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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.

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    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for General

    SoundBytes Jungling Guide for Beginners on Coast City

    A General guide by SoundByte
    Last updated: Apr 24th, 2015
    Link to guide: www.dawnbase.com/guides/472-General-SoundBytes-Jungling-Guide-for-Beginners-on-Coast
    6,211 3
    Score:

    28

    *Updated 4/24/15

    Whether you like to jungle or are forced into it because you didn't instalock a champ fast enough, this guide is here to help. If you enjoyed the guide, noticed I missed something, or disagree with any of the things I put in here, LET ME KNOW IN THE COMMENTS! I will give a shoutout to anyone who can give me info that I find useful. I also appreciate a thumbs up on the guide :)

    The current meta is solo top (usually ADC or blaster), double jungle, and double bot which means in order for the game to go as smoothly as possible, be sure to try and coordinate with the other jungler. If you want to learn more about the general meta and how to play coast city in general, click on this link here

    *Note: Patches can change the game drastically and while I will try my best to keep this guide updated, remember that not everything will apply all the time.

    Stolen Powers: (I tried to list the best stolen power first for each type in case you just wanted to find the best one)

    Consume:
    Consume is currently less favored than Detonate (due to clear time and range). It's great for objective control but note that it's not currently necessary to carry both detonate and consume. However, it is necessary for at least one jungler to have detonate, consume, or superstrength to get into the Doomsday pit quicker.

    Nightmare Batman's Consume
    NMBM's consume is useful for squishier junglers (assassins) like flash. I would recommend this over the other consumes.

    Mecha Superman's Consume
    MechaSupe's consume is great for tanky junglers and the scaling does beat the nightbat's consume as long as you are building health items.

    Atomic Green Lantern's Consume
    AtGL's consume is probably the least used consume due to the nerf in the speed it gives (12.5% increase from the original 20%)

    Stargirl's Consume
    I honestly have not used Stargirl's consume but I can see it being good for brawling if you can remember to use it. However, healing wave is probably a much better option. Of course, only use this for PD junglers.

    Swamp Things's Consume
    Haven't used this one either but thanks to @Benzinh, I found that the credits DO scale (10+2 per lvl) but that means at lvl 19 you are getting 48 credits which is about the same as one lane creep. I would probably still just stick with another version.

    Detonate:
    Detonate is the usually agreed to be a "must have" stolen power for junglers but I've seen people get away with not using it. It's mostly just used for objective control. Remember, at least one jungler must run detonate, consume, or superstrength to get into the Doomsday Pit.

    Atomic Joker's Detonate
    This is the #1 detonate right now due to the lower cooldown.

    Harley Quinn's Detonate
    Harley's Detonate is great for anyone you plan on building PD. If your champ is power damage but you are building mostly tanky, you might be better off with Atomic Joker's detonate. Also note that Harley's detonate is a bit harder to eyeball last hit "smiting" of objectives, so be sure to mouse over the stolen power beforehand to know exactly how much damage it does. (They tell you the exact dmg it does in the description of the stolen power while in-game.)

    Joker's Detonate
    Joker's detonate is great for AD champs only because it scales off of levels and not pd (unlike Harley's). There are typically enough environmental objects/creep around to apply the slow.

    Teleport:
    Teleport is good if your team has a ton of cams because they can cam in a stealth pad and you can gank without the enemy team knowing. You can also teleport to the surveillance drone right before a relay you own unlocks so you can recap it quickly.

    Cyborg's Teleport
    Cyborg's teleport is by far the best teleport in the game. It only takes 2.5 seconds to get to your destination as opposed to the standard 4 seconds. If you decide to use a teleport, I would recommend this one the most.

    Catwoman's Teleport
    Catwoman's teleport is 2* minute shorter than the other teleports and therefore is somewhat pointless to get unless you use it within that window. Also, all teleports have shorter cooldowns if you port to a tower. (*Note: not sure on the cooldown for this)

    Nightmare Superman's Teleport
    Nightmare Superman's teleport is the least used teleport. I have never seen anyone get this because it is only good for PD champs and has most of its utility during laning phase.

