Re: [閒聊] Stonewall008 Jungle的評價
http://ppt.cc/mDqL
kayle
Speed A+ - Not much to say here except that she just grinds down camps with
just her E. It requires proper positioning so that the AoE takes full effect
of course. She's fast throughout the game though she begins to drop off in
speed if she doesn't build some early attack speed. Without her E her
clearing is one of the worst.
速度A+
用E打超爽
需要找個好位置讓AOE發揮
沒E吃屎吧
Resilience C - Kayle is relatively easy to shut down in the jungle. She tends
to fall off just by herself if she doesn't get some influx of gold from
ganking or dragons anyways. She's not a strong jungle duelist and she's very
reliant on gold for any serious non-support builds. I constantly say that
Kayle is not a strong duelist in the jungle but it's often refuted because
people don't seem to understand the biggest difference in jungle duels than
lane duels. In the jungle, the best junglers will abuse line of sight to no
end. Characters with targeted abilities are a disadvantage due to that. Kayle
is rather fragile early and is more akin to a "ranged" bruiser due to her
reliance on her E. She relies on ranged to beat some bruisers but if she
wants to fight them in the jungle - she'll often not be able to use her
range. She'll either be dragged into a bush or ambushed. A character like
Darius may lose to her in the lane, but in the jungle she will be forced to
enter the bushes if she wants to fight him while characters like him
(skillshots) can take shots at her even if she was the one hiding.
韌性C
容易被打爛
需要$$吃裝
他不是單挑王所以會一蹶不振
注意:凱耳不是單挑王
江狗單挑王和線上單挑王不同
江狗單挑王最好是大男 範圍 指向 草叢癡漢
KAYLE線上特猛但是因為在草叢之中你只有指定技能
只會被一些單挑王玩死
Build B+ - Kayle has a multitude of builds from AP to support. She has builds
that are relatively unique to her thanks to her hybrid nature. It is not easy
to itemize any of those builds correctly from the jungle though. They all
will suffer in some way including the support build. The support build will
sacrifice the effectiveness of all her jungle aspects as a result of much
weaker clearing. Still, she packs utility and that is valued in gold. Her
ultimate is potentially priceless and it earns her points. In short, many
builds but all suffer due to jungle depravation.
裝備B+
可以AP到SUP
他的技能讓他想出皆可
出了SUP裝有點沒效率
吃裝吃錢
大給他BONUS
很多樣但是感覺沒特別強化
Sustain C - Kayle is not a sustained jungler. She suffers in all its forms
early on and then only recovers from one and pads the others. Her early mana
and health can be rather atrocious making her very vulnerable. She's heavily
reliant on her E to clear as well - combine that with poor mana and long
cooldowns and you may have trouble. She is fast but needs items asap in order
to maintain that strong speed otherwise it starts to fall off. While it is
not a big issue that a damage champion should buy damage - it is an issue if
she gets slapped around. Her mana improves later when she itemizes for it
(regen) but her health doesn't. Luckily she is, as long as she's keeping up,
able to kill most camps before they deal any considerable damage.
續戰C
續戰瘸
HPMP早期讓他脆弱
開E吃但MANA少
需要裝
還好吃很快喔耶
Ganking B - Her ganking is rather straightforward if albeit still pretty
mediocre. It's just a slow with strong damage. The fact that she's ranged
(temporarily) gives her the advantage of being able to deal her damage
quicker and safer. The problem though is that, at least early, she won't be
able to kill anyone (unless she gets help) before her E runs out. They may be
too far for her to chase now to melee. Her ganking improves with her ultimate
as it makes turret diving safer albeit it helps her teammates dive better
than it helps her (she's ranged after all).
GANK B
普普通通 痛+緩
E讓他遠距離
但是通常你殺不死
直到R給你塔殺能力
Dueling B - This has already been explained back in the resilience portion.
I'll just add that at least she has some obscene damage that few other
junglers can match. If she doesn't get herself trapped then she can turn the
tide easily.
