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Introduction

What is jungling?

Jungling is when a player focuses on killing neutral monsters in a match, which tend to be their primary source of gold and experience. A jungler generally spends more time in the "jungle," which generally refers to areas outside of lanes. A jungler is expected to not only kill neutral monsters, but establish a presence both in the jungle, and in lane. Junglers should be ready to aid their team when necessary.

Why is jungling important?

Jungling is a crucial part of the game, as it yields a great deal of gold, experience, and valuable buffs. Choosing not to jungle is essentially handicapping yourself, as you will dampen your own progression, as well as the progression of your team. Apart from the gold and experience, the common cubes dropped by the majority of monsters can give you gold, experience, or permanent buffs to your stats. While the stat boosts may not seem like much, they really begin to add up over time. When lategame rolls around and you find yourself at full build, common cubes become the only way to boost your stats any further, helping you keep up with enemies. The rare cubes dropped by elite monsters are also incredibly useful. While temporary, the buffs received will always be relevant to your class, giving you a significant boost that will make you a bigger threat during a match.

Who should be jungling?

  • Generally speaking, non-tank melee characters are typically junglers in Hyper Universe. The reason I say "non-tank," is because tanks have high durability, which lets them stay in lane versus a ranged character. However, they have low damage output, making their jungle clear times slow and inefficient. One slight exception is Green Pit Bull. Green Pit Bull benefits from roaming jungle as clearing jungle camps will help him earn stacks on his passive quickly. Since his damage output is low, moving along with your jungler can help you clear camps faster. Additionally, by placing his Parasitic Blossoms in areas throughout the jungle, he can help keep track of enemy movements. This doesn't mean that Green Pit Bull should always remain in the jungle, but roam both lane and jungle when necessary.

  • Supports should not be junglers, as their damage output is low, and being away from their own allies would be a waste of their support abilities.

  • Assassins should always be junglers. They lack the durability to lane versus a ranged opponent, but their high damage allows them to clear jungle camps quickly, and aid teammates when needed.

  • Melee Specialists should typically be jungling, while their ranged counterparts stay in lane.

  • Strikers generally stay in lane, with one exception. Ryta is the only striker that excels as a jungler. Her comparatively short firing range isn't suitable for laning like other strikers, but her short range damage bursts are certainly adequate to jungle. Her high mobility and stealth allow her to check enemy jungle camps, and aid her allies in lane.

  • It's difficult to make general statements about bruisers, as they are very versatile. That being said, Jennifer, Arslan, Tooth and Tops, Wukong should be jungling. The remaining bruisers can roam lanes and jungle if they wish, though some with low damage output should consider jungling with an ally to clear jungle camps quickly.

  • Please note, just because a hyper isn't a jungler, doesn't mean they shouldn't enter jungle from time to time. They should still help their team clear objectives in jungle when possible, such as killing elite monsters, bosses, large monster spawns, and monsters that give wards.

  • Remember that some of the guidelines for jungling change quite a bit from map to map. In Dragon's Refuge, for example, it's common for the whole team to frequently participate in jungling, as there is only one lane.


Routes and Monster Information

Keep in mind that most technical information, like drop names, monster names and buff effects, can be found on the official website, or under "Game Info." All monsters in the jungle grant gold and experience, and every monster that drops cubes, also drops health orbs. A description of "gives gold" next to a monster means it does not drop anything. Elite monsters drop buffs relevant to the class that killed them. You can find out what those buffs are here.

Delta Station Map Key

Monster info for Delta Station

Name Description Spawn Respawn Map #
Delta Squad Drops two common cubes 1 minute 1m 30s 1
Alpha Squad Drops one common cube 1 minute 1m 30s 2
Cyber Guard Drops one rare cube 3 minutes 3 minutes 3
Cyber Sentry Drops one ward orb 1 minute 1m 30s 4
Cannon Drone Drops one ward orb 1 minute 1m 30s 5
Blackstar Guard and raiders Drops one common cube 1 minute 1m 30s 6
Invader Mark 1 Drops Invader's Core (M1) and Invader's Chest 3 minutes 3 minutes 7
Invader Mark 2 Drops Invader's Core (M2), Invader's Chest and Siege Tank 3 minutes after Invader M1 dies 4m 30s 7
Elite Guard Drops one rare cube 3 minutes 3 minutes 8
Beta Squad Gives gold 1 minute 1m 30s 9

Jungle Route for Delta Station

  • There isn't necessarily a strict standard route to follow when jungling, but there definitely some key things to keep in mind.

  • When the match starts, you'll typically want to contest Cyber Sentry's (4), in order to get a slight early edge with gold, experience and vision. If your team isn't confident in winning an early teamfight, you can instead rotate down to Cannon Drone (5), to snag that ward before entering your side of the jungle. If both fight situations are unfavorable, perhaps due to an AFK, you can just as well begin clearing jungle creeps on your side of the jungle.

  • Like I said earlier, you have a bit of freedom when choosing your jungle route. That being said, I frequently shift my jungle route depending on how early teamfights went, as well as the enemy's team composition. If my team lost the fight, or if the enemy has junglers capable of quickly clearing jungle camps, I may want to start at Blackstar Guard and Raiders (6) to prevent being counter-jungled by the enemy team.

  • From there I can move up to Delta Squad (1), and then Alpha Squad (2). Delta Squad has a low-risk of being counter-jungled, as it's the closest jungle camp to your base. It's important to clear it frequently, however, as it is the only jungle creep on Delta that drops 2 common cubes. Even if your team wins the initial teamfight, starting at Blackstar Guard and Raiders (6), is a good idea. Death timers during early game are very small, meaning there's still a chance you'll be counter-jungled. While the jungle route you take is important, it's also important that you clear camps quickly and efficiently. It lets you gain gold, experience and useful buffs as quickly as possible, freeing yourself up to aid allies.

Dragon's Refuge Map Key

Monster info for Dragon's Refuge

Name Description Spawn Respawn Map #
Kobold Warrior Gives gold 15 seconds 1m 15s 1
Kobold Captain Drops one common