    Cameras:
    Cams are amazing for mid and late game for your entire team. Also makes counterjungling easier for you and harder for the enemy junglers to do. Use this if counterjungling is a problem for you or you want to counterjungle more

    Robin's Surveillance Camera
    Robin's cams are the best because the extra charges mean you don't have to port back to base as often to refill it.

    Gaslight Batman's Surveillance Camera
    Gasbat's cams aren't bad but they're not great either. They give greater vision range which is great for areas like the Doomsday Device Pit and tri-bushes/stealth pads.

    Green Arrow's Surveillance Camera
    Green Arrow cams are considered the worst cams in the game because it only carries 2 charges and is easily countered by Robin Cams. While it helps to reveal champs who have gone into stealth, you could just use xray for the same effect.

    X-ray:
    X-ray has fallen out of favor due to the long cooldown time but can still be extremely powerful. This stolen power is great if your team plans on invading or defending invades at the beginning of the game. This power is also pretty good at seeing where the enemy has placed their cams so you can avoid them for a more powerful gank.

    Atomic Poison Ivy's X-Ray Vision
    API's xray is being used the most lately from what I'm seeing and it seems to be for the same reason ppl use Atomic Joker's Detonate.

    Gaslight Catwoman's X-Ray Vision
    Gaslight Catwoman's xray is great on coast city since the map is fairly small and she has increased range.

    Blue Beetle's X-Ray Vision
    Blue Beetle's xray is a great stolen power for laners but not for junglers. While it gives you 30 gold* (doesn't scale) for every cam you destroy and reduces the cooldown for each one as well, it benefits laners more because it is easier to predict where the cams will be and you will be there in time to destroy it. Plus, if you are using it to destroy cams, it doesn't really benefit you in terms of ganking. (*Note: You MUST be the one to last hit the camera in order to get the money.)

    Nightmare Robin's X-Ray Vision
    I've never seen anyone use this power but that could be because x-ray is hardly used to begin with. The only problem I see with this stolen power is that you usually use x-ray to see if you can gank and by the time you gank, the bonus damage from this power is already gone. Probably best to skip this power.

    Healing Wave:
    This stolen power was mostly used by supports and carries but I'm seeing pretty much everyone taking this power now. It is great for teamfights and brawling even if is 50% less for every extra one used within a certain time period. It is also a shorter cooldown than the invulnerabiliy and gives you permanent health. Personally I'd pick this over invulnerability.

    Krypto's Healing Wave
    Honestly, I still haven't had a chance to unlock this healing wave but it is by far the one I've seen the most lately probably because it heals for so much.

    Poison Ivy's Healing Wave
    It is mostly a matter of preference using this healing wave over Arcane GL's healing wave. I typically see more people use this one though. From what I understand, the extra damage is more useful than extra armor late game which is why people use this one more.

    Arcane Green Lantern's Healing Wave
    I have been seeing this one less often lately because of the popularity of Krypto's healing wave. This stolen power is still really good though.

    Psychic Assault (PA):
    This stolen power has been a favorite stolen power by many junglers. It makes securing kills much easier. The range is fairly short though so I recommend using it on someone who can gap close like Wonder Woman, Superman, Atomic WW, Atomic GL, etc.

    Zatanna's Psychic Assault
    Zatanna's PA is considered the best one in the game because it works well for everybody. It does 5% more slow and lasts an extra 0.5 seconds. It may not sound like much, but it is quite significant.

    Sinestro's Psychic Assault
    Sinestro's psychic assault is great if you have a PD heavy team composition. Note, it only reduces power armor, not attack armor. Be sure to use this if you know you are jungling for the PD carry (most likely top lane). This stolen power might be one of the strongest right now due to how strong blasters currently are.

    Starro's Psychic Assault
    This is a pretty strong PA considering it reduces attack damage. If you get this version, make sure you are ganking the lane with the ADC in it (most likely bot lane). This version is probably best suited for (tanky) supports though.

    Star Sapphire's Psychic Assault
    I personally wouldn't recommend using Star Sapphire's PA because the wounding effect is something you can get in items fairly easily.

