League of Legends Season 5 New Jungle Guide: Gromps and Smites and Dragons, Oh My!

Check out the Season 5 Jungle changes featuring 3259% more deaths to Brambleback.

There will be a lot of unfamiliarity with the new jungle for weeks to come and it is only fair I use my existing knowledge to benefit the less fortunate. This week we are going to be taking a look at all the changes to jungle camps, routes, and neutral objectives.

Jungle Camps

Red Brambleback

This scary looking tree isn't Maokai but killing him feels just as satisfying. Killing this guy is going to imbue you with the Crest of Cinders.

This unit's physical attacks apply a debuff that slows the target's movement speed by8 / 16 / 24% (5 / 10 / 15% for ranged attacks) for 3 seconds and a DoT that deals 8 + (2 × level) bonus true damage twice. If the buff holder is slain, this buff is transferred to the killer.

In addition to the Crest of Cinders, Smiting the Brambleback instantly restores 20 percent of your maximum health.

Smite Priority: Medium

Blue Sentinel

No Malphite didn't get a new skin either. Killing the Sentinel grants the Crest of Insight to the killer.

This unit regens 25 flat mana regeneration per 5 seconds and 0.5% of their maximum mana (or energy) per second and has 10% cooldown reduction on their abilities. If slain, this buff transfers to the killer.

In addition to the Crest of Insight, Smiting the Sentinel restores 25 percent of your maximum mana over 2 seconds.

Smite Priority: Lowest

Gromp

This guy is straight out of Alice in Wonderland. He takes some mushrooms and grows to 5 times his normal size. Smiting the Gromp will grant you Gift of the Toadstool:

Attackers are poisoned for 6 (+ 6 per level) magic damage over 3 seconds. Lasts 90 seconds.

Note: It is possible to gain this buff without killing the Gromp but it can only be obtained once per spawn.

Smite Priority: High

Krugs

Sentinel Jr. has replaced the golems. These guys look like a mix between the Sentinel and a turtle. Smiting the Krugs grants Gift of Heavy Hands.

Stuns minions and monsters every 1st and 5th hit. Your first attack against a turret deals 50 (+15 per level) true damage but consumes this buff. Lasts 90 seconds.

Note: It is possible to gain this buff without killing the Krugs but it can only be obtained once per spawn.

Smite Priority: High

Razorbeaks

CAWWWWWWWW! I think even Swain would be scared of these deformed looking parrot-lizards. Smiting the Razorbeaks grants Razor Sharp.

Gives you a warning and magical sight for 10 seconds when an enemy ward spots you. Lasts 90 seconds, with 1 charge.

Note: It is possible to gain this buff without killing the Razorbeaks but it can only be obtained once per spawn.

Smite Priority: Highest

Murkwolves

These probably look the most menacing of any new jungle monster. Don't worry though they don't bite, too hard. Smiting the Murkwolves spawns a Rift Spirit.

Summons a Rift Spirit that watches over a portion of the jungle. Lasts 90 seconds, but that timer goes down when the spirit chases enemies.

Note: It is possible to spawn a spirit without killing the Murkwolves but it can only be obtained once per spawn.

Smite Priority: Own, Low // Enemy, High

Conclusion

Whenever possible look to smite the Razorbeaks. Clearing wards should be a high priority as a jungler and the Razor Sharp buff will help you accomplish that goal. Secondary smite targets are Gromp and Krugs for their help in increasing your jungle clear speeds. Buffs should now only be smited if they are under contention or you are low on the respective resource and are not going back to base. The most situational smite is Murkwolves depending on vision control, which camp and time of game but is generally acceptable before returning to base.

Jungle Routes

Blue Side: High Sustain

When starting on blue side with champions that can sustain well in the jungle the path you should follow is generally Krugs (Smite Krugs) --> Brambleback --> Razorbeaks --> Gromp (Smite Gromp) --> Sentinel.

This path starts with help from the duo lane and makes use of the most efficient smite buffs for early jungle clearing.

Blue Side: Low Sustain

When starting on blue side with champions that can't sustain well in the jungle the path you should follow is generally Krugs (Smite Krugs) --> Brambleback --> Razorbeaks --> Recall (Purchase Jungle Item) --> Gromp (Smite Gromp) --> Sentinel.

Again starting with the help of the duo lane, you will need to back after the third camp to prevent dying to jungle creeps and falling behind.

Purple Side: High Sustain

When starting on blue side with champions that can sustain well in the jungle the path you should follow is generally Gromp (Smite Gromp) --> Sentinel --> Murkwolves --> Krugs (Smite Krugs) --> Brambleback --> Razorbeaks.