單挑B
上面有
淫蕩輸出
沒被抓可以逆轉
Invasion B - She's fast and can pop in and out. Not much to say about this.
入侵B
打超快好出來
掰掰
謝謝指正
M. Transition A - Her ultimate alone gives her powerful transition. Whether
or not she contributes much after that depends on how well she did earlier. A
well timed ultimate can win team fights albeit it doesn't stop any crowd
control. If she's rolling in gold -she can carry. If she's not then at least
she has her ultimate.
中期A
不管怎樣
神奇R可以讓你當英雄
滾雪球就是猛
L. Transition A - It's the same thing. The only thing I could possibly add is
that Kayle's damage becomes obscene late game.
後期A
神奇R+風騷輸出
----------
OLAF
Speed S - Olaf is one of the fastest junglers in the game albeit he runs the
risk of being easily murdered in his own jungle in order to maintain god
speeds. He is so fast he even outpaces the respawn times of the camps. He can
slow down a bit in order to manage his low health and it will not affect him
too much.
速度S
當你承擔被打死的風險你就是最快江狗之一
自己微調你的血量控制速度
Resilience B - Olaf is one of those bruisers that can itemize on a budget and
go full tank and still deal considerable damage thanks to his abilities.
This, combined with his fast farming, means that harassment is only a
stalling factor against him. Sure it can stop him from ganking as effectively
but he can farm up to be more useful in teamfights instead. Olaf will recover
simply through farming and buying items to become tanky.
韌性B
可以全坦裝猛輸出的大男
騷擾他想辦法讓他GG
但是他可以農出猛坦裝
Build B+ - As it was already stated, Olaf does have some high price builds
but his jungle builds are all very effective budget builds that aren't out of
the way for him to purchase. Most commonly used is the support/tank build
which still deals considerable damage thanks to his E. Aura items have
multiplying price tags therefore the jungle gold is being stretched out
rather effectively.
裝備B+
SUP/TANK
靈氣好
Sustain B+ - Olaf is actually a very sustained character. It is true that his
super speed is reliant on him jungling while half dead but that only applies
to the early game. Later on his clearing becomes more reliant on his mana
pool and cooldowns more than anything. As he levels up - all he needs to do
is spam his Q and grind the camps down. He will have mana issues throughout
but at least he is no slouch with his auto attacks. His health sustain is
very powerful throughout the game (with his W) so that grants him more
points. He loses points from his final score for his rocky start and his mana
dependency.
續戰B+
續戰特高
初期半血你超快但容易死
後期吃MANA+CDR
QQQQQQQQQQQQQ
MANA會有問題但是不大
WWWWWW讓你續戰超高
MANA和風險扣你一點分
Ganking C+ - Olaf's ganking is always something for contention. Some players,
including pros, will say his ganking is very strong but when you compare it
to other junglers you can see that it is much weaker. He packs a lot of
damage in his ganks and the slow is very strong especially if you chain it.
The problem is that, at long range, it is easy to dodge by simply walking
erratically. To add to that, if you miss the first axe then the gank will go
to hell rather quickly. It's one of those type of ganks that "if it works
there is a high chance of killing the target but it's more likely to fail"
type of ganks.
GANK C+
神Q決定是你是不是神手歐拉夫
Q失敗就GG連Q就猛
戰吧
approach an Olaf unless you're willing to die. Olaf is arguably the strongest
jungle duelist in the game. He only loses a few points because he's often in
a negative position while jungling (he's low on health) so he doesn't get to
exploit this often unless he's the one doing the hunting which puts him at a
disadvantage of being in enemy territory. Still, he'll pretty much slaughter
anyone in a straight up fight and chase them down in a kill.
單挑S
不要和殘血歐拉夫單挑
想自殺再去
太猛了
Invasion A+ - Combine his ungodly speed with his godly dueling and you have a
powerful invader. He loses points because, again, he's at a disadvantage mana
wise and health wise often and is basically exposing himself. Still, Olaf
takes what he wants.
