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Home » Preseason Jungle changes for LoL patch 12.22
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Preseason Jungle changes for LoL patch 12.22

Rubén TorresBy Rubén TorresDecember 1, 2022No Comments8 Mins Read
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The landscape for Season 13 is being settled as we speak, and the beginning starts on this patch 12.22 AKA Preseason Patch. Besides changes in items and systems, the jungle overall it’s probably the area with more changes, including new jungle items and pets, neutral monster adjustments,  system changes and more. Without further ado, in this SenpAI entry we’re gonna talk about Jungle changes for LoL patch 12.22

Our SenpAI app it’s always collecting information on new ways to play the optimal game, best runes and items setups and the most high performing skills for every champion in LoL. You can try it in here and begin to get you over the edge. 

Jungle changes for LoL patch 12.22

Jungle Items and Pets – Smite changes

What is this? Now jungle items are going to be chibi pets that need to be evolved much like a pokemon. These companions are going to replace the jungle started items, so Hailblade and Emberknife are removed from the game.

To make the jungler more beginner friendly, Jungler companions will aid you to clear champions, making it in a way less punishing to do faster clears especially when learning the role. And when evolve, they come with powerful effects tailored to different playstyles.

In order left to right: Mosstomper Seedling, Scorchclaw Pup, Gustwalker Hatchling

COMPANION EVOLUTIONS

Similar to previous smite items, the pets are going to evolve throughout the game and give additional effects.  For them to evolve you need to collect Treats that you’ll give to them and once you reach a threshold, pets evolve.

To gain Treats you need to either kill jungle camps and champions, or you’ll get them over time (Intended as a comeback mechanic).

As they evolve smite will change. First evolution is going to improve true damage on monsters, can be castable on champions and slows,and have a different icon.

The second evolution or last is going to give special effects depending why companion you chose. Smite damage will be increased to 1200 against monsters and will do 50% of its damage as AoE damage against nearby monsters

As jungle companions evolve, they will receive the following bonuses depending you choose at the beginning

Mosstomper

  • Mosstomper’s Courage: Gain a 75-330 (based on level) health shield after killing a monster camp or after 10 seconds out of combat. This shield will remain indefinitely. Players will gain 20% Tenacity and slow resist while the shield is present and for 3 seconds after it has been broken.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Scorchclaw

  • Scorchclaw’s Slash: Scorchclaw will accumulate Ember stacks at a rate of 3 stacks per 0.5 seconds or 100 stacks upon killing a large monster. At 100 Ember stacks, your next instance of damage against an enemy champion will slow all enemies in a 250 unit radius by 30% (decaying over 2 seconds) and deal burn damage equal to 5% of the target’s maximum health in true damage over 4 seconds to the primary target.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Gustwalker

  • Gustwalker’s Gait: Gain 45% bonus move speed when entering a brush that decays over 2 seconds after leaving the brush. This is increased to 60% for 2 seconds after killing a large monster.
  • Protection Buff: Take 30% reduced damage from monsters while at least 2 allies are within 1300 units

Neutral creep changes

All neutral monsters have more HP, in order to balance with new changes of pet companions. Damage to jungler creeps is going to be lowered tho, but now every neutral monster has a new hit damage passive that will deal 3-5% of  current target health.

Blue Sentinel

Health: 1850 ⇒ 2300
Attack Damage: 78 ⇒ 66

Gromp

Health: 1650 ⇒ 2200
Attack Damage: 74 ⇒ 70
Attack Range: 200 ⇒ 175

Krugs

Ancient Krug Health: 1050 ⇒ 1350
Ancient Krug Attack Damage: 74 ⇒ 57
Krug Health: 500 ⇒ 650
Ancient Krug and Krugs Death Animation/Smaller Krug Spawn Time: 1.3 seconds ⇒ 1 second
Ancient Krug is now counted as 2 CS (Note: The Krugs camp as a whole will still be counted as 4 CS)

Murk Wolves

Greater Murk Wolf Health: 1200 ⇒ 1600
Greater Murk Wolf Attack Damage: 35 ⇒ 30
Murk Wolves Health: 480 ⇒ 630

Raptors

Crimson Raptor Health: 800 ⇒ 1100
Crimson Raptor Attack Damage: 20 ⇒ 17
Raptor Health: 425 ⇒ 500
Raptor Attack Damage: 10 ⇒ 7

Red Brambleback

Attack Damage: 78 ⇒ 66
Health: 1850 ⇒ 2300

Rift Herald changes for the early game

Damage to Rift herald is going to take a hit but now is going to grant more experience for allies within close units.

