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Infinite Crisis has shut down.
With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.
Hats off to you all. It was a pleasure, ladies and gentlemen.
Sacrilege
@SacrilegeGG
Supergirl in da jungle!
A Supergirl guide by sleeper108Last updated: Jun 2nd, 2015
Link to guide: www.dawnbase.com/guides/2402-Supergirl-Supergirl-in-da-jungle-
8,273 0
7
Ability levelling order
Starter items
Core items
Offensive items
Defensive items
Situational items
Augments
Modifiers
Stolen Powers
This is my guide for jungling with Supergirl. In the current meta with 2 junglers, 2 bot, and 1 top, SG is a powerhouse jungler who's ganking ability is off the charts.Getting her ult gives you 2 forms of CC, and with a maxed out Lobo's Chain, you will become a focus in team fights almost undoubtedly. Now this guide (as with most all on here) is more of a template. Your games will dictate what you should and should not do. One great thing about SG is her ability to jump between roles either as an offensive destroyer, or a pretty tank support (incase your team has a bad tank, or someone AFK) Anyways, onto how I build and play her!
Abilities:
Passive - Solar Furnace:
SG's passive is one of the better ones in the game. You'll see I prioritize maxing it almost right off. It will increase your wave clear, and camp clearing abilities, and make you a menace against other champions.
Q - Worldbreaker:
This skill has 1 great use, and that is the attack reset. I get this at Level 2 since I prefer the knockdown in case the other team invades, or my team does. After filling your q with 1 point, it's not worth touching until later in the game (although recently I'm noticing less and less invading, mostly both teams are just defending, so I may move this to level 1 to increase wave clearing, and camp clearing)
W - Bounding Strike:
This skill i throw a point in right off the bat for a couple of reasons. 1st - since there still a bit of invading going on, this allows you to knock down their damage dealer while your team focuses them. removing a main damage dealer can get your entire team the advantage to push and take bother their elite camp and your own. ( I prefer to defend personally invading yields such little benefit anymore it seems)
E - Determination:
This skill brings tons of utility! Need to escape? Pop your E. Need to catch up to an enemy and pulverize them? Pop your E. In the middle of a team fight that's getting pretty dirty and need some more CDR (and a shield) on your Q and W?
POP. YOUR. E.
Max this out quickly along with passive. you'll love it.
R- Comet:
Supergirl's ultimate is a great ganking skill. Most people have been caught on the wrong end of it, and know right away they're screwed.
following this up with your knockdown while your passive increases your attack speed and pop your E incase they run almost guarantees a kill. Also, not talked about often with skills like this (DD's rush can yield a similar result) is turret diving and pushing the champion out of the turret to finish them off before returning. Nothing more satisfying than a champ thinking their safe then getting pushed out from their turret to sure death.
Stolen Powers:
1) I've been taking DD's invulnerability for the initial fight, and it's a nice shield if you're in jungle and encounter some issues, or if you go for a gank and it doesnt go your way.
2) I play with the second slot a lot. if your top jungle, and your laner doesn't have cameras I will take them (I prefer GA's to Robin's) Otherwise a detonate will help with clears, and psychic assault can help you stick to an enemy. Those are all pretty solid choices. I've seen a couple others take traps and use them effectively, but I've never like traps much.
Build order!
Just like it shows above, start with Deathstroke's Claymore (1) and 2 health pots. This will last you until you clear out the elites or make 1 round in the jungle. Then I will return to base max out health pots, and hit jungle again. As soon as you have 1k, buy Deathsroke's Claymore (2) and forget about it for a while. You shouldn't be maxing the last tier of this item until after you're through the rest of your core and 1 other item. Now that you have tier 2, you should also be looking for gank opportunities (I put the link to Soundbyte's guide which shows some great gank opportunities and how to use them)
Keep jungling, grabbing relays, and if possible steal your enemy's elite camp every chance you get. CC is all about the gold gain. as long as your team is ahead, you win.
After tier 2 of the claymore, I will rush Lobo's Chain to max. The attack Harrier keyword will ruin enemy plans for escape during your ganks. Typically now is when I will take atleast one of my defense Items. I like booster's suit, since it'll allow you to dive in to secure kills a little. There's a couple situational artifacts I've played with some well, some not so well. Speed force battery can be very helpful if you can blink behind a carry and comet them out to your team, you'll see some devastation (especially with the knock up)
also under situational is Ra's robe. I don't include this since you shouldn't be getting killed enough to need it. But if you are, there it is.
I also moved SoS from defensive items to situational, since It wasn't synchronizing well as a cover-all defense item. I only use it when I'm going against a couple ADC or assassin that are particularly difficult.
Really once you are past the core, how you build is situational. Typically I will go
Deathstroke (2)
Lobo chain (max)
usually I take one of three options here. Huntress' crossbow, booster gold's, or sword of beowolf
I will take Huntress' if I took a defensive item, and if not I did not get a defense item, I will use this time to add one into my slots.
Joe Chills (3)
Last slot is completely your discretion, either add damage or add armor/health however you see fit.
If your new to CC, check out Soundbyt'e guide:
https://www.dawnbase.com/guides/soundbytes-cc-jungling-guide-for-beginners
as well as The_Dycer's guide(s):
https://www.dawnbase.com/profile/The_Dycer
Both of these are invaluable resources to becoming a better player.
Comment? Questions? leave me some feedback, I'm always trying to improve and would like any additional input
Abilities:
Passive - Solar Furnace:
SG's passive is one of the better ones in the game. You'll see I prioritize maxing it almost right off. It will increase your wave clear, and camp clearing abilities, and make you a menace against other champions.
Q - Worldbreaker:
This skill has 1 great use, and that is the attack reset. I get this at Level 2 since I prefer the knockdown in case the other team invades, or my team does. After filling your q with 1 point, it's not worth touching until later in the game (although recently I'm noticing less and less invading, mostly both teams are just defending, so I may move this to level 1 to increase wave clearing, and camp clearing)
W - Bounding Strike:
This skill i throw a point in right off the bat for a couple of reasons. 1st - since there still a bit of invading going on, this allows you to knock down their damage dealer while your team focuses them. removing a main damage dealer can get your entire team the advantage to push and take bother their elite camp and your own. ( I prefer to defend personally invading yields such little benefit anymore it seems)
E - Determination:
This skill brings tons of utility! Need to escape? Pop your E. Need to catch up to an enemy and pulverize them? Pop your E. In the middle of a team fight that's getting pretty dirty and need some more CDR (and a shield) on your Q and W?
POP. YOUR. E.
Max this out quickly along with passive. you'll love it.
R- Comet:
Supergirl's ultimate is a great ganking skill. Most people have been caught on the wrong end of it, and know right away they're screwed.
following this up with your knockdown while your passive increases your attack speed and pop your E incase they run almost guarantees a kill. Also, not talked about often with skills like this (DD's rush can yield a similar result) is turret diving and pushing the champion out of the turret to finish them off before returning. Nothing more satisfying than a champ thinking their safe then getting pushed out from their turret to sure death.
Stolen Powers:
1) I've been taking DD's invulnerability for the initial fight, and it's a nice shield if you're in jungle and encounter some issues, or if you go for a gank and it doesnt go your way.
2) I play with the second slot a lot. if your top jungle, and your laner doesn't have cameras I will take them (I prefer GA's to Robin's) Otherwise a detonate will help with clears, and psychic assault can help you stick to an enemy. Those are all pretty solid choices. I've seen a couple others take traps and use them effectively, but I've never like traps much.
Build order!
Just like it shows above, start with Deathstroke's Claymore (1) and 2 health pots. This will last you until you clear out the elites or make 1 round in the jungle. Then I will return to base max out health pots, and hit jungle again. As soon as you have 1k, buy Deathsroke's Claymore (2) and forget about it for a while. You shouldn't be maxing the last tier of this item until after you're through the rest of your core and 1 other item. Now that you have tier 2, you should also be looking for gank opportunities (I put the link to Soundbyte's guide which shows some great gank opportunities and how to use them)
Keep jungling, grabbing relays, and if possible steal your enemy's elite camp every chance you get. CC is all about the gold gain. as long as your team is ahead, you win.
After tier 2 of the claymore, I will rush Lobo's Chain to max. The attack Harrier keyword will ruin enemy plans for escape during your ganks. Typically now is when I will take atleast one of my defense Items. I like booster's suit, since it'll allow you to dive in to secure kills a little. There's a couple situational artifacts I've played with some well, some not so well. Speed force battery can be very helpful if you can blink behind a carry and comet them out to your team, you'll see some devastation (especially with the knock up)
also under situational is Ra's robe. I don't include this since you shouldn't be getting killed enough to need it. But if you are, there it is.
I also moved SoS from defensive items to situational, since It wasn't synchronizing well as a cover-all defense item. I only use it when I'm going against a couple ADC or assassin that are particularly difficult.
Really once you are past the core, how you build is situational. Typically I will go
Deathstroke (2)
Lobo chain (max)
usually I take one of three options here. Huntress' crossbow, booster gold's, or sword of beowolf
I will take Huntress' if I took a defensive item, and if not I did not get a defense item, I will use this time to add one into my slots.
Joe Chills (3)
Last slot is completely your discretion, either add damage or add armor/health however you see fit.
If your new to CC, check out Soundbyt'e guide:
https://www.dawnbase.com/guides/soundbytes-cc-jungling-guide-for-beginners
as well as The_Dycer's guide(s):
https://www.dawnbase.com/profile/The_Dycer
Both of these are invaluable resources to becoming a better player.
Comment? Questions? leave me some feedback, I'm always trying to improve and would like any additional input
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