Guide to Playing Jumong in Battlerite
Updated for patch 1.0.
Jumong is the best zoning champion in the game. With the farthest ranged and most painful M1 attack, a burst M2 shot with even farther reach, and two of the best area denial abilities, Jumong makes the battlefield a nightmare for anyone to cross.
The problem is his lack of baseline mobility, which means positioning is paramount. Few other champions require as much positional sense as he does. He also lacks hard disables, so he’s as true as it gets in terms of “glass cannon” champions.
If you love high-risk/high-reward powerhouse playstyles, then Jumong may be for you.
Hunting Arrow (M1)
Jumong has the best M1 in the game. It deals 16 damage, has the furthest range of any M1 attack in the game, and comes with a stacking mechanic: for every successful hit, you get 1 charge up to a max of 3 charges. When you have full stacks, your next Steady Shot, Black Arrow, or Rain of Arrows can be casted twice.
Hunting Arrow is your zoning tool. Try not to hold down M1 when zoning because the distance you move between M1s usually isn’t enough to maintain proper positioning. Fire frequently, but stay at maximum range. If that means backpedaling while firing, do it. You should always be able to out-trade a ranged enemy’s M1s.
Steady Shot (M2)
Steady Shot is really good for poking, especially if you can tag enemies that are busy engaged with one of your teammates. They’re less likely to see it coming, and the 28 damage pop can wipe away a huge chunk of recovery HP, allowing your teammate to inflict some permanent damage.
The other big use of Steady Shot is to bait defensives. The long cast time is this spell’s best and worst aspect — cancelcast right at the last moment and the target will likely use his counter, d-barrier, etc. With that cooldown gone, you’ve made them vulnerable and have a window to punish.
It may go without saying, but do not cast Steady Shot when a melee enemy is attacking you. He can get 2-3 attacks in during the cast, which puts you far behind. You’re better off firing 2-3 M1s of your own, which will do more damage anyway.
Perfect Shot: Steady Shot stuns the enemy for 0.5s.
Perfect Shot is beloved by many Jumongs, and for good reason: it also works with Seeker’s Arrow (the stun triggers on the third hit). If you engulf someone in Rain of Arrows and hit them with a stun-loaded Seeker’s Arrow, they’ll eat a ton of damage.
This battlerite is still useful if you rarely use Seeker’s Arrow. Jumong’s base kit doesn’t have a way to interrupt channels — despite the long cast time, Perfect Shot can come in handy for things like Ashka’s Fire Storm or Iva’s Machine Gun.
Power Shot: Steady Shot deals 6 bonus damage and knocks target back.
If you expect a heavy neutral game (lots of zoning and fighting from range), then Power Shot can be okay. Steady Shot goes from dealing 28 to 34 damage, allowing you to break middle orbs with a single recast (without it, you’d need two M2s and an M1). The knockback is negligible and not worth talking about.
Note that Power Shot adds bonus damage to the last hit of Seeker’s Arrow as well, bumping up its total damage from 36 to 42 and ensuring that it rips up all recovery health whenever you use it.
Rejuvenating Shot: Steady Shot heals you for 16 additional health when consuming Seeker’s Mark.
While getting healed for 28 health in one pop sounds fun, Steady Shot is a bit too unreliable to get much value out of this battlerite. However, Seeker’s Arrow (the EX version) has a much shorter cast time and does consume Seeker’s Mark on its first hit, which makes it much easier to take advantage of this.
In essence, Rejuvenating Shot allows you to start using EX-M2 for self-healing instead of EX-M1. The total potential amount of healing is less (Guided Arrow heals more if you hit three targets and consume all three Seeker’s Marks), but this battlerite’s self-healing is still great. It lets you play more aggressively and put out more damage while keeping yourself topped off, spending your energy on EX-M2 instead of EX-M1. Don’t underestimate it!