Experience Given to Champs within 600 units: 200 ⇒ 300
First Spawned Rift Herald Charge: 2000 ⇒ 1500 (Note: Actual damage done will be higher than this value).

These Rift herald changes have the intention to nerf the early influence its having in games, make it more of a balanced objective, and taking into account new exp changes in top lane, this may be a preemptive move towards mitigate the snowball in the top lane.

Rift Scuttler now spawns later

The possibly biggest change for early game in the jungle would be the spawn time of Rift Scuttler, going from 3:15 to 3:30 (Now Scuttler haves more HP and lost the shield).

This affect slow clear and high clear junglers. Previously junglers that couldn’t do a full clear before 3:15 were crippled to less optimal routing compared to more faster ones. This lead to an advantage in early game and kind of less for versatility for many champions in the jungle role.

Now with these changes along with HP and companions will shake up the jungle meta amidst of season 13 in patch 12.22.

Camp gold and experience changes

To make it more balanced for junglers and to prevent sidelaners abusing the strategy of taking camps, preseason is going to make changes for junglers and laners regards experience and the gold given by camps. 

For Junglers

Now junglers won’t be able to abuse experience for solo lanes. Junglers without evolved pet receive only 75% of the experience from lane minions. The only exception of this rule is when the jungler players is below the average level, so experience is given full to enable comebacks.

The good part is that changes in HP is going to push away sidelaners that want to take camps to keep the ball rolling, as new numbers make clearing camps as sidelaners much more slower.

Laners

Large monster experience for non-junglers will now give 15 less of experience while Ancient Krug is going to give less 12 experience.

Large monster gold:;  All large monster gold given to non-junglers has been reduced by 15 gold

LEASHING RANGE UPDATES AND INDICATORS

 In an effort to make the jungle more welcoming to players unfamiliar with the role, we’ll be adding visual leashing indicators that will show how far camps can be pulled before their patience starts diminishing. We’re also decreasing the distance camps can be pulled, so no more having to stand on the perfect pixel to clear two camps at once in order to hyper-optimize your clears.

  • Soft Resets: After losing all patience, instead of fully resetting, the monster will ‘soft reset’ for 6 seconds. While soft resetting, the monster will path towards its camp center, regenerate 6% of its max health per second, and will ignore attackers outside of its leash range. Attacking a monster while the attacker is within its leash range will end the soft reset and restore some patience. After these 6 seconds have passed without the monster being attacked, the monster will ‘hard reset’ and ignore all attackers, rapidly heal, and return to its original position.
  • Soft vs Hard Reset Speed: Monsters will move more slowly while soft resetting, and faster once they hard reset
  • Patience is Key: Monsters will not lose patience for 1.5 seconds after being attacked by a champion within the leash radius
  • Patience Regeneration: Camps will now begin to regenerate lost patience after 2 seconds of being back within their leash range
  • Small Monster Patience: Small Monsters will match the patience of their respective large monster as long as it is alive and within 700 range
  • Blue Sentinel: 1000 ⇒ 650
  • Gromp: 700 ⇒ 450
  • Krugs: 900 ⇒ 650
  • Murk Wolves: 800 ⇒ 650
  • Raptors: 800 ⇒ 650
  • Red Brambleback: 1000 ⇒ 650
  • Rift Herald: 1200 ⇒ 1100

Recommended Routing

Last but not least, to make the jungler more welcoming especially so in the first games playing the role or just trying a new champ. the game is going to signal in the map what’s the recommended clearing route for your champion.

This is one of the changes made to help the jungling role overall, and maybe to increase popularity.

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Rubén Torres

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