    Super Strength:
    This stolen power is great if you are great at straight skill-shots or want to practice skill shots. I'd recommend it on AtGL or WW because if you can land a knockup with a meteor throw, then you are guaranteed to land your grab/lasso or you can also use large objects for a slow effect. This is a great way to secure a kill if you play on invading at the beginning of the game.

    Wonder Woman's Super Strength
    Wonder woman's super strength is a great stolen power because of the extra range it gives. I'd recommend this on PD and/or tanky champs (because superman's is better for AD champs).

    Superman's Super Strength
    Superman's SS is probably the best one if you have an attack dmg champ since it gives you extra attack dmg. Try to use it as often as possible so you can constantly get the attack dmg bonus.

    Aquaman's Super Strength
    Aquaman's SS is much like AtGL's consume. The speed is not significant enough to really warrant using it.

    Super Speed:
    This stolen power is great for beginners and maybe solo Q. My problem with this power is that it enables ppl to develop bad mechanics. If you have to use this stolen power often then either you are lacking map awareness or have positioning problems because this power is mostly used defensively rather than offensively. Granted, if you wanted a similar, more offensive power, you could just use Psychic Assault.

    Hawkgirl's Super Speed
    This super speed is probably the most popular right now. It is great for sticking onto targets more than any of the other super speeds but is slightly weaker than Flash's super speed for escaping bad situations.

    Flash's Super Speed
    This super speed is good because it gives you an extra 5% movement speed which is really the only bonus you need.

    Atomic Wonder Woman's Super Speed
    This super speed is pretty much garbage. How often are you going to "pass through" an enemy vs attacking them? Plus, this makes this power more of an offensive one vs defensive one.

    Meteor Drop:
    Meteor drop has an extremely large range so you can use it for both laners and junglers. It does take some practice to use though because the timing can be a bit weird at first. The junglers who probably benefit most from this are Nightbat or Wonder woman because their ults cause opponents to stay in place. One of the great benefits of meteor drop is that you can stop enemies from capping relays if you damage them, so just drop a meteor on a relay while it is being capped to buy you some time to get there and stop them.

    Arcane Supergirl's Meteor Drop
    This meteor drop is good for all people since it doesn't scale off PD unlike GL's meteor drop.

    Green Lantern's Meteor Drop
    This meteor drop is great for blasters since it scales off of PD but since junglers are mostly comprised of Enforcers, Assassins, and Bruisers I would probably avoid this for jungling (unless you play a champ with a ton of PD).

    Atrocitus' Meteor Drop
    The slow is great for securing kills, but most people use this stolen power for clearing waves or securing kill on champs who are already about to die but just barely got away.

    Gaslight Joker's Meteor Drop
    This is just like star sapphire's psychic assault in that it just wounds which you can get from items. Pretty useless, don't get it.

    Invulnerability :
    Invulnerability is great for tower diving or brawling. It's typically used on carries but I can see it being used on assassins and bruisers. (Note: the shield does scale per level)

    Doomsday's Invulnerability
    Doomsday's is the by far the most versatile because it gives you a stronger shield which does scale per level.

    Katana's Invulnerability
    The reflect bonus on this is great for squisher champs because the reflect is calculated after armor which means if you build more armor, the less damage you are doing back to the opponent.

    Supergirl's Invulnerability
    This stolen power is weird because you get a bonus from it so it is a defensive power that you use offensively. Its great for brawling but I'd just stick to another power personally. People do like to pair this power with Ivy's healing wave or Superman's super strength for double bonus attack damage.

    Shazam's Invulnerability
    This is usually considered the weakest of the invulnerabilities because you only heal the remaining shield which gets broken pretty easily.

    Starting Items:

    I would HIGHLY recommend using a jungle item. The jungle creep currently don't do a lot of damage, so it is possible to get away with jungling without these items but the sustain you receive is quite significant as well as the % dmg you do. (Note: creatures = jungle creep, drones = lane creep. The % bonus you get does NOT help with lane creep!) Since the start credits on CC is 1000, most people start with tier 2 of one of the following items and 2 health pots. The most important thing about these items are the passive keywords. Syphon is what you want to aim for if you are looking for sustain. While this keyword isn't that important for tanky junglers, the Marauder Edge and Burst are really great for them because of the extra dmg which means faster clears.

    Marauder Shield (2)
    This item is interesting because you get the syphon effect at tier 2. I have seen junglers get this item to tier 2 and stop so they can build damage items for faster clears.

    Marauder Knife (2)
    I'd use this item for AD champs. A very common meta build is to build this item to tier 3 with the +10 attack damage mod and then move onto coda blade to tier 3 with a +10 attack damage mod for a huge spike in damage. The syphon effect is on tier 3 which works out fairly well. (Note: Keywords do NOT stack so don't get the Piercing mod for marauder knife AND coda blade because they will not add together.)

    Marauder Ring (2)
    This item is used for PD champs but was nerfed recently. The syphon effect is somewhat wasted on champs who don't use will, so I would stop this item at tier 2 for champs like Atrocitus, Shazam, Gasjoker, etc. (Note: Again, keywords don't stack so don't get the devastation mod on this item plus cosmic belt.)

    Mr. Terrific's T-Mask (1)
    You can use this item as a jungling item as long as you get the marauder mod on it. The active is pretty much useless if the other team isn't using cams. The stats on this item aren't great either. You should skip this altogether. *This item is getting removed from the jungle list next patch*


    Camps/Rotations:
    Even though the jungle creep locations are marked on the map, some people still have no clue on where to start so I edited this CC map to help:



    The Red/Blue Diamonds represent where the jungle camps are located. The numbers next to them tell you the number (and therefore type) of creeps that exist at those camps whereas the yellow lines informs you of the rotation. The Star symbols represents the elites or "Destroyers" and the purple triangle represents the Raider. Because the jungle creep respond so quickly, it is most effective/optimal to have 2 junglers because a single jungler cannot clear their entire side of the map fast enough.

    Starting:
    Typically both junglers + solo top will sit in the bush right above the DDD to start off with. Be on the lookout for invades. Once the jungle creep have spawned, you should head straight for your elites.

    You ALWAYS, ALWAYS want to start off with elites if you can. Why is this so important? Because if you manage to get solo xp from them, you hit lvl 2 instantly. If you share them with your other jungler, then you hit lvl 2 right after taking a quad camp. If you are a solo jungler, you can have someone "leash" for you (they help you reduce the camp's health but leave before it is destroyed so as to not take xp/gold) OR you can just do it solo (the camps are currently weak enough where you can do it and be healthy enough to continue doing other camps).

    Always go to the quad camp after (especially if you're bot jungle) so that you don't get counter-jungled.

    Basically you will continue to just go to these camps unless your team needs ganks or you need to grab objectives.

    If you know you are getting invaded and your team decides not to fight it, you will most likely lose your elite camp. What you should do then is sneak over to their camp and steal theirs. Take this path to avoid trouble:


    *Note: if you hesitate to go straight to their camp then you may end up dying in the process. If you leave for their camp the second you know they are invading to take yours, then you can get in and out of their camp without any trouble whatsoever. I recommend having Detonate/Consume to help you secure this in case they do happen to show up while you are trying to steal their camp.

    Ganking:

    Knowing when to gank is a fairly easy concept theoretically but can vary depending on playstyle. Usually you will want to gank when the enemy is pushed about 3/4 or even halfway across the lane. Top lane ganking is fairly difficult but since it takes so long to get back into that lane from base, you will only need to get them low enough to back and not necessarily get kills from it. Bot lane ganking is much easier but the travel time is much longer. You will also need to try and secure kills when bot lane ganking b/c the camps are much farther apart which means it will take you slightly longer to gain xp then it would if you were top jungler. If you want, you can also just gank often for the hell of it. This will make the enemy champs very scared to push out which can be more beneficial than if you were to gank only when needed. If your team is pushed out 3/4's or more toward the enemy turret there is no need to go into lane. The only exception to that rule is if they are attacking turret with very little resistance then go into lane and help take that turret down.

