Please watch the first few minutes of the accompanying video for an explanation of the slightly new layout.

I received some feedback after the release of my Patch 3.8 Tier List and as such I’m evolving the format of the Tier Lists to better reflect what you guys wanted to see.

Also, please note that just because a champion is not in Tier 1 doesn’t mean that I’m saying they suck. Tier 2 is still very good, and Tier 3 is also good.

What’s new?

Firstly, each Tier has been split in to two sub-categories – A and B. For example, there will be a Tier 1 A and a Tier 1 B, etc. The difference between A and B within the same Tier is fairly minimal, and in some cases is really just down to personal preference (remember that whereas this Tier List is based off of a lot of fact and peer review, it is ultimately only my opinion). Junglers in the B category are not wildly weaker than those in the A category, so if you’re thinking “hmm, I think X champ should be in A rather than B”, don’t worry about it. The purpose of adding these sub-groups is to add more detail while not clustering things.

Lastly, I’ll be doing a write up for ALL CHAMPIONS in Tier 1 and Tier 2 (both A and B). This is so you know exactly why I feel that a particular champion is strong and why I’ve placed them where I have. I’ll also be doing descriptions for other champions which will be highlighted in bold. The reason why I’m doing write ups for Tier 1 and 2 specifically is because they’re both Tiers with good junglers in them. For the champions below Tier 1, I’ll be trying to focus on both listing their strengths and why they aren’t placed higher.

Remember, champions listed within a specific Tier are done so with no order in mind, i.e the first champion is Tier 1A is not necessarily stronger than the last champion in Tier 1A.

Anything Tier 3 and above is something that I would consider decent for ranked queue (“viable”, if you prefer). For best results I would stick to stuff in Tier 2 and above.

What defines a champion’s Tier?

I thought I should clear up my reasoning behind where I rank champions. Please note that at the end of the day it is all my opinion, and you may have varying opinions, which is fine. My placement of champions is not 100% fact and is more of a guideline forged from both my experiences and my opinions (though I try to sieve out any bias by running my list by other Diamond 1 players). So, in no particular order, the criteria that I take in to consideration:

A jungler’s clear speed

Their dueling potential and power

Their counter jungling potential – how fast they can do it, how safely they can do it (a lot of this is down to play style rather than specific picks, but picks inevitably help)

Their role within the current solo queue meta, i.e champions that can snowball early, that are tanky, provide good team utility, good engagers, good teamfight abilities, etc

meta, i.e champions that can snowball early, that are tanky, provide good team utility, good engagers, good teamfight abilities, etc Their ability to gank, and how frequently and to what level of success

Their versatility as a pick as far as what team comps they fit in to

Their versatility as a champion as far as what role they can play in the team (initiator, peeler, soaker, carry diver/zoner, etc)

How useful they are as a champion throughout various stages in the game

How effective they are with budget builds (junglers don’t get much access to gold so have to still be useful with limited items)

Ability to sustain in the jungle

Objective control (sieging towers, taking dragon/baron)

Note that some criteria have a heavier influence on a champion’s Tier position than others. Ultimately, a champion’s position will be determined from a combination of these criteria.

So without further ado, let’s get started!

Patch 3.10 Tier List

Tier 1

A – Nunu, Zac, Jarvan, Lee Sin, Udyr

B – Elise, Evelynn, Nautilus, Nocturne, Master Yi

Tier 2

A – Hecarim, Kha’zix, Maokai, Rengar, Sejuani, Shaco, Xin Zhao, Cho’Gath, Nasus, Volibear

B – Dr. Mundo, Amumu, Malphite, Shen, Rammus, Trundle, Vi, Fiddlesticks, Kayle, Shyvana, Skarner

Tier 3

A – Aatrox, Diana, Gangplank, Fizz, Jax, Morgana, Olaf, Tryndamere, Zed, Twitch, Karma, Yorick

B – Darius, Ezreal, Gragas, Jayce, Renekton, Riven, Thresh, Leona, Warwick, Lissandra, Pantheon

Tier 4

A – Katarina, Zyra, Wukong, Singed, Rumble, Kassadin, Karthus, Brand, Fiora, Alistar, Akali, Blitzcrank, Teemo

B – Vayne, Twisted Fate, Talon, Sion, Poppy, Malzahar, Irelia, Heimerdinger, Kennen

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Explanations

Tier 1A

Nunu – The recent nerfs to Nunu didn’t really change too much about him. His natural tankiness and his Consume damage were bought down a peg, though it was Nunu’s Smite+Consume combo that was the problem, not just Consume’s damage itself – everything that was overpowered about him still exists today. Surprisingly (at least for me), Nunu has fallen in power but still remains an extremely good pick and dangerous foe. The reason why Nunu is not as good as before is because people actually adapted to his cheesey play style, and knew what Nunu was going to do even before the game had begun. This surprised me because the three things that counter Nunu are typically vacant from solo queue – Awareness, Communication, and Effort.

Zac – Patch 3.10 nerfed Zac’s max rank E damage, which was completely justified. Considering the utility his Elastic Slingshot bought, it was doing far too damage. He is still a very good jungler who has fast clears, GREAT ganks with his engage range and CC (even more powerful at level 6), has a good variety of builds and roles (tanky initiator or magic damage off-tank), and unmatched late game teamfight power. He can set up plays for your team, engage on enemies from crazy distances, and CC the crap out of multiple targets.

Jarvan – His late game damage may not be too high and his clear speeds are not phenomenal (though they aren’t awful either), but his ganking power is unrivalled. As soon as he hits level 2, his E+Q combo wrecks havoc in ganks and, later on, the same abilities when combined with his Ultimate make for very solid engages. He has great presence in mid game skirmishes and provides great utility to his team through the AoE Attack Speed buff on his E and % Armour Shred on his Q.

Lee Sin – Quite possibly the most versatile champion in the game. Lee Sin can literally do it all throughout all stages of the game. The only downside to Lee Sin is that he is particularly hard to learn and his damage definitely falls off late game. He can gank, counter jungle, duel, engage, peel, tank, assassinate – all to the same level of efficiency as those who can only do a handful of these things. Plus, he’s blind so he can’t see the hate that the junglers get in chat.

Udyr – Spirit Guard Udyr saw a resurgence of Udyr players, much to my personal dismay. Udyr is a very frustrating champion to play versus because he’s like a bruiser equivalent of Nunu. When played Tiger, he can be a total jungle bully and out-duel pretty much anyone while having very high burst and sustained damage in ganks. As Phoenix, he clears ridiculously quickly without losing much damage. He can counter jungle very effectively and pretty safely, as it’s very hard to catch a lightning fast and indestructible man-beast-rage-monk.

Tier 1B

Elise – One of the most popular junglers (at least in high elo EU solo queue), the recent nerfs in Patch 3.10 actually hurt her quite a lot. She’s now much less cheeky and less frustrating to play versus. She can no longer tower dive you without punishment, and can’t jump to people just outside of her range. These are all nerfs that are really felt by those that frequently play Elise. I won’t say it’s not justified, though. Still, Elise is a good clearer, very strong dueler, and pretty good ganker. Her team fights are quite good too, with an ability to catch people out with Coccoon and jump on to priority targets with her Rappel. She is also flexible with her builds and roles, being able to go both tanky (relying on her base damage and % damage for DPS) and more caster-assassiny, for more deeps.

Evelynn – The only champion in the game that forces the enemy team to play a completely different style, due to her almost permanent Invisibility. One thing solo queue is not very good at is adapting, which is why you’ll often be successful using unknown cheese strats as the enemy wouldn’t have figured out how to play versus them – that is, until the strat becomes popular and it stops working. Outside of her Invis, Eve clears pretty quickly and has good sustained damage for dueling and ganks. She is also pretty good at clearing waves and split pushing, and (most importantly) has a great engage tool, being able to appear out of thin air at 1,000 miles per hour to then slow everyone in an area with her Ulti.

Nautilus – No one in the game has more CC than Nautilus. He boasts a whopping 4 forms of CC – his Passive, Q, E, and Ultimate. And these aren’t shitty little slows like Trundle’s Q has, these are solid and reliable slows/snares/knockups/hooks. These makes his ganking and late game engages amazing. Naut clears pretty quickly and has a fair amount of gank damage when his W is up, but without it has abyssmally pathetic DPS. He isn’t great at counter jungling and can be a bit vulnerable to more aggressive invaders like Lee Sin and Udyr, but by building full tank (as you should when playing Naut), he’ll always be useful come late game and in mid-game skirmishes.

Nocturne – Possibly one of the best solo queue carry champions, Noct will always be up-there in the solo queue Tier List standings. He has a great AD steroid (steroid = self-buff) on his Q that makes him extremely powerful in both duels and ganks, unmatched by anyone in his raw DPS. He clears very quickly and can counter jungle just as effectively. Come level 6, he is almost guaranteed a kill with his Ultimate and in late game he can punish carries that are out of position. He can also opt to build flat tank or take a more damage-focused build and act as an assassin/heavy damage bruiser, or (my personal favourite) be somewhere in between.