Black Arrow (Space)
Black Arrow is an iframe, which means you’re immaterial during it, but it’s also an attack, so it plays a dual role. As tempting as it might be to use it aggressively (such as throwing in a Black Arrow between Hunting Arrows), you have to be careful because this is Jumong’s only non-energy escape. One wrong timing and you can go from full to zero in seconds.
It can be tricky to use at first. The attack fires in the direction of your cursor, but Jumong evades in the direction of your movement. This lets you dodge away from an enemy while hurting him. And if you have three stacks from Hunting Arrow, you can cast Black Arrow twice — more damage output and a longer escape. If you aren’t moving in any direction, you’ll dodge in the same direction that you shoot.
Marksman: Black Arrow hits grant 2 weapon charges.
Marksman is like a well-kept secret. Getting 2 charges from Black Arrow may not seem like much, but its subtlety is what makes it so interesting. In short, Marksman lets you recast Black Arrow without sacrificing your recast.
First you build up 3 charges with normal M1s, then save it to recast Black Arrow. When you’re ready to use it, you must make sure that the second Black Arrow hits a target to get the bonus charges. After that, you just need 1 M1 to be able to recast something else (most likely Rain of Arrows). This can result in a lot of extra pressure, over and over again.
Precision: Black Arrow deals 4 bonus damage and grants 4% bonus energy.
With Black Arrow giving 6 baseline energy, this bumps it up to 10. On a recast, you go from 12 energy to 20 energy. That extra energy can really add up over the course of around, and that’s not even mentioning the extra damage.
Its baseline damage of 8 gets boosted to 12, and recasting goes from dealing 16 to 24. Once you get good at using Black Arrow offensively while staying safe, that extra bit of burst pays off. But I don’t recommend this otherwise — it can tempt you to be too aggressive with Black Arrow, and Jumong can’t afford to do that. He needs that immaterial.
Viper: Black Arrow grants a 50% Fading Haste that lasts for 1.5s.
While Black Arrow’s immaterial is all you need to dodge big attacks, Viper’s extra bit of mobility provides the little extra you need to get away from sticky melee champions like Croak or Shifu. With recast ready, make sure you run between Black Arrows instead of using them one right after the other. I don’t pick it much against comps that don’t have sticky melees.
Rain of Arrows (Q)
In conjunction with Hunting Arrow, Rain of Arrows is what makes Jumong such a good zoner. The radius is pretty big, it snares everyone caught in it, and deals damage over time. On tight maps you can deny lots of map area with a well-placed Rain, and it’s big enough to block off entire chokepoints when necessary.
With three stacks of Hunting Arrows, you can cast it twice: either place them next to each other (to deny even more map area) or place on top of each other (to deal twice the damage to enemies). If a melee tries tunneling you, Rain on top of yourself. They’ll have to choose between staying on you and tanking the damage or backing off and giving you some room.
Note that the energy gain on Rain of Arrows is earned the first time it hits a target. Before patch 1.0, the energy gain was divided per damage tick.
Arrow Storm: Increases the radius of Rain of Arrows by 15% and damage by 4.
Arrow Storm pushes your zoning to another level. The 15 percent increase to radius is actually a 32 percent increase to total area of coverage, making it great for tight maps with crucial chokepoints. If you recast Rain of Arrows with this battlerite and throw down a Trap, you can easily deny a TON of space.
The damage increase isn’t much, going from four ticks of 5 damage to four ticks of 6 damage, but every little bit does help. Overall, Arrow Storm is a solid pick in almost any loadout.
Crippling Hail: Increases the Snare effect of Rain of Arrows from 20% to 35%.
Crippling Hail sounds great on paper. Who doesn’t want more snaring power? The best part about it is how frustrating it is for enemies to play against, with each Rain of Arrows becoming a swamp to trudge through. But in practice, it may not be so useful.
If you’re using Rain of Arrows in conjunction with Bear Trap, then you don’t need the extra snare. If you’re using Rain of Arrows to zone, the snare can help but it’ll do its job without it. Crippling Hail may help you get full-damage Rains of Arrows with no Bear Trap, but not as often as you might expect.