入侵A+
吃超快單挑猛
入侵爽
just how his builds work and that alone gives him almost unrivaled transition
strength. He's fighter, not just a tank, that can build pure
defensive/utility items and still destroy people. His ultimate also gives him
more defensive capabilities including the priceless Freddie Mercury buff
(can't be stopped). Very few other junglers have gold efficiency comparable
to Olaf or could even farm as well as him. Combine those two traits and this
beast comes to mid game being able to provide damage, tankiness and utility
for his team.
中期A
全坦裝一樣猛輸出
$效率最大+可以農到地老天荒
全能工具歐拉夫
L. Transition A+ - The same as before except Olaf reaches a point where it
takes a full teams focus to take him down before he devours someone. If they
focus him then Olaf's carry can finish them. If not then Olaf takes out their
carry. That or Olaf can just be a very powerful bodyguard/peeler for his own
carry.
後期A+
打歐拉夫讓他CARRY收頭或是打CARRY讓歐拉夫收頭選一個
---------------------
Fiddlesticks
Speed C+ - Fiddlesticks is slow. His speed did improve from season 2 but it
is still slow. What is frustrating about his clearing is that his Dark Wind
can go full stupid and bounce randomly and to the wrong targets. At least,
thanks to season 3, his clearing became steady as the game goes on.
速度C+
慢
神奇的E吃人品又亂打
Resilience B - At least all he needs is to rank up his W in order to jungle.
He can even rank it up to level 3 and then rely on his dark wind to take out
camps and go a supportish build. The guy is a CC bot and isn't dangerously
reliant on blue like many make him out to be - outside of his initial
clearing first. Constant harassment will make his jungle phase hell but he'll
bounce back eventually. Take his blue buff to slow him down considerably and
constantly harass him to keep him down - just remember it will not knock him
out of the game.
韌性B
W點到3靠E可以吃
可以出SUP型當個CC製造機
偷他藍你可以壓榨他但是他不會被你踢出遊戲的
Build B - Fiddlesticks has some nifty build choices. He can go support or AP
(though his farming is awful) but it is preferable for him (at least as a
jungler) to go some form of utility AP. Purchasing offensive auras like
Shurelias and Abyssal help plenty and they're very affordable on a jungle
budget. Unless he gets fed, Fiddlesticks will not farm enough to afford his
best builds. This is what detracts points from him - his jungling is gimped
item wise and is carried by his kit.
裝備B
可以當SUP或AP
最好出點AP
皇冠或深淵很棒得靈氣
除非對面腦殘不然你無法出神裝
Sustain C - We all know the answer to this. The guy is incredibly sustained
health wise but his mana just destroys him. His speed maintains an average
pace but it drops to a halt if his mana runs out. Mana issues everywhere that
can only be evened out to keep an average pace instead of a godlike one.
續戰C
吃MP 0分
Ganking A/S - The guy has a ranged hard CC - that's instantly a huge booster
for ganking. He also has a ranged silence that, if conditions are met, can
silence a target multiple times. They aren't that strong at rank 1 but still.
He is slow though so chasing a target is rather difficult for him and he also
severely lacks damage unless he was able to position himself well during the
gank for his drain. His ultimate ramps up the ganking godliness by giving him
devastating AoE damage and a blink. It pretty much helps him initiate blink
ganks with devastating damage. The only issue comes that wards devastate his
ability to gank more than plenty of other champions because of his poor speed
and his ultimate's channeling time.
GANK A/S
遠CC+遠沉默+吸血
天時地利可以沉默兩次
走太慢追不上
黑暗大可以嚇死人
缺點是走慢+吟唱時間
Dueling S* - Fiddlestick's dueling is rather unique in that his match ups are
potentially the best across the board - when defending. Unless you catch him
completely off guard and afk, you probably won't kill Fiddlesticks. He will
fear you, drain you then silence you as you try to run and just jab at you.
He likely won't kill you and you definitely won't kill him. It's the same
situation if he invades you. You kind of just ignore him. If he looks for a
fight in your jungle then at the very most your teammate can come in and help
you murder him seeing as he's easy to kill. But 1v1 is just dumb. Some
junglers can outdamage his drain (Mundo) but the trade off is often not worth
it seeing as it will take too long. It's like if you were a giant school
bully that you were picking on a nerd. Sure you can easily take on the nerd
but the nerd vomits on you with every punch you take at him. You can
eventually kick his ass but now you're covered in vomit. Is it worth it?
單挑S*
神奇的草人
當他防守可以嚇你吸你血在沉默你
你打不死他他也打不死你
兩個江狗大眼看小眼
他入侵也一樣
只好找你的隊友來殺爛他
有些高傷害可以壓制他吸血
但是沒啥效率
Invasion C+ - Too much reliance on his mana and cooldowns to be a proper
invader. On the other hand he is really strong at taking out big camps. It's
just too risky for him to do but technically doable.
入侵C+
MANA/CDR問題
有風險 硬要入侵 吃大怪就好
M. Transition A - Fiddlestick's mid game transition is definitely his best.
He's a CC bot and he's a jungler that can poke with his incredible bouncing
silence of doom. His base values are definitely strong as well so they are
able to carry his jungle budget ass. In short, strong AoE damage, tons of CC
and easy early itemization.
中期A
中期是他高潮的時候
CC 產生機 +能POKE的江狗+高基礎傷害
強AOE 猛CC 簡單裝備
猛死惹
L. Transition B - His damage starts to fall off here - either that or his
survivability. He can pack utility sure but even that starts being less
effective. Unlike other CC bots - Fiddlesticks tends to drop easier as late
game rolls around simply because he won't be able to outdrain the damage or
he'll just get cced and chewed out. His late game transition is made better
if there is another tank/CC bot in the team though. Having him be your only
one pretty much guarantees he'll be slaughtered.
後期B
傷害和生存力悲劇
和其他CC機比起來悲劇多了因為你吸血此時像狗屎
跟在坦後面打一波
-----------
夜曲
Speed A - He's fast and he maintains it even when building pseudo-tanky. It
does require him abusing his Q like no tomorrow but it's not a big deal.
速度A
就算是大男裝也很快
QQQQ
Resilience B - If it wasn't for his level 6 ganking, Nocturne's resilience
would be lower. He's surprisingly easy to murder in his own jungle if jumped
though he'll absolutely cut down anyone who screws up. He is dependent on mana
early and, if mana screwed, will have all his other aspects crumble before
him.
In short, his early jungling is pretty flimsy but it stabilizes later. Hitting
him early is recommended to keep him down. His ultimate will allow him to gank
later though and could return him into the game.
韌性B
在他自己家很強
吃MANA
前期江狗不穩 想辦法揍他
上六讓他回到遊戲
Build A - This is a place where Nocturne exceeds. He has a multitude of builds
from support/tank, to straight out assassin, to bruiser and so on. He is able
to take hybrid items and make good use of them. The best way to summarize this
- he has tons of build options, both fed builds and economic builds, and can
easily jump between builds. He can pad any deficiencies of his own team while
still dealing respectable damage throughout with good use of his Q.
裝備A
SUP/TANK + 刺客 + 大男
全方位工具出裝
有Q給他額外傷害
肥吱吱出裝+乞丐出裝都有用
多功能
Sustain B - Nocturne loses points for his first clear. I already made a
mention
of that. Later on though he starts tearing camps to pieces before they can do
any considerable damage to him (which he'll heal anyways) and his mana issues
won't be as crippling. He'll maintain a strong pace and go about his day.
