One of the most important pieces of information you can have in the game is who their jungler is and how to appropriately play against that jungler. Certain junglers tend to have more lane pressure, while others do not. Here is a list of junglers and how you should play against them:
-Alistar is the nightmare for every laner in the game. He will come at you from behind your own tower to gank you, he can honestly gank you from everywhere and if he hits a skill you most likely will die or have to blow your flash. Play VERY safe early in the game, cs what you can, and try and let the creep wave push towards your tower so you are safe from any ganks from the river brushes. You will want to take
at level 2 to give yourself a bit of safety from Alistar using his Headbutt + Pulverize combo on you. Make sure on your first trip back that you buy a ward or two and use them, to take take the pressure off yourself.
-Versus Amumu, your team should be invading him level 1. Amumu is not generally known to be an early ganker, and will only occasionally go for a gank if someone is out of position badly. Pre-6 you are mostly free to feel safe in your lane as long as you don't go too far past river. His bandage toss can be easily dodged with some skill, so you should be able to walk away just fine. Shove the lane a tad and zone the enemy away if you can, forcing the wave to the tower if your lane matchup doesn't last hit well under tower (Swain, Ryze, etc). After he hits 6, you need to be more weary of his ganks and what CC your lane opponent brings. Put wards on both sides of the river and look at the minimap often and you should be safe from him.
-Cho's ganks can be pretty deadly as he has a silence as well as a knockup. If all else fails, you must dodge that knockup or just blow your flash. If he knocks you up you will probably be dead unless you flash. Cho can gank you anywhere from levels 2-6, so always be weary and watch your lane opponent's behavior to predict a gank. Just keep the wave in the middle of the lane or slightly on your side and you will be safe enough from Cho. You should definitely take
level 2 just in case he decides to gank you at an early level. Once he is 6, you have way less HP than you think you do, so stay out of his range and just use your ultimate to get away if you fall below 700 HP.
-Darius generally will not gank till level 3-4. He does tons of damage and will stick on you with his slow from his W and his bleed along with the possible ignite from him/your lane opponent will really cause you to hurt. You can play aggressive until level 4-5, then try and play passive. He has to walk up to you and get in pull range to do anything to you, so just throw your E at him and walk away and he can't get close to you. Generally keep the lane in the middle or slightly to your side unless you know he is nowhere near you, then you can push up and be aggresssive.
-Diana, similar to Darius, will not want to gank you until they have their pull abilities. Diana will not gank as easily as Darius pre-6, as she needs to be in pretty close range in order to get her pull on you. If you see her come into lane, simply walk backwards and throw your charm and q at her to punish her for ganking you pre-6, and then walk away. You can hold off on leveling your E until level 4, unless you want it for some early harass/trade potential in lane. Once Diana hits 6, if she lands a Q onto you, you should dash away with your ultimate or hit a very well timed Charm to get some distance from her. She can double dash onto you if she has her Q proc on you, so keep this in mind. You can play somewhat freely until she gets level 6, keeping your wave either slightly pushed, in the middle, or at your side of the lane. When she hits 6, keep it towards your side to avoid any potential gank where she can get two dashes on you before you before you get to tower.
-In mid lane, Mundo ganks aren't as devastating as they can be up top, but they can still hurt. If he can land a cleaver on you and your lane opponent manages to catch you with a slow/stun/snare, chances are you will die unless you can charm one of them before the cc gets hold of you, or if you flash. A general rule against mundo is if you are in the middle of mid or slightly on your side, you will be safe and shouldn't be too worried about getting ganked. Only be majorly concerned if you are starting to push past the middle of the lane, as they may be able to catch and kill you before you get to tower. Another note is if you can dodge the first 1-2 cleavers Mundo throws at you, there isn't much else he can do to you before you run away from him.
-Elise can be a pretty deadly ganker once she gets all three of her abilities, as she has a stun and a gap closer that you may or may not even see her using. If you are playing against a lane opponent who has a good CC like Morgana's Dark Binding/Soul Shackles you want to play VERY safe. If you were to get hit by one of those CC's from your lane opponent or from Elise, you will most likely die from CC locking. Keep the wave frozen on your side of the river and ward both sides and you should be safe from all attempted ganks. Elise's stun is a skillshot just like Morgana's Binding or Ahri's Charm, so if you can dodge that, you can avoid a huge amount of punishment and just charm her to prevent her from jumping onto you in spider form.
