<<Under Construction>> Arcane Green Lantern, Lighting Up The JungleAn Arcane Green Lantern guide by Opt1kal
Last updated: Oct 15th, 2013
Ability levelling order
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
Offensive item options
Defensive item options
Situational item options
So I'm Opt1kal, the jungler and team captain for the NA team Kelevra Origin and this is my guide for AGL in the jungle. I'm still in the process of tweaking the build and messing with a couple things, but this is a good basis to go off of.
Nothing here is finite, and should always be taken as a "This is a good place to start". Every game is different, and every build should cater to the game, not the other way around. I'm merely here to help you get a decent grasp on AGL as a jungler.
- Q: Construct Champion
Arcane Green Lantern constructs a knight that marches forward, dealing X Power Damage and knocking up all enemies it touches for 1 second. If Construct Champion is activated a second time, Arcane Green Lantern will blink to the knight's location, taking its place and dispelling it.
This is an amazing skill to use to get away. This will be your bread and butter when escaping or ganking.
- W: Shackles
Enemy Champions near Arcane Green Lantern's lantern lose X Move Speed for 3 seconds, while they remain within range of the lantern. If they are still within range when the effect expires, then they will be rooted (unable to move or use movement abilities) for 1 second.
Another amazing escape ability. Only thing is, in the early levels of this skill the enemy merely needs to walk away from your lantern and the chains break. This skill will shine when you get it maxed.
- E: Emerald Lantern
Active: Arcane Green Lantern throws his lantern, dealing 60 Power Damage in an area. The lantern remains in the targeted spot for 12 seconds, granting vision of the area. If he touches the lantern, he will retrieve it, and Emerald Lantern's current cooldown will be reduced by 6 seconds.
Passive: The lantern grants nearby allies 10 Attack Armor.
This is your bread and butter throughout the whole game. Combo it with your chains and no one gets away, pick it up and throw it again for more damage. This will be your best friend throughout the entire game. It also helps that it's your highest damaging skill to.
- R: Deny The Black
Arcane Green Lantern channels for 2 seconds and then teleports to the targeted ally. As soon as he begins channeling the ally receives a shield that blocks X damage and lasts for 6 seconds, and the fog of war is revealed in a large area around them. Enemies within this area receive the Emerald Light effect.
Your teammates will fall in love with you when you use this skill on someone. Be weary though, I've found alot of people are starting to think it's ok to go completely out of position because you're on their team and have this. Also great for going from relay to relay to help cap them faster.
- Passive: Emerald Light
Trigger: When Arcane Green Lantern damages an enemy with a Basic Attack, they receive the Emerald Light effect for 3 seconds.
When an allied champion uses a Basic Attack on a target with Emerald Light, that ally regains 20 Health over 4 seconds.
This will save your life in the jungle. Enough said.
Start off getting Marauder Shield (1), Radion Shard (1), and Tektite Vial.
This will give you the sustain you need while in the jungle. You'll be coming back to base at around lvl3 or 4 to finish off Radion Shard (1).
From there sell Radion Shard (4) and buy [[Abin Sur's Lantern (2)]], then buy Radion Shard (1) and pop your Emerald Lantern before leaving the fountain. This is going to help with your EXTREMELY low mana pool.
As you level and each time you need to go back to base be sure to build up your Radion Shard (4). As soon as it's maxed in level, sell it for full price to go into the next item. This should be a repeating process. Reason being, is you should NEVER sit on money. Not unless you have a completely full build and literally nothing better to buy.
The next item you should be looking to buy is going to be either The Logoz (3) or [[Two Face's Coin (2)]]. Either or are really good early-mid game items. And both will help with your power damage later in the game. I tend to get The Logoz (3) first. Why? I don't rightly know...just feels right to me.
Once you get both of those then look to see what you need.
Getting Focused? Get a [[Neron's Contract (4)]]
Dieing a bit too quick? Get an Atlantean Royal Seal (4)
Too much power damage hitting you? Get a [[Ra's al Ghul's Robe (2)]]
If/When you get that [[Neron's Contract (4)]] make sure to not forget to pop the active. It's a lifesaver.
More to be added: