Katarina
Jungle Weird but worksJungle Katarina
How to play this build
In the jungle, Shunpo (E) between camps to clear fast and gank when you can reset your cooldowns on a kill. In fights, wait for your team's CC and drop the ult (Death Lotus): with Gunblade and AP you delete multiple targets.
Strengths
- Shunpo (E) between camps clears the jungle fast and gives surprise ganks.
- Ganks reset cooldowns on a kill: you chain a whole fight.
- Huge burst with Gunblade + DFG on a squishy.
- Constant mobility to enter, reposition and chase.
Weaknesses
- Point-and-click CC cuts the Death Lotus (R) channel.
- Fragile early jungle: dangerous to be invaded before items.
- If the combo doesn't kill, there's no reset and you're exposed.
- Reliant on resets: without kills, your impact drops.
Key combos
- Gank: Shunpo (E) onto the target → Bouncing Blade (Q) → DFG + Gunblade → Death Lotus (R). On the kill, E and R reset: jump to the next.
Matchups
You beat
- Lanes with escapeless squishies you gank and reset off.
- Low-CC comps.
Trouble vs
- Strong-early junglers who invade you.
- Teams with stuns/silences that cut your ult.
Game plan
Clear the jungle using Shunpo between camps and look for early ganks on pushed lanes. Every kill resets your E and ult: chain them to snowball. In teamfights, enter once they spend their CC and use Zhonya to channel Death Lotus safely. Avoid invading strong-early junglers.
Quick tips
- Use Zhonya mid-ult to keep channeling safely.
- Gank lanes pushed to your side: Shunpo gives you the surprise entry.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Q for damage and better bounces after a reset; Shunpo (E) second for gank mobility. W at 1 point.
Items and what they do
-
Spirit of the Spectral Wraith AP jungle item: power, CDR, spellvamp and strong sustain while clearing. -
Hextech Gunblade Hybrid AD/AP with lifesteal and spellvamp; active slows and damages at range. -
Rabadon's Deathcap The biggest AP item in the game: multiplies your total AP. -
Zhonya's Hourglass AP and armor; stasis active makes you invulnerable and untargetable for a couple seconds. -
Sorcerer's Shoes Boots with magic penetration.
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, armor, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 21/9/0 — Offense
- Why this page
- 21/9/0 gives burst with durability to dive in and reset.
Summoner spells
- Lane
- Jungle
- Original role
- Mid Assassin