he had been nerfed and ousted from regular use. That said he is making a comeback because his nerfs did not really break him as a champion but made him a bit more annoying to play. I figure the frustration shoved him out in favor of champions who were already close to the same power level and now he is being remembered after those champions were nerfed. To add to that, he is a pretty damn strong jungler for a hyper carry meta at least in terms of catching the hyper carry and sometimes burst dunking them.

Kha Zix - He did not see any positional changes but I do have to talk about him. He is still strong albeit he feels a bit unfocused now and more annoying to use. He still can do he's always aimed at doing (assassination) and adapting to the game.

Kayle - Those nerfs hurt her jungle but not the utility she can bring

Rengar - Although I just said Kha'Zix was fine, Rengar has pretty much replaced him as the go to jungle assassin. Rengar has always been a sort of Jungle Twisted Fate with his ultimate although his ultimate was a thousand times more unfair. As far as I am concerned, they made his damage dealing potential far more reliable so even smucks can deal the damage without screwing it up. His clearing is still nothing compared to champions like Master Yi although his ganking is one of the more "fool proof" forms in the game and it will allow him to snowball out of control really easily. Burst is also a favored trait for fighter junglers that few still have since most get nerfed at some point. Most fighters range from poor to passable ganking while only a handful are really great gankers. Even then only a small numbers of those can skip wards or even hope to gank a duo lane.

In a way Rengar is like Pantheon was a few patches ago with an easier time clearing, some sustain through his W, more maneuverability, can stay as an assassin even till late game, and an easier time itemizing.

Gragas - He is still drunk Jesus and even saw some love in the Magic Damage bracket. His W nerf did hurt early but it is quickly remedied as the game goes on.

Maokai - He is the champion that saw the most changes across the entire list. The changes he received were dramatic. Some of the changes drained him of power from certain areas such as initiation (it is definitely worse) but gave him more damage, more peeling power and made his ultimate far more reliable thus making it the most powerful supportive ability in the game. Maokai is the only jungler to exist in 4 brackets currently and he is in commanding positions for all of them. He is one of the most broken champions in the game currently although he is seen far more in the top lane and is definitely more powerful as a top laner than as a jungler.

His ganking was nerfed definitely and the compensation of giving his saproling a slow did not make up for it. He can still lock someone down if he catches them but the range nerf was painful. This was compensated by giving more damage to his W and his ultimate becoming a sort of aura circle around him which will move alongside him as he walks around. This in turn did raise his damage even further as his ultimate can be charged better and can actually be used offensively rather than defensively. Itemizing him as a jungler is more difficult than it is in top lane mostly because your first item is strictly a jungle item rather than a hybrid damage tank item like Rod of Ages. Still though it is doable and some players have even considered Spirit of the Spectral Wraith instead of Spirit of the Ancient golem in order to obtain some of that early game damage dominance.

Admittedly Maokai has always had damage with is spammable Q early but his late game was troublesome because his damage would taper off dramatically. The damage buff to his W keeps him relevant late game and it made it him a serious threat to soft characters. It also gave him a clear second skill to consider leveling up since prior to his change players were divided on leveling saproling second for the damage or his W for the duration.

By far the biggest change, as already mentioned, was the immense reliability boost to his ultimate. His ultimate had a range nerf and it covers less of an area but it used to be so difficult to use before. The enemy team would usually avoid dealing damage in the circle, standing in it or would naturally move out of the circle through the course of the fight. There was no real point in holding it for long as you were not going to maximize its effectiveness. It showed that even the best abilities could be useless if they are unwieldy. This change though allows him to relocate the area as he wishes and can make his teams survivability skyrocket just by standing in the middle of the fight. Combine this with his naturally powerful peeling powers and he is just an unrelenting guardian. Combine it with other tanky champions and the value you get out of his ultimate is downright absurd. The duration of this ability was recently nerfed so the enemy team could at least predict when it would go down. This is the ability that makes Maokai, regardless of top lane or jungle, an powerhouse in teamfights and an outright nightmare when he goes full Aura Carry. Purchase items like Locket of the Iron Solari and Frozen Heart and laugh as you shrug off enemy damage.

Gnar - The best I can say about this yordle bro is that he is absolutely terrible in his yordle form but perhaps one of the most broken champions in his mega form. I guess that's a sort of balance decision that Riot took and I swear if this guy was able to control his transformation and jungle that he would be a god tier jungler in no time. You can force him to jungle and try to control your transformation as best you can but it will often be a futile effort and you might as well have picked someone like Nautilus if you want a CC machine who won't break his spine clearing. I really like mega-Gnar but I despise regular Gnar. I've seen high level players force him to jungle, struggle in the early game and then dominate later into the game but that is no testament to his effectiveness as a jungler. All that shows is that Gnar is a champion that can dominate team fights as mega-Gnar and be pretty much useless as regular Gnar.


Generalized Changes
Aatrox lowered in some categories
Alistar speed plummets
Evelynn speed lowered
Jarvan raised in a few categories
Nocturne J.Item raised
Nautilus J.Item raised
Lee Sin J.Item raised
Kayle lowered in some categories
Skarner J.Item raised
Udyr ganking lowered
Twitch stats added

Bracket Stats
Maokai had many stat changes
Lee Sin stats removed from support bracket
Xin Zhao tank stats lowered
Gragas Initiation stat raised
Rengar had many stat changes
Nasus had transition changed to "variable"
Skarner peeling raised on an S and added to fighters bracket
Twitch stats added to fighters bracket

Support Tier
Lee Sin removed from bracket
Maokai now number 1 in tier 1

Magic Tier
Damage renamed to Damage Type on bracket scores
Sejuani moved up in tier 2
Gragas moved up in tier 1
Maokai moved up to tier 1
Kayle dropped in tier 1

Tank Tier
Maokai moved up in tier 1
Gragas moved up in tier 1
Shen moved down in tier 2
Xin Zhao moved down in tier 2

Bruiser Tier
Jarvan moved to tier 1
Pantheon dropped in tier 1
Maokai added to tier 1
Nasus dropped to tier 3
Elise moved up to tier 2
Rengar moved up to tier 2
Warwick moved down to tier 3
Skarner moved up to tier 3

Fighter Tier
Damage Type added to bracket
Rengar moved to number 1 in tier 1
Jarvan moved up to tier 1
Evelynn moved down in tier 1
Pantheon moved down in tier 1
Aatrox moved up to tier 2
Shaco dropped to tier 3
Skarner added to tier 2
Twitch added to tier 3
Jinx dropped to tier 4



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