-Fiddle is an interesting matchup. While very, very weak early game, his ganks can become something to fear when he gets some levels. You should be safe from him the first few levels while he powers through the jungle to try and get to level 3-4 as soon as he can. Once he hits level 4 and beyond, ganks just became a whole lot more terrifying (pun intended). Fiddle's Q is one of the longest CC's in the game, with a max rank fear keeping you CC'd for 3 seconds. This is when you need to be afraid, because if he gets his fear on you, then silences you, you are most likely going to die. Once he hits level 6, he becomes a nightmare. You can never know where/when he is going to come from because he will just appear in his ultimate and fear you to your death. My advice is press your advantage while you can, then once he hits level 4 play passive and keep wards on both sides of the lane to let you know when he is coming. Coordinate with your jungler to shut him down hard early game, because there isn't a whole lot he can do to stop you.
-Hate, hate, hate this jungler. His ganks can be so powerful. He can run in from behind you and knock you back into your lane opponent, who if they have a CC, will lead to your demise very fast. Once he hits 6, it becomes worse as he can just dive onto you with his ultimate to make you run back into your lane opponent again, leading to your death. He is a jungler you want to play passive against. Early on he will most likely be coming from the brushes in mid, so just throw a charm at him and walk away. Once he gets some levels and becomes faster, this will be a problem for you if you are a bit too far out, as he will still get to you through your
. Play passive and ward one side to stay safe, and you should be fine. You can completely dodge his ultimate with yours, so be sure to have a good reaction time to it and you could potentially bait him into your tower for an easy kill or make him blow flash/ghost.
-Jarvan (A.K.A. Jarman/Dunkmancia) can be a very dangerous jungler for you, especially early. He will most likely do a level 2 gank, and if you are not ready for it, it will spell doom for your lane. Watch carefully for where their mid laner comes in from after leashing/helping out the jungler do red/blue. If he starts red buff, watch for a gank top/bot lane depending on your side. If you do not see him top/bottom lane, he is most likely about to gank you and you should immediately play passive and let your wave push towards you. If he started blue buff, again watch top/bottom lane to see if he ganks. If he doesn't, he is probably doing his wraiths and then red buff and coming to gank you or top lane at level 4. This is definitely a jungler you want to play passive against, because his knockup and early damage is so much. Once he hits 6, he can just E + Q combo into an ultimate making you blow your flash or ultimate to get away, and he will most likely help push your turret if you are low. Play very passive until you can get some wards to keep tabs on him, then you can play less passive, but still on your side of the lane.
-Lee Sin is the king of early ganks. He can just start red buff and level 2 gank people all day, because he has so much damage and sticking potential. If you are against a Lee Jungle you want to play safe at all times unless you see him on the map. He can gank you and stay on you so much if you don't dodge his skills and stay out of range. Play REALLY passive the first few waves because this is when Lee can decide your lane. After that, its not as important to play as safe, but still its good to stay on your side and just last hit/wave clear when necessary. Once you start getting some items and HP, he becomes less dangerous, and once you have your ultimate you don't have to worry about him killing you as much. Ward up and be weary of your lane opponent placing wards in the middle of the lane for lee to jump to in order to get the advantage on you.
-Malphite is a slow jungler in the beginning, so do not expect too much pressure. His slow can be very killer on anyone without a dash/flash, so don't carelessly push against your opponent. His real threat comes from when he hits level 6. He can just flash -> Unstoppable Force onto you from nowhere, and generally it will be a kill 100% of the time if they react in time. After Malphite hits level 6, you generally want to have both sides of your lane warded so you can see him coming to give you time to play safe and out of range of his ultimate. If you want to invade him, Malphite will start blue 90% of the time, and his level one isn't that good and if you can force him to take Q at level one it will hurt his jungle speed tremendously.
-The king of shutting you down. Maokai can seriously ruin your day and make it a living hell. You will want to play passive against him until you have your ultimate, then you should be fairly safe if it is off cooldown. He'll generally do wolves blue and either gank top or go to red, then gank mid. So around 3-4 minutes in you should be extremely afraid of a gank, so watch your opponent very closely. If you see anything aggressive outside of poking, get out of there and be prepared to charm Maokai. As everyone knows, a flash into your turret could spell doom for Maokai, especially if you can
him and keep him under tower, you could get yourself a 4 minute double buff and first blood.