Master Yi – The Patch 3.10 reworked Master Yi is extremely strong. The reasons why I’ve put him in Tier 1B as opposed to Tier 1A (even though, as previously mentioned, the differences between those two Tiers are minor to the extent that they can be interchanged with personal preference) is because of tentativeness and the fact that at higher elo he is less effective than at lower elo. I personally think he is really strong right now, definitely 1A potential, but I also know that I’m heavily biased because I was playing Yi before the rework and still smashing people. The other people that I’ve consulted have not been so convinced, expressing the fact that they believe his lack of team-fight utility and vulnerability to heavy CC leaves him kind of useless later on. As it stands, Yi has great clear speed, great counter jungling potential, and great dueling power. However, he definitely doesn’t bring as much to the table for team fights as someone like Zac or Jarvan would. He relies on other people to engage and bait out enemy CC so he can swoop in and 4 shot the enemy carries. He can be VERY weak if he falls behind though, almost to the extent of uselessness, but he has unlimited late game potential meaning you can split push, farm, and become a huge force later on in the game.

Tier 2A

Hecarim – Hecarim is very similar to Nocturne in his role and ability to carry solo queue. However, unlike Nocturne, Hecarim has been receiving a steady flow of minor nerfs, which has obviously taken its toll. It’s a similar situation to what Nami went through, except she received buff after buff after buff until she finally became arguably the best support around. Early on Hecarim clears a bit slowly and is very fragile, but he really shines late game with items. He boasts probably the highest consistent DPS out of any jungler when he has a few items, and whereas normally this wouldn’t be ideal because junglers don’t have much access to gold, Hecarim can farm extremely quickly and easily get the required gold.

Kha’Zix – Bug boy is still my sweetheart jungler and he is very powerful in solo queue. However, he relies a bit too much on snowballing. If you are a competent Kha’zix player then this may not affect you too much, but as far as his overall strength goes, he can easily find himself behind. If Kha’zix gets behind, he can be extremely useless and he lacks the farming speed to be able to get himself back in to the game like Master Yi can, meaning he’ll be relying on his enemies to make mistakes, which is always risky in solo queue. His damage in dueling and ganking is very strong though, and he can counter jungle quickly and safely with the Isolation on his Q and the ability to jump over walls. As an assassin jungler, he doesn’t quite fit the meta too well so it’s best to have a tankier top laner for teamfights.

Maokai – Good ganking and good team fighting. His ulti helps soak up a lot of damage late game, but he doesn’t have much damage of his own at any stage in the game. He isn’t that fast at clearing, especially without blue buff, and can fall victim to some forceful counter jungling. If Maokai gets invaded early, it can be hard to come back in to the game. Luckily for him, however, he is not a carry jungler and can still be useful despite being behind due to not needing very many items.

Rengar – He takes a lot of damage early on, despite having a consistent heal. Ironically, by using your heal you’d actually be doing more damage to yourself because you’ll be clearing slower than if you had used an empowered Q. His counter jungling is overall pretty good, and his dueling can be sublime if you catch an enemy in their jungle, especially because there are often enough bushes around for you to take full advantage of your passive. The burst damage on his Q makes Rengar a pretty effective assassin in mid game and even in team fights, but if he fails to take someone out of the fight he can be almost useless.

Sejuani – Still a very good champion despite the recent hard nerfs. Her Ultimate is second to none as far as engaging team fights go, and a good 3-man Ult can secure victory in a fight on its own. She also has strong ganks even from early on, with a gap closer than can also be used to creatively dodge wards (e.g dodging Tri bush ward at bot by jumping over to Dragon pit). If she gets ahead she can be a huge bully, especially when building a bit of damage, e.g a Liandry’s. However, she gets quite low when clearing early so can fall prey to aggressive invades.

Shaco – Great in the hands of an experienced player, useless in the hands of others. Shaco is completely hit or miss – even to those that are good with him (though they’ll hit more than they’ll miss). He almost completely revolves around snowballing and causing chaos in the early game. It’s no secret that he lacks team fight pressure, but he is a wildly underrated assassin. A good Shaco can completely zone carries out of fights or even take them down himself; he can also build a bit tankier to be even more effective in 5v5s. Regardless, early game is where he shines and his slippery-ness means he can pull off some very annoying yet amazing plays.