In short, Crippling Hail isn’t terrible but you could probably get more utility out of another battlerite.
Bear Trap (E)
Bear Trap is good for two things: setting up combos (especially with Rain of Arrows) and denying map area (especially with the double trap battlerite). You can either throw it directly under an enemy’s feet to catch them in it or block off chokepoints to keep enemies away. If you do catch someone, use Rain of Arrows — they’ll eat a ton of damage or use an out, and you can be happy with either.
Deadly Trap: Your projectiles deal 4 more damage to enemies hit by Bear Trap for 2s.
Deadly Trap boosts your damage output by quite a bit. It turns your M1 attacks into 20-damage nukes, and you can get 2-3 hits off during one trap.
But more devastating is that Deadly Trap synergizes with Seeker’s Arrow, boosting each hit by 4 damage, boosting it from 36 damage to 48 damage. A single trap and Seeker’s Arrow completely wipes away all recovery health, not to mention the M1s you can hit while Seeker’s Arrow is tearing them up.
Disabling Trap: Enemies caught in Bear Trap deal 40% reduced damage and receive 40% less healing.
Disabling Trap is generally good, but especially good against ranged enemies because it boosts your trading advantage. Jumong already excels at the neutral game, but this battlerite makes you hit more often (stationary target) and take less damage (weaken). The reduced healing also means faster killing, but isn’t as useful against hard-save champs like Poloma, Oldur, and even Taya.
Marked Prey: Bear Trap inflicts Seeker’s Mark.
I don’t see many Jumongs take this rite, but it can be okay if you have no healer. Every successful trap becomes 16 damage and 12 self-heal (with M1) or 28 damage and 12 self-heal (with M2). With the Death Mark battlerite, it improves to 20 damage (with M1) and 32 damage (with M2). And with the Rejuvenating Shot battlerite, it improves to 28 self-heal (with M2).
Without Marked Prey, the only non-energy way to apply Seeker’s Mark is Rain of Arrows. Having this second way can really boost your self-healing and make you less reliant on Guided Arrow (thus freeing up energy for more Prowls and Seeker’s Arrows).
Trapper: Deploy one additional Bear Trap in front of the first one.
If you pick any of the above Trap battlerites, then you’ll want to grab this one too. Not only does the second Trap deny more map area, but it extends your trapping range and makes you more likely to hit, which means getting more value out of your traps.
Guided Arrow (EX-M1)
Guided Arrow bounces between targets, hitting up to 3 times. Each hit deals 6 damage to the target, self-heals for 6 health, and applies the Seeker’s Mark debuff. If you attack a target with Seeker’s Mark, it gets consumed and self-heals for 12 health. This means that a single Guided Arrow that hits three targets can heal you for 18/30/42/54 health depending on how many Seeker’s Marks you consume.
And the best part? It bounces off the middle orb. This means you can use Guided Arrow on the orb to pretty much guarantee that it’ll hit a nearby enemy, and you can bounce Guided Arrow off of enemies to last-hit the orb if it’s out of range.
Seeker’s Arrow (EX-M2)
Seeker’s Arrow is a medium-risk/high-reward ability. When you hit a target, the arrow bounces back and forth on that target, hitting 3 times for 12 damage each time. The arrow does cuts short if its hits a wall or d-barrier, and every hit does have a chance to trigger counters, which is its risk.
But when used at the right time, Seeker’s Arrow will tear up a target. Use it on trapped targets with Rain of Arrows to truly obliterate them. A successful three hits will eat up 36 health, which is pretty much all recovery HP.
Prowl is your get-out-of-jail-free card. It turns you immaterial (so nothing can hurt you), purges all movement-related debuffs (such as roots and snares), and gives you a 100 percent movement speed boost (so you can outrun everything). Plus, any enemies you touch while Prowling get marked with the Seeker’s Mark debuff, which is a nice bonus.