-Nautilus ganks are downright scary. He has a hook on you, a slow, a knockup, and a root. This guy is CC, the champion. You will always want to play safe against him, as his kit can just destroy you instantly. His ganks early will usually consist of him walking into lane and casting
to hook you and then root you in place to your demise. Early on let your lane push to you and freeze it there, even if you have to miss a couple of creeps to do it. It will be more worth it in the long run, and allow your jungler to gank your lane for you. Once he hits level 6 you want to know where he is at all times, because he can just put his ultiamte on you, and it wont matter how many times you
away, he can just walk at you and hook you back into him and your lane opponent and kill you.
is your best friend against this champion.
-Nocturne can be a terror for any lane in the jungle. He'll usually gank mid once he has double buffs, and he should be relatively high HP from his passive sustain and HP pots. When he comes to gank you, he'll generally wait for you to get out of position, Q in to close the gap on you, wait for you to cast charm to spell shield it (hate this so much -.-), and then fear you to get a kill. A tip to bait out the spell shield is to act like you're going to throw your
at him, and when he throws up his spellshield (or if he's bad prematurely put it up) cast
to get rid of the spellshield and then charm and walk back to your turret. Once he gets
, the ganks become a lot harder. Anytime you are out of position and go aggressive on your lane opponent and he is within range, you could potentially die very easily. The best bet is to play somewhat aggressive early on and just watch for where you might be out of position, and later only play aggressive when you know where he is, if his ultimate is down, or if it is on your side of the lane.
-Not so much of a threat, more of a general annoyance. His
is very annoying to deal with and could result in your death. His
should never be a problem unless you don't have flash or your ultimate. You should feel relatively safe in your lane, and just be cautious of when Nunu can come and if you have enough time to get out of there alive. Very low on the threat list when it comes to junglers.
-Olaf can be very dangerous before you hit level 6, due to his axe and his true damage. If he catches you with one axe you might as well flash, because depending on where you are you might be dead just from that one slow. Once he hits 6 and tries to go for you, you have to back away really fast from him, either with flash or your ultimate, in order to survive. If he pops
just kite him with your ultimate, and wait for it to expire before you use your
, and then kill him if you are able to. Keep the lane around middle and you should be free to harass your opponent as you see fit and still be really safe from Olaf.
-Rammus is an interesting case. His taunt is so strong if he gets it on you, and usually if he gets his taunt on you during a gank you will die unless you can react fast enough to get away from your opponent and Rammus. He can gank you really fast and from generally anywhere he pleases, so you always have to be ready. This is a matchup where you want your lane slightly pushed to your side so he cannot gank you from the river brushes on either side of mid.
can save your life if you time it right. Try and save it so that the end of the duration of the charm will eat up his powerball, and thus allow you to get some distance away from him to avoid his taunt.
-Not as popular anymore due to nerfs, but still incredibly dangerous. Before he's level 6, you generally just want to stay away from the river brushes and you should be fine to get away from his ganks, but once he hits 6 it's a nightmare. I would generally buy a
and put it in the middle of the lane so he cannot come from lane or sneak up on you through river and it gives you some time to react to the situation. Other than that, it's just the standard keep the lane around the middle and pick and choose aggression, and make sure you have that pink ward to avoid blowing your ultimate for no reason or giving up free kills.
-Reserved for when the remake comes out
-A true terror to those who face him and aren't prepared, and can make your life a living hell. For the most part, unless you can somewhat time when he is going to gank you, he can gank out of nowhere and ruin your day. To try to put a damper on his jungle and delay his first gank, try and invade him. However, Shaco's can be unpredictable due to being able to start anywhere they please. If you get lucky and disrupt his jungle, it can be HUGE to surviving the early game and having Shaco fall off. If at all possible, DO NOT DIE to his first gank. If you can survive that, Shaco will fall off so hard and you will be at a huge advantage. You should always be on your side of the lane as close to the turret as possible when you don't know where Shaco is on the map. A good practice is to ward your jungler's red buff early, as some Shaco players will quickly do their blue buff smiteless, then rush over to your red and try to steal it away. If you react quickly enough, you can punish Shaco by killing him or forcing him to back without getting that red buff putting him super far behind.