Xin Zhao – Not as strong as he used to be but strong nonetheless. He has high dueling damage, good burst for ganking and also a reliable CC. He sustains well in the jungle due to his W but doesn’t clear particularly fast. Later on, his engages can be very effective but are more useful as a follow up where he can jump on an already impaired enemy and split them off from the rest of their team with a well timed Ulti. His high damage early/mid game, while he’s still very tanky, can be used in tandem to snowball his team in fights and objectives. Later on when he loses that damage, he can still zone a carry from a fight.

Cho’Gath – One of the most reliable and stereotypical junglers in the game. As far as any jungling criteria goes, Cho’Gath meets them all (and to a pretty decent standard too). He is, however, a master of none of those criteria (save for sustain, which becomes less valuable the later the game goes on) and as such gets outmatched by junglers that specialise in only a few of those criteria (Elise, for example). Still, he is a very solid jungler and always worth adding to your repertoire.

Nasus – I had Nasus rated a bit too low in the last Tier List (met by much dismay from you guys) which has since been rectified in this list. He is still relatively bad as far as actual jungling goes – he uses too much mana when clearing, clears very slowly (even slower if he wants to farm his Q) and is a bit too reliant on buffs early game. He can easily fall victim to aggressive counter junglers early on, but there is no denying his Utility in team fights, both mid and late game. Nasus turns super-Saiyan, runs at the enemy ADC, Withers them, and shreds the rest of the team’s armour. He can absorb a lot of punishment and zone extremely effectively. He also works very well with a budget build, and although his early game is not his strong point, his ganks can be quite good too with the simplicity of his Wither.

Volibear – Voli is a very solid jungler, and in the right hands is very similar to an Udyr (must be something about Bear genes). Tanky, high damage early, strong ganks, good at soaking damage, and in mid game can effectively assassinate enemy carries with his Ulti and W. If a Volibear gets ahead, be very afraid. He’s probably the best jungler in this section and is knocking on the doors of Tier 1.

Tier 2B

Dr Mundo – The biggest downfall of Mundo is how vulnerable he is early on. Ironically, this is also when he’s at one of his strongest points. Early, Mundo’s damage is insane, almost entirely due to the steroid on his E, giving him massive amounts of AD. He can chase people down forever, constantly lobbing Cleavers at them, and whereas it’s not the greatest engage tool, it can also be used as such. Disengaging is also something that Mundo does extremely well with his Cleavers, keeping the enemy from chasing his team down. What holds Mundo back from being an amazing jungler is his lack of a reliable hard CC – he’s more of an in-your-face pest.

Amumu – I was tempted to put Amumu on his own Tier, just to make him feel alone, but I’m feeling nice today so I refrained. Amumu is a good jungler but is too reliant on his Ultimate. He is also at the mercy of the enemy jungler as far as early and mid game go, which is always very stressful for your team because it means they need to look after you (good luck relying on your team in solo queue). He’s not totally helpless though, and even if he gets behind he has relatively decent ganks and an amazing Ultimate for locking down team fights. If he does get ahead he can actually deal a lot of damage too, especially if you have some extra points in his Q.

Malphite – This rock can’t cook (and probably can’t smell either); he clears too slowly and doesn’t have much damage. Similar to Amumu, he is too reliant on his Ultimate to be useful. However, his ganks are pretty good and very easy to execute, and if he gets some extra levels in his Q he can put out a fair bit of pain early. The attack speed debuff on his E is very useful in team fights but surprisingly underutilised by Malphite players as far as the priority targets they use it on (personal observation, doesn’t affect his Tier placement). Malphite is one of those champions that is always pretty useful, as he can build tanky and carry with a good Ulti.

Shen – A particularly slow jungler but very effective in ganks (if you can hit the Taunt) and late game, due to his global Ulti. He has great sustain thanks to the Health Regen on his Q and shield on his W. His damage is not great and it’s not particularly sustained either. Click to see my Jungle Shen guide

Rammus – Rammus is an OK jungler. Ganking wise his speed allows him to sneak up on people or even gank through wards without an enemy counter play. He doesn’t have great CC though and relies on getting a good taunt off in order to be useful in teamfights. If your team is ahead, Rammus is 10x more effective than if you’re behind, because he gives you relatively nothing in terms of team protection or disengage (unless you count the “every man for himself!” tactic as disengage, in which case he’s amazing because he can never be caught). Also, if you’re ahead you can Powerball+Taunt anyone out of position and make endless picks. Knowing this, try to snowball and gank as much as you can early.