But since it has a 15-second cooldown, you have to be extremely careful. Once Prowl is blown, you only have Black Arrow for escaping, and Black Arrow is nowhere near as reliable. That’s why you should save Prowl for when you really need it. Don’t waste it just to tag someone with Seeker’s Mark. The ability to dodge killer spells (e.g. Oldur’s ultimate) is its true value.
Panther: Prowl duration is increased by 0.5s and cooldown is reduced by 3s.
Panther’s main value comes from the cooldown reduction, which severely bumps up your survivability. Prowl is your most important escape, and three seconds could be the difference between getting pummeled or getting out. The duration boost from 1.2s to 1.7s is significant too. This one is close to a must-have.
Dragon Slayer (F)
Dragon Slayer is a long-range charged projectile that deals more damage and travels further the longer you charge it up. At full charge, it’s the longest-distance projectile in the game, and you can hit off-screen targets. The first hit target gets pulled along with the arrow, and if the arrow hits a wall or a second target, it stuns and deals bonus damage. A well-timed Dragon Slayer can instapop enemies.
But it’s so unreliable that you shouldn’t use it often. The charge-up is highly telegraphed and has a noticeable audio cue, so anyone with half a brain will see it coming. It’s only worth using when the target has no outs and no clear path to escape (e.g. they can just walk behind a nearby wall). You can also use it on disabled targets. But most of the time, you’re better off saving energy for Prowl and EXes.
One thing to bear in mind: Dragon Slayer works on the middle orb, either to pin targets to it (for the stun and bonus damage) or to guarantee busting it.
Deadeye: Dragon Slayer deals up to 15 bonus damage.
With Deadeye, a max-charged Dragon Slayer can inflict 105 damage to a single target. That’s 60 damage from the arrow, the bonus 15 damage from the battlerite, and 30 damage for pinning into a wall, middle orb, or another enemy. Even on a target with full recovery HP, that amounts to 65 permanent damage. Not bad.
Except Dragon Slayer is so situational that you’ll rarely get to use it, let alone land max-charged shot, and that kills Deadeye’s value. A round without a single ultimate means you’re playing with only 4 battlerites.
Agility: Increases movement speed by 10%.
While more movement speed isn’t necessarily a bad thing, this battlerite doesn’t offer enough utility to take up one of your precious slots.
Death Mark: Consuming Seeker’s Mark deals 4 bonus damage.
Death Mark is extremely good if you can tune your playstyle to it. Your three main ways to apply Seeker’s Mark are Rain of Arrows, Guided Arrow, and Prowl. That means every time you use of those abilities, your next M1 hit goes from 16 to 20 damage.
Those +4’s add up, but you have to be conscious of your Seeker’s Mark play if you take this battlerite, otherwise you won’t get value out of it and would benefit from another choice.
Jumong is the truest sit-back-and-let-loose champion. His kit is designed to punish from afar, and it’s your job to deal as much damage as possible without getting close to the enemy.
Poke with Hunting Arrow as much as you can. It’s the strongest single-hit M1 in the game, and as long as you’re semi-accurate, you can put out a surprising amount of damage without even using another ability. Learn its max range and always maintain it.
Seeker’s Arrow is Jumong’s main form of burst damage. Even without any battlerites, it dishes out a ton of pain and is hard to see coming because the cast time is so much faster than Steady Shot. Be careful against counter champs though!
Speaking of, Rain of Arrows and Bear Trap are crucial for map control. Put them in chokepoints, put them on enemies who are hugging walls, put them in escape routes so enemies have no choice but to engage. With recast and the double-deploy battlerite, two Rains of Arrows and two Bear Traps can cut off HUGE sections of the map for several seconds. Useful against both melee and ranged.
Put it all together: your bread-and-butter combo should be Bear Trap into Rain of Arrows into Seeker’s Arrow into Hunting Arrow. Zone with Rain if needed, but try to save it for when Bear Trap gets triggered. The burst potential here is insane.
Remember, you only have Black Arrow and it travels a pitiful distance. Always keep an eye on your weapon charges and save the recast for Black Arrow. Always keep an eye on your energy, never dipping below 25 percent in case you need Prowl.