續戰B
第一輪扣分
之後可以吸血+MANA不是問題
猛
Ganking A/S+ - Nocturne's ganking is his best strength. It's strong early as
his combines high damage with a hard CC albeit his high damage comes at the
cost of potentially weird use of his gap closer and his hard CC can be
unreliable. Anyways, once he gains his ultimate he is able to completely
ignore
most conventional ward spots by using his long range gap closer. It can be
predicted and, if not followed up properly, can be disastrous but it still
guarantees two things. It guarantees that the target will haul ass to avoid
being killed and, as long as Nocturne hasn't ganked, the enemy will not be as
aggressive unless they know Nocturne isn't anywhere near them.
GANK A/S+
前期高傷害+CC猛
上六之後無視眼睛猛
可能會被隊友賣掉
但是給對面恐懼+上你小全球流壓力
Dueling B+ - Nocturne isn't the best of the jungle duelists though he
admittedly can kill a lot of them. His abilities aren't reliable and that's
why
he has issues with some opponents. If he ambushes someone though he'll likely
tear them to pieces. Nocturne duels are pretty much about who jumps who first.
單挑B+
單挑不是特猛
埋伏棒棒
通常夜曲單挑要考慮誰先手
Invasion A - He's fast and clears camps without using anything but his Q and
auto attacks. This progressively gets stronger and his fear is actually pretty
useful for escaping (along with his shield). Just fear someone and they'll
either stop attacking/using abilities in preparation for the fear or just give
up. If they continue chasing - you've likely covered enough distance with your
Q that they'll accomplish nothing.
入侵A
Q+A 就夠快了
QWE逃跑
棒棒
M. Transition B - Now I don't actually see Nocturne as being a character that
transitions well unless he goes support/tank build but even then his abilities
strongly support an assassin role instead. I figure Nocturne is more of a
champion that "resets" fights in that during a fight he'll use his ultimate
and
target the mvp and go all out. During this instance the enemy team either
responds by turning on him or the mvp escapes. Either way the fight has been
disrupted because of his maneuver and your team might be able to win the fight
either because they focused a tanky character (if he went tank) or because the
mvp is either occupied or dead. Nocturne's ability to do this depends on how
well he farmed. Admittedly he can farm well and his builds can be very cheap -
but even then his purpose is jihad style engagement that is heavily dependant
on his team.
中期B
SUP坦是中期最棒
夜曲是個會戰重製機
利用你的R飛進去破陣給隊友機會
想辦法換掉MVP或者坦下足夠傷害
便宜裝就夠猛
但是還是要吃隊友能否跟上你的關燈
L. Transition B+ - Same exact thing except now he has more survivability and
probably damage. He's probably easier to kill when fully focused but that
would
be something you'd want in most cases anyways.
後期B+
和中期相同
多了點傷害和生存
容易英勇犧牲不過這也是你能做的
----------
Diana
Speed A+ - Diana is a very fast champion throughout and becomes much faster as
the game progresses even with a light item build. Her aoe damage is basically
insane.
速度A+
好快又會更快
北爛AOE
Resilience B - Diana combines the aspects of a bruiser and an AP character
quite nicely. She isn't as dependent on mana as other mana junglers are and
her
shield basically keeps her from ever dying. Her first clear is mana hungry
though so that's a spot where she can be hit. Her dueling is also garbage so
constant harassment and beat downs can crush her. Still, she can farm well and
her builds are so ungodly efficient that she's hard to keep down forever.
韌性B
大男AP
不甚吃MANA+盾
第一輪MANA有問題
單挑廢物持續騷擾打爛他
但是他可以用速度農出經濟時會裝備
別想把他踢出遊戲
Build A+ - Diana has a multitude of builds and can itemize utility or straight
out damage. Both builds are very effective on her and can be bought with a
jungler's budget. She is rather tough to kill with just a light amount of
survivability so hybrid items are amazing on her. Living shadows is perhaps
her
best item as a jungler as it combines both survivability with offense and
grants her more utility. Items with hybrid stats and utility are her best bet
as a jungler and those always prove the most cost effective. Combine that with
her excellent farming and you have a very efficient jungler.