Trundle – One of the best actual junglers in the game (opposite of Nasus, who kinda sucks as an ‘actual jungler’). Good clear speeds and great sustain. Trundle is also an amazing duelist because he has a plethora of steroids/buffs and shreds/debuffs. His Q gives him AD and shreds it from the enemy, his W gives him Movespeed and Attack Speed, and his Ulti steals both Health and Resists. In a 1v1 situation, Trundle is really hard to beat. To this extent, he can bully you as much as he wants and steal all of your jungle. However, he really lacks in mid game or late game fights. His Pillar is extremely unreliable, varying from amazing to useless. He’s very good in poke comps because he can Pillar the enemy and disengage if they try to engage on to you (typically hard engages are poke comp’s biggest nightmare). Due to the limited gold he receives, he really only works as a full tank or off tank, which doesn’t unlock his true potential as a high threat duelist. Click to see my Jungle Trundle guide

Vi – I almost feel sorry for Vi because not only has she been directly nerfed, but the item that made her fun was nerfed too. Spirit of the Elder Lizard isn’t as good any more, mostly when compared to the Spirit of the Ancient Golem. These tanky-dps jungler builds have been replaced with full tank jungler builds, which doesn’t suit Vi as much. However, she can still function as a full tank, and she does it quite well. Her clears are kinda slow though and her dps can be very hit and miss – if you can’t land that third hit or you miss your Q, you lose a lot of power. Her counter jungling and objective control is very good however, due to the consistent %health damage on her W. She’s also very safe when counter jungling as she can often hold her own and when under pressure can use her Q to escape over a wall. Her Ulti is great for teamfights, if you can catch the right target, but does require some follow up from your team.

Fiddlesticks – A very unique champion, similar to Shaco. AP junglers very rarely find their way in to a jungle meta that is dominated by bruisers, but Fiddle is always an exception. He requires a very specific play style in order to be effective that requires a lot of practice to master. He can snowball games quite hard and punishes the denizens of solo queue by exploiting their carelessness and lack of awareness. His sustain is obviously top notch due to his Drain, and he can tear teams apart with carefully constructed Ultimate positions. His Fear is one of the scariest (hah) CC abilities in the game. On the other hand, he doesn’t clear all to quickly and can be easily bullied around by certain junglers – namely anyone that can interrupt his Drain.

Kayle – High burst, decent clearing, great utility, and a mental team fight Ultimate. Kayle is good throughout the early stages of the game, but falls back as a pretty support orientated jungler when it comes to team fights. That’s not necessarily bad, however, if your team has a decent front line and engage. She has a good CC, heal/speed buff, and the godly invulnerability Ultimate. She does have to be careful, however, of early aggression as her sustain really isn’t that good and stronger junglers can have their way with her.

Shyvana – The recent Patch 3.9 changes helped Shyvana more than I had anticipated. I still feel as though she has the same flaws as before – no CC, little team fight pressure, etc – but her ability to hold her own early on in the game and to dominate the enemy jungler have been improved. Her dueling power is one of, if not the best, out of all the junglers. Tagging someone with your E and beating on them, especially in combination with the Auto attack reset on your Q (PLUS the fact that the ability hits twice) and the constant damage provided by your W, really puts out a lot of pain on to the enemy jungler. Her ability to counter jungle is unmatched, and she can really set enemy junglers behind. Her poor ganks and poor team fight presence (although a lot better since 3.9) set Shyvana back, but when played with the correct intentions she can be very potent.

Skarner – Skarner and Shyvana are very similar champions as far as their popularity (or lack thereof) has been. Both of these champions excelled in the Season 2 jungle when AoE clearing was more important, and bruisers with good CC and team utility were less favourable. Skarner is actually still a pretty decent jungler, definitely not as good as he used to be, but also very under appreciated. When built similar to a Hecarim (Spirit of the Elder Lizard and Frozen Fist) he can deal immense amounts of damage while also being pretty tanky. Still, he struggles to hold his own in the jungle and his E is pretty much a useless spell.

Others

Diana – I really enjoy playing jungle Diana, but it definitely has its flaws. As far as AP champions go, Diana is pretty good because she has a non-mana reliant clear (due to her passive) and doesn’t lose that much health thanks to her very powerful shield (W). She can farm the jungle with extreme efficiency, but she really lacks pressure until late game. As a mage, she needs more gold to have a decent amount of damage, without which she lacks a lot of impact. She has to adapt her build every so slightly for the jungle (I usually go Nashor’s Tooth -> Zhonya’s). However, if she gets some kills she can have a fair amount of pressure and once she hits 6 her ability to pseudo-engage is actually quite high, by jumping in to the enemy team and using her E. Late game this would be combined with her Zhonya’s to ensure she doesn’t instantly blow up. You need good follow up for this, however, which makes her less of a versatile pick.