The mirrored start for purple side means you should start at the Gromp with help from the ad carry and support. Once again making sure to smite the targets that increase jungle clear speeds.

Purple Side: Low Sustain

When starting on blue side with champions that can't sustain well in the jungle the path you should follow is generally Gromp (Smite Gromp) --> Sentinel --> Murkwolves --> Recall (Purchase Jungle Item) --> Krugs (Smite Krugs) --> Brambleback --> Razorbeaks.

You should have the idea by now, just back after camp number three or suffer the wrath of the Brambleback.

Exceptions

Fiddlesticks: Fiddlesticks does not require a jungle item to be successful. Start with an amplifying tome and take down Sentinel and proceed much like the Season 4 jungle.

Warwick: Warwick is free to start anywhere on the map keeping in mind the previous smite preferences. Invading after taking your first buff is generally risk free against low sustain junglers.

Nunu: Nunu should start at Sentinel (Purple Side) or Brambleback (Blue Side) and take it down without smite followed by taking the respective high priority smite target. Invading with Nunu is also fairly risk free.

Shaco: Start at Brambleback and invade immediately afterwards. Set up boxes and wait for your opponent for a quick and surprising First Blood.

Neutral Objectives

Both major neutral objectives got huge makeovers. Dragon no longer grants team-wide gold and the gained experience has been halved, now instead it grants the Dragon Slayer buff. Baron Nashor has been changed to now have a visible special attack animation (in a set order) and now gives the Hand of Baron buff.

Dragon

The Dragon Slayer buff now makes players have a much more meaningful decision when trading objectives in the mid and late game, part of Riot's design philosophy.

  • Dragon's Might (1 stack): +8% total attack damage and ability power
  • Dragon's Dominance (2 stacks): +15% damage to minions and monsters
  • Dragon's Flight (3 stacks): +5% movement speed
  • Dragon's Wrath (4 stacks): +15% damage to turrets and buildings
  • Aspect of the Dragon (5 stacks, repeatable): Doubles all other bonuses and your attacks burn enemies for 150 true damage over 5 seconds. Lasts 180 seconds.

Trading Dragon for towers is no longer always the best decision. I have won 4 or 5 games already this season by heavily prioritizing Dragons. It has large comeback potential and in my opinion should be prioritized much more than before. Watch out when attempting to slay the dragon early as his damage has been significantly increased and now deals an AOE in a cone.

Baron Nashor

Hand of Baron has gone from a large boost in stats to the ultimate sieging buff. Buffing minions, lowering recall times and giving a mini-homegaurd buff is more than enough to finish a stalled out game.

Hand of Baron grants up to 40 attack power and ability power (scaling with game time)
 
Hand of Baron grants an aura that empowers nearby minions:
 
    • All Minions:
      • Now match 90% of average movement speed of nearby champions, up to a limit of 500 movement speed
      • Are resistant to slow effects
      • Non-super minions have 75% damage reduction versus area of effect, damage over time, and persistent effects
    • Melee Minions:
      • Gain +50% movement speed when within 800 units of enemy minions or turrets
      • Size is increased
      • +75 attack range
      • 75% damage reduction versus champions and minions
      • 30% damage reduction versus turrets (similar to cannon minions)
    • Ranged Minions:
      • +20 attack damage
      • +50% missile speed
      • +100 attack range
    • Cannon Minions:
      • +600 Attack Range
      • +50 Attack Damage, but Attack Speed is halved
      • Attacks are now Area of Effect (200 range) and deal 2x damage to Turrets.
    • Super Minions:
      • +25% Attack Speed.
      • Gain +50% Movement Speed when within 800 units of enemy minion or Turret.
Hand of Baron augments your Recall with new effects:
 
    • Baron buff reduces recall channel by 4 seconds.
    • A successful recall heals 50% a champion's maximum health / mana
    • A successful recall grants +50% movement speed for 8 seconds

Baron Nashor was always the most highly contested objective in League of Legends and will likely stay as such. However, It should do a much more efficient job of ending games than before with the minion empowering aura.

Wrap Up

I hope this has helped take another small edge off the overwhelming amount of things to learn on patch 4.20. Be sure to check out the guide to new items in Season 5 that I wrote this past week.

Featured Image from lolminifam.blogspot.com

Featured Contributor

I'm a freelance writer with a love of everything eSports. When I'm not sitting in front of my computer I'm bagging your groceries. Halo 3 is the best game ever made, fight me.

Published Sep. 11th 2018

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