裝備A+
工具人或者猛傷害
他可以出一大堆經濟實惠裝備
混合出裝讓他活久一點
雙影斗篷是最棒選擇
Sustain A - Aside from her first clear, she will rarely present any mana
issues
(Even then she can still jungle thanks to her passive), her shield will
prevent
all the damage she'd receive and her pace only improves. She is the model of
jungle efficiency.
續戰A
被動太猛囉
盾也IMBA
江狗模範生
Ganking C/B - Her early ganking is very weak as she has no real crowd control
aside from a small melee ranged pull/slow and her damage isn't too reliable
early. Once she obtains her ultimate, her ganking becomes stronger but
ultimately either difficult or reliant on her teammates.
GANK C/B
前期很爛傷害不高抓不夠猛
有R棒棒但是吃隊友
Initiation Ganks - Her ultimate can be used to quickly close the gap and then
lock a target down with her short range cc. The speed and range of her
ultimate
allows her to easily grab a target almost before they react but her damage
takes a huge hit from this. She will not be refreshing her ultimate and thus
her damage drops off considerably - this means she relies on her teammate to
pick up the kill. She just sets it up rather easily for them.
起手型GANK
R出去抓回來技能打完了
沒傷害只能等隊友
Damage Ganks - These types of ganks tend to be more difficult to do as she
needs to hit her Q first somehow before she initiates the gank. It's basically
Diana trying to deal as much damage by refreshing her ultimate.
傷害型GANK
比較困難
Q到人在GANK開戰之前
刷新R然後打出高傷害
Dueling C - Diana is a terrible duelist vs other junglers. To put it simply -
they're usually tanky and her early damage is terrible. She just gets
overwhelmed.
單挑C
單挑廢物
別人都比較坦然後你傷害跟屎一樣
Invasion B+ - She's got speed and super sustain. She's at terrible duelist so
she has to look out for that. She's also burning all her spells in order to
jungle so there is that too.
入侵B+
神速度高續戰爛單挑
放技能吃江狗
所以給你B+
M. Transition B+ - Her mid game is great for a jungler. She can pack a
considerable amount of utility and survivability. However, it has to be made
clear that jungling Diana is more akin to a bruiser than an AP assassin when
jungling. Even if she builds damage she will be building hybrid pieces
instead.
That means her overall damage potential isn't there and she's more of an AP
Nocturne instead.
中期B+
中期棒棒
但是注意江狗戴安娜通常是偏大男傷害不一定足夠
想成AP NOC吧
L. Transition B - Same as mid game except the utility items are starting to
wear off and her damage may be suffering due to the lack of "true" AP items.
Still it's rather strong compared to a lot of junglers. She becomes an
initiator at this point especially if she bought herself a Randuin's Omen.
後期B
缺少真正AP裝讓他不是很棒
但是還是個不錯的江狗
買個藍盾開戰吧
---------
隨便亂翻 歡迎推文改進指教
細節請看原文
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01/19 11:21, , 6F
01/19 11:21, 6F
→
01/19 11:22, , 7F
01/19 11:22, 7F
→
01/19 11:22, , 8F
01/19 11:22, 8F
→
01/19 11:23, , 9F
01/19 11:23, 9F
→
01/19 11:34, , 10F
01/19 11:34, 10F
→
01/19 11:35, , 11F
01/19 11:35, 11F
推
01/19 11:35, , 12F
01/19 11:35, 12F
推
01/19 11:44, , 13F
01/19 11:44, 13F
推
01/19 12:26, , 14F
01/19 12:26, 14F
推
01/19 12:39, , 15F
01/19 12:39, 15F
推
01/19 12:49, , 16F
01/19 12:49, 16F
推
01/19 15:07, , 17F
01/19 15:07, 17F
推
01/20 09:19, , 18F
01/20 09:19, 18F
推
01/20 11:40, , 19F
01/20 11:40, 19F
※ 編輯: hirdaramani 來自: 61.57.75.128 (01/20 12:48)
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