Jax – It is commonly believed that Jax would be a very powerful jungler. To be honest, he is really not that bad (Tier 3 is not for garbage champions by any means) but he doesn’t meet his potential when put in to the jungle. His biggest issue is that he scales extremely well with items, and in the jungle he does not have the opportunity to build that many. Also, he uses too much mana to gank and can’t keep up consistent pressure. That being said, his clearing is not that bad if you use your W correctly as an Auto attack reset, and his passive (especially in combination with his Ult passive once he hits 6) means that he takes away buffs pretty quickly. Later on, however, if he lacks items he is fairly useless in teamfights because he won’t have enough damage to really pressure the enemy carries.

Zed – The general nerfs to Zed were warranted for his powerful laning, but they also hit his jungling when his ability to do so was already hit and miss. The biggest issue with jungle Zed is that he only gets one summoner (because the other slot is taken up with Smite), so it’s actually really hard hard for him to make an impact in late game team fights. He needs to snowball, and without Ignite he really struggles to do so, and later on he will be needing Flash to shut down enemy carries. The decision to run either Smite+Ignite or Smite+Flash is a tough one and really limits Zed’s effectiveness. Also, he lacks any kind of CC, making his ganks relatively weak. If he falls behind and cannot successfully assassinate targets, Zed is more or less useless in teamfights. I suggest farming a lot when you’re jungling him.

Karma – Much to everyone’s surprise, Diamondprox whipped out the jungle Karma in a few LCS matches. I had personally tried her in the jungle just after her rework, and she felt somewhat underwhelming. I didn’t like her. The issue is, Karma may or may not be a good jungler for LCS, but as far as solo queue goes, she is very vulnerable to the enemy jungler. She has good utility, ganks, and team fight presence, but she struggles to hold her own versus powerful junglers. To this extent, she needs help from her laners. In competitive play, this situation is not that big of a deal (hence why Nunu is no where near as good in the LCS as he is in solo queue), but when you are playing with 4 randoms, it’s risky to put yourself in that position. If you play versus a jungler that doesn’t punish you, or you pick later after a weak invade-jungler has already been taken, then you can have good results with Karma.

Yorick – Similar to Karma, it was a surprise when Yorick was picked up in the OGN. The reason he was picked was because it was a good idea for the team comp at hand. In that specific game, Yorick actually did pretty well. As far as his overall jungling goes, he leaves a fair bit to be desired, but can still be useful. A big problem with him is that he really offers very little in the mid and late game team fights unless he can take full advantage of his Ultimate – that’s to say, you have a very good and fed ADC. Junglers with more reliable CC will usually out class Yorick, and whereas he can hold his own relatively well, don’t expect to be able to launch any major counter jungling efforts of your own.

Lissandra – Again, this is one of my sweetheart jungle picks. I play jungle Lissandra fairly frequently, and whereas I love playing her, I recognise that she isn’t the best jungler around, to say the least. Her clears are pretty good because she can spam her Q, but she will run out of mana if she tries to gank too much. Late game is where she really shines as her engage potential and her Ultimate are simply amazing. Itemisation wise, someone like Lissandra is pretty bad for the jungle because she needs to build mana regen in order to stay competitive with her clears. I like to get a bit of CDR on her because then at the very least you’ll be a useful support-ish champion, as her slows and roots are pretty sustainable. But again, when invaded she can really fall struggle, like most mages will. She is better than a lot of other mages in the jungle, however.

Thresh – I love playing jungle Thresh. Unfortunately for me, he was nerfed in Patch 3.10. I’m not disgruntled about it because Riot is balancing Thresh with his lane domination in mind, rather than his jungling (similar to Zed). Ever since they made Thresh’s extra-damage passive work off his E rather than his Q, Thresh has been a pretty decent jungler. His clears aren’t that bad when maxing E, his ganking is pretty remarkable (it’s Thresh after all) and his team fight pressure is very high. He also works very well as just a support, meaning he doesn’t need any gold to be effective, which is perfect for junglers. On the other hand, he really lacks sustain and can easily fall victim to a particularly nasty enemy jungler.