    Here is an example of how to gank in bot lane if you were on the red team:


    The blue star represents the enemy champ and the red lines represent the possible pathing you could take. The reason you want to go all the way behind the enemy is to ensure they do not escape. Don't forget to ping which enemy you want to target before you go in, otherwise your teammates might not know who to target. You will want to target the person with no escape first i.e. Cyborg, Green Lantern, or champs that don't have superspeed. Remember always focus ADC/Squishies/champs with low health if you can, but if they are on the run, then target the closest target even if its a tank. 9 times out of 10 the low health/squishies will come back to try and help and then you can target them again.

    Timings:
    This is probably the 2nd MOST important thing as a jungler to know (most important would be map awareness). Here is the breakdown on timings:
    - Jungle creep respawn after 1 min
    - Elites reswawn after 3 min
    - Relays open at 5 mins into game and unlock every 3 mins
    - Raider pops up at 8:30 mins into game and respawns every 5 min
    - Top Relay opens at 15 mins

    Priority:

    #1: Save your turrets:

    Turrets are the #1 priority. This means that if there are no laners in lane (especially true for top lane) or if there aren't enough ppl in lane then jump in lane and get your xp that way. This means that you drop ERRTHANG, including clearing that last creep in your jungle camp to do so. Remember, you can always go back to it. The only exception to the turret rule is when relays are up and depending on the situation. Also note that even if you are bot jungle and there is significant pressure in top lane, GO TO TOP LANE AND HELP. Junglers must be flexible and be able to double gank or switch jungles if need be. With 2 junglers, there is no reason for a lane to fail unless the laners are just really really bad.

    #2: Relays
    If the lanes are fine, then your next priority is relays. Remember that elites respawn 3 mins after they die which means that if you started them right when they spawned, they will respawn around the 4 min mark and relays will unlock at the 5 min mark. What does this mean? Well if there are 2 junglers, then you could both take elites and then both take relay to share the gold/xp. But IMO this is a waste of time. One jungler should take the elites when they respawn (bot jungle imo) and the other jungler should take the relay. This ensures that a jungler can still help a lane if need be instead of both junglers being "incapacitated" at that moment which in this case could be a full minute.

    #3: Raider

    The last priority is Raider. Since this objective doesn't give global gold anymore, it's not that important of an objective where both junglers are needed. Thus, only the bot jungler should worry about it in the early game (everyone should think about it mid-late game). It appears at 8:30 min into the game so laners and the bot jungler should set up for it around 7:45-8:00 min into the game. There will be several situations where the top relay and raider will appear around the same time, make sure you head to top relay (unless you know it is lost for sure) rather than go for raider. Remember, relays give global gold, raider does not.
    Latest comments
    Do you mind if I link your guide to mine as a basics part for the jungle?
    1:05 am, Apr 18th, 2015
    Yes feel free to link my guide if you'd like :)
    9:22 pm, Apr 22nd, 2015
    Swamp Thing's Consume is actually scaling with lvls so it #1 or #2 consume imo
    2:26 pm, Apr 17th, 2015
    All of the consumes scale with lvl in terms of the healing (30+8 per lvl) and damage (75+10 per lvl) but it looks like the credits don't scale which means even if you're 40 min into the game, you are still only getting 10 credits which is very negligable. Thanks for the input though, I actually had to do some research on this to be sure.
    9:29 pm, Apr 22nd, 2015
    I stand corrected. I checked on another website and it had no stats for scaling but I used some extra merit to purchase this stolen power and found that it DOES scale (10+2 per lvl). Still not really worth imo b/c by the time you get to lvl 19 mid-late game, one lane creep is more or less the same amount. I still appreciate the feedback and mentioned you in the guide :)
    7:14 am, Apr 24th, 2015
    I stand corrected. I checked on another website and it had no stats for scaling but I used some extra merit to purchase this stolen power and found that it DOES scale (10+2 per lvl). Still not really worth imo b/c by the time you get to lvl 19 mid-late game, one lane creep is more or less the same amount. I still appreciate the feedback and mentioned you in the guide :)
    3:35 pm, Apr 24th, 2015
    There is still some info on here that isn't updating (like 5%). I will update when the website allows me to.
    9:56 pm, Mar 26th, 2015