I’m “Unimportant.” I spam Jumong in ranked and I’m usually streaming at Twitch.tv/VeryUnimportant.
This guide will be more Solo Q focused
LMB/M1 – 16 Damage / 9% Energy Gain / .45s Cast Time / .25 Cooldown
The most important ability in your arsenal. You must land it as much as possible if you are to succeed. It should generally account for much of your damage. You’ll likely find it extremely difficult to win in games where you miss most of your autos. Also, keep in mind each hit generates a weapon charge, which you can use to double-cast your Space, RMB, or Q ability.
RMB/M2 – 28 Damage / 12% Energy Gain / 1s Cast Time / 6s Cooldown
The high damage and stun, if you take the “Perfect Shot” rite, that this ability deals, along with the fact that it has a highly telegraphed animation and has a decently long (1s) cast time, makes it great for baiting counters with cancel-casting and exerting pressure. Depending on the situation, it is sometimes best to save the CD for your Ex-2 cast. Can be recast with 3 charges.
Space – 8 Damage / 6% Energy / .2s Cast Time / 8s Cooldown
Your i-frame. Allows you to dash in the direction you are currently moving while firing an arrow in the direction you’re aiming. This is the primary defensive tool in your kit. Save as much as possible to avoid high impact enemy skill-shots (such as Pestilus RMB, or Jade Snipe) or kite away from melee champions. Can be recast with 3 charges.
Q – 20 Damage over 2s / 10% Energy Gain / .3s Cast Time / .7s Impact Delay / 9s Cooldown
Useful for dismounting opponents at the start, despite the nerf that increased the amount of time it takes to land on the ground once cast to a full second. The best use of this skill tends to be double-casting it on trapped targets. Remember that, as with most AOE (Area of Effect) abilities, it does not trigger counters. Can be recast with 3 charges.
E – 2s Root / 5s Duration / 5% Energy Gain / .25s Cast Time / 8s Cooldown
Throws a trap (two with the Trapper rite). Use to punish players with no outs and, when possible, in combination with your Q.
R – 1.2s Immaterial / .1s Cast Time / 15s Cooldown
Used purely for escape purposes. If you use it aggressively and don’t get a kill out of it, don’t be surprised if you are punished for it and consequently lose the round. Try to optimize your pathing so that you apply the Seeker’s Mark debuff by passing through the opponent, while still maximizing your escape distance.
F – 45-60 Damage / .8 – 2s Cast Time
A.K.A. “Giant Clutch Arrow”. If you choose to use this, make sure to target an enemy that you are sure has their escape/counter on cooldown in order to help guarantee it lands. Don’t feel pressured to always save up your energy for this ability, as Jumong’s Ex- abilities are extremely useful, more guaranteed to land, and less guaranteed to be countered/blocked/dodged. Can also be used to one shot middle-orbs from quite a long distance.
Your main punish. Use it to secure true damage on your opponent. It’s important to note that every hit can trigger counter, so be careful if your target still has it up. Also, both bounces can be avoided using an i-frame or even simply move out of the way. Breaks on walls.
3. Battlerite Overview
Going over every battlerite would be a waste of time, so instead, I’ll just go through my builds
Vs Double Range (Includes Healers minus Sirius)
Perfect Shot – Precision – Arrow Storm – Death Mark – Trapper
Not much to say here except that I have found this to be the most consistent build for me vs all types of range.
Vs Single Melee (Includes Siruis)
Perfect Shot – Viper – Precision – Panther – Death Mark/Prey Dive/Power Shot/Arrow Storm
The only changing rite here is the last one which changes based on matchup –
*Arrow Storm targets – Rook/Varesh/Thorn
Prey Dive Vs Melee when you have no healer
Power Shot Vs Melee when you do have a healer
ArrowStorm Vs Melee + Specific*(Arrow Storm is an alternative usually PowerShot/PreyDive will be better)
Death Mark if unsure on any.
5. How to Play (in general)
6. Strengths and Weaknesses
This is a weird area because how Jumong performs depends so much on your personal skill and the enemies skill. I can tell you that Ezmo is any easy matchup for Jumong, but that might be because the ezmos I’m running into are low quality. You could very well lose the easiest matchup if you don’t have the skill. I will rank them 0-10 difficulty. 1 being the easier and 10 being the hardest. as I perceive them. Most of these are just tips for beating the opponent. The biggest factor in winning is hitting your autos consistently, and if you can’t do that, it might be time to find a different champion.
Don’t Hit counters. Don’t get CCed. Don’t mess up. Jumong is about you not making mistakes. 1 mistake can cost you the round. Hit EVERYTHING you cast, or life will be hard.
Alysia – 5/10
Don’t let her get close.
Punish with Trap+ Double Rain after space. Don’t enter a close m1 battle if you are chilled
Ashka – 5/10
Don’t let him get close
Punish with rain if he firewalls and if you can burn both is I frames you can Rain ex2
Bakko – 7/10 or 10/10
You have to get 3 m1s before he get close to you or you will constantly be playing from behind. In a straight 1v1 you cant win this unless the bakko makes enough mistakes. A bakko with Q build will be impossible to get 3 hit against before he is on top of you and you will have to fight with a huge HP and CD Deficet. This is almost unwinnable if the bakko is good enough and you dont have a good teammate.
Blossom – 8/10
The problem with blossom is you cant trade with her unless you i-frame her Weaken auto and the E stun (if the E stun hit you then its almost guaranteed weaken auto hit). You have to hard punish after she spaces with double rain trap and an Ex 2 ,but you have to be very careful not to hit gust. Dont get weakened.