No Black Arrow and no Prowl? You’re dead.
Against melee champions, Rain of Arrows can be used defensively. Throw one down on yourself if you see one approaching or expect them to jump to you. They’ll have to tank its damage to fight you, or wait for it to pass.
Keep yourself topped off with Guided Arrow, or Seeker’s Arrow if you have the Rejuvenating Shot battlerite. The nice thing about getting Rejuvenating Shot is that your bread-and-butter damage (Rain of Arrows + Seeker’s Arrow) can serve double duty as your main source of self-healing.
And remember: Prowl is your last resort escape. Learn its duration by heart, and make sure you end up at max M1 range by the time it wears off. You’ll be tempted to use it aggressively, but don’t. The most aggressive act I’d recommend is Prowl + Seeker’s Arrow, and even then it can be pretty risky.
Jumong has two core combos for breaking orbs.
Without energy, you can do M1 > M1 > M2 for a perfect 60 damage. The risk here is that someone can come in and steal the orb while you’re casting that last shot. If the orb is being contended, you may want to just time an M1 last hit instead.
With energy, you can do M1 > EX-M2 > M1 to pretty much pop the orb right away. This is what makes Jumong such a good orb controller. Just note that it isn’t as reliable if there are enemy melees since your Seeker’s Arrow might bounce onto them.
And of course, Rain of Arrows. Use it to zone enemies away from the orb, or use it to bring down an orb’s health so you can finish it off with an M1 and/or M2.
- Perfect Shot (M2)
- Arrow Storm (Q)
- Deadly Trap (E)
- Trapper (E)
- Death Mark (Perk)
This is the most common build you’ll see in high-level Jumong players. Arrow Storm increases your zoning pressure, Deadly Trap consistently buffs up M1 and EX-M2 damage, Trapper makes Traps easier to hit (so you get more value out of Deadly Trap) and increases map control, and Death Mark’s bonus damage adds up over the round. Very effective in a lot of matchups.
- Marksman (Space)
- Arrow Storm (Q)
- Crippling Hail (Q)
- Trapper (E)
- Panther (R)
This build is all about map control. Arrow Storm and Crippling Hail ramp up the threat and coverage of Rain of Arrows, giving you plenty of room to pound away from a distance. Trapper adds even more area denial to your kit. Marksman is there so you can save weapon charges for Black Arrow recast, then follow up with a Rain of Arrows recast. Panther keeps you slippery and always able to put distance, allowing you to maintain zoning.
Seeker Burst Jumong
- Power Shot (M2)
- Rejuvenating Shot (M2)
- Deadly Trap (E)
- Marked Prey (E)
- Death Mark (Perk)
This entire build centers around spamming Seeker’s Arrow. As soon as someone gets trapped, Marked Prey applies Seeker’s Mark. You hit them right away with Seeker’s Arrow, dealing 58 damage (with bonuses from Deadly Trap, Power Shot, and Death Mark) and self-healing for 28 health (with Rejuvenating Shot). But the lack of Trapper means you have to be very accurate with your traps!
- Precision (Space)
- Viper (Space)
- Arrrow Storm (Q) or Crippling Hail (Q)
- Panther (R)
- Death Mark (Perk)
This build lets you deal with sticky melees in several ways. Viper lets you outpace them, and Precision gives you the energy to keep up both Seeker’s Arrow (for weapon charges) and Prowl (for more escapes). Panther’s cooldown reduction is crucial. Either battlerite for Rain of Arrows helps: cast it on yourself when a melee is on you. And Death Mark is there for a bit more pressure — useful since it’s easy to tag melees with both Rain of Arrows and Prowl.
To be honest, this build may be a bit too gimmicky, so feel free to switch any of them out however you want.
Newbies hate playing Jumong because he’s so vulnerable: one poorly-used Black Arrow or Prowl leaves you wide open to punish. But in the hands of an experienced player who knows how to manage defensive cooldowns, Jumong becomes a powerhouse zoner and burster who can put out more damage per minute than most other champions.