Predecessor Builds > Rampage > Rampage JG - Carry early / become giant

Build Updated at: 2024-05-13 04:20:42 UTC
Rampage JG - Carry early / become giant
v0.17
Author: Anguis Rex (Bronze III)
Role: Jungle
1
0
Skill Order
1
2
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18
Notes

This Rampage build should keep you making an impact in the game no matter what.

Early on we focus on building physical damage through Overlord as it speeds up clear significantly and early game damage is useful as most early game targets that you want to shut down will not be building armor. Overlord passive lets us scale physical damage with our HP, and all our later items and ULT will provide us the extra health to be converted to damage. Late game you still will have bonkers burst damage with your full rotation and can easily 75% chunk a caught out carry. Alternative here if you go Fire Blossom and want to go full tank, but diminishing returns make the Overlord feel better.

Crests is preference, but Saphir's will contribute to HP scaling more. Definitely better if you'll be fighting melee characters often as it give you the full time to proc the crest. If you're the only tank, Razorback might be better as you'll just reflect a ton of damage back before dying.

Against phys heavy team wardens, frostguard, and stonewall are interchangeable depending on the biggest damage threat to you. Take antiheal as necessary but remember each item procs differently so buy the right one that is needed. Salvation is the sleeper item if you need more damage and the shield is always useful.

Early gameplan is just to pressure heavy. Don't be afraid to take boulder lvl 1 and just invade at enemy jg buff. If you angle it you can get boulder to stun buff and enemy. The burst is also pretty high so you can boulder and smite the rock for a steal. With your passive you can probably 1v1 almost all jg at this point too. If you get the steal stay in their jg and go to the other buff to pressure them, they won't be able to get any momentum. If you want to play it safe I also think you can lvl 2 gank with boulder and leap to burn flashes in duo lane or even get a kill. From then on just bully in the JG and get giant, late game people won't be able to auto your carry as you'll be so physically large they can't target him.

Start
Physical Heavy Team
Magical Heavy Team
Situational
Stats
Level: 18
Physical Power
128.7
Magical Power
0
Physical Penetration
0
Magical Penetration
0 (+0%)
Critical Chance
0%
Attack Speed
130.4%
Lifesteal
0%
Magical Lifesteal
0%
Omnivamp
0%
Physical Armor
270.9
Magical Armor
89.8
Tenacity
20%
Max Health
5103
Max Mana
1340
Health Regeneration
+0%
Mana Regeneration
+0%
Heal & Shield Power
+0%
Ability Haste
15
Movement Speed
+0%