
Mosstomper Seedling
450 goldProvides a Smite upgrade and a defensive shield after the companion is fully grown.
Jungle · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Rell can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides a Smite upgrade and a defensive shield after the companion is fully grown.

Completes a broad durability core for extended jungle and objective fights.

Reduces pressure from physical attacks and repeated basic attacks.

Adds health, armour and area damage for camps and close fights.

Adds magic resistance and a shield against sustained spell damage.

Adds armour and anti-heal when attack-heavy enemies must hit you.

Adds a large health pool and out-of-combat recovery after enough bonus health is already established.
Complete build choices
Recommendation review pending
Best when: Frozen Heart adds armour and reduces nearby enemy attack speed.
Best when: Randuin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.
Runes and summoner spells
Reach the fight with control available and absorb the first response.
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Frozen Heart adds armour and reduces nearby enemy attack speed.

Randuin's Omen reduces critical-strike pressure and helps keep nearby attackers controlled.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Break the Mold is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.
Shattering Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 11/10.5/10/9.5/9 · Cost 50 · Listed range 600Ferromancy: Crash Down contributes a slowing effect and protection or sustain. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 40 · Listed range 450Full Tilt contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 14/13/12/11/10 · Cost 40 · Listed range 1200Magnet Storm contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 120/100/80 · Cost 100 · Listed range 200Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.