Croak – 6/10
Can be frustrating but you can track him in stealth if you use your big brain. If he spaces on your and you dont iframe it, make sure you dont walk too far away from him so that he can hit the space recast on you. Most croaks will Space – Space – E through you – Q stun. You have to hit enough to have energy to R time his stealth and if you do you can Charge an m2/ex2 into his face.
Destiny – 5/10
Frustrating if she is left alone to charge you over and over again but for the most part dont hit her counter and trap/rain her after she spaces.
If you hit the counter it will make the matchup 2x harder
Ezmo – 5/10
Dont hit an Ezmos starting Q if he is trying to rush you and then IMMEDIATELY trap rain after he spaces (be careful for space haste). After his space is used this is your chance to punish him hard.
Freya – 6/10
Dont hit counter and dont get caught without an i-frame is she is spacing on you. Simpler matchup, but if you are hitting her counter you die
Iva – 8/10
An aggressive Iva is really hard to deal with unless your teammate helps. She will space on you at the start and the only way you can remove Oil is will prowl (which you dont have yet)
You have to hit enough autos while she is space hasted and Q hasted running in cirlces around you to get prowl, but watch out for her E as your Auto is the longest cast time in the game.
Jade – 6/10
Shoot her with autos and when she tried to snipe space and when she stealths hit her in stealth. This matchup is silly because your damage is practically 0 unless you track her stealth. Disabling Shot is crucial to dodge as it shuts you down for far too long.
Jamila – 7/10
Dodge E at the start. This one is new and I have not played enough good Jamilias to have an opinion.
Jumong – ?/?
Mirror matches are stupid. Im not gonna go into the whole mini meta of how bad this mirror match is. If you run into another Jumong solo q your teammates decide the game, not you.
The Aggressive jumong has the disadvantage.
She can cleanse your prowl and panic you out of the fight but over isn’t a threat. If your teammate is ok in a 1v1, this is a 1v1 you can take and can slowly wittle her down if you hit enough autos and I-frame the panic. Double rain + Trap AFTER Roll. You have to burn roll with m1s /space.
A good oldur can give you trouble but if you enter an m1 trade with him you can weave ex1s in between your autos, and if you hit 80%+ of them then you win the trade! Punish his space with Rain+trap and bait the bubble with m2s
Even if you don’t hit the counter, this champion just runs around throwing bubbles on the ground that stop all your attack. You can double rain her for 48 damage, but she heals that in 2 m2 charges. Best bet is to kill her teammate and if you get into the 1v1 just give up or complete outplay them hitting 0 counters missing 0 autos and getting every orb. TLDR – Just dodge
A good pestilus can be annoying with panic timings but your easy punish after a space, and the ability to get easy weapon charges + energy off his queen makes him a lackluster opponent.
There used to be a plethora of aggressive polomas that were a pain to deal with in soloQ but lately it’s just healbots. M1 them down then trap rain after OS. Most poloma are very obvious with their panics, so you rarely have an excuse to proc one.
It’s a melee. I framing his space is the most valuable thing you can do. Win this matchup but dodging Es and Spaces. Punish with E Rain when he presses parry.
There are not a lot of good rook players left. This was a harder matchup before the endurance nerfs, but If the rook holds counter well, then you can assure yourself that you will never get good punish off and that just how counters work with Jumong.
Ruh Khan 7/10
Don’t get pulled. Don’t Hit consume. Same as all the other melee matchups
Don’t hit counter. Don’t get hit by Javelin. I-frame M2. I-frame R. Did you mess up? Ok you’re dead.
This matchup is unknown. It depends entirely on how good the sirius is, and if he holds counter well and doesn’t waste it then you lose.
Difficult because you need to hit m1s to become a champion and this character has a 50% haste. Best tip is predicted a tayas aggressive ExQ and punishing with your Ex2 (Which she will tornado) and after she tornados Trap + rain. Hit autos before she is close.
He doesn’t have much to get on you, so you must dodge his Root and Claw. Easy enough just dodge his stuff then punish him after space
If you hit a counter then you can’t win the matchup. Never enter a m1 battle with him while he is in range because it’s impossible to win. Trap – Double rain to punish when he has counter and when he blows both counter and R use your ex2 to get true dmg.
The best support in the game as of patch 1.5.1. Extremely annoying in solo q if he has a melee teammate. Watch for his long ranged Ex-Space and be very careful to not hit the blind
The second best support in the game. You can try to kill him but he will space away and hide behind a clone that doesn’t give your energy for hitting it so you will decide it’s easier to go on his teammate, but then that guy gets portaled to safety. I don’t know how you punish a good Zander. Unless you hit literally everything.
8. Team Compositions
Bad Comp Good Comps
No Healer Vs Healer Vs Range No Healer
Vs Two Melee Vs No Melee
Vs One Melee Healer vs No Healer
9. Final Words
This is an odd guide because as Jumong unless you are completely outplaying the opponent, then your match is mostly decided by how well your teammate plays. This is not a good “climbing” or “rank up” character. You WILL get unwinnable matches, and your goal will be to try your hardest to tell yourself that YOU need to get better to play perfect and not say “I had a shit teammate” even though it may be true nobody plays perfectly.
Jumong is one of the most frustrating characters to play in Solo Q, and he will not be getting help in this area anytime soon. If you want to have fun and not become a salty main, then this character is not for you. However, if you want to feel rewarded for playing well and learn one of the harder characters in the game then, by all means, join me and feel free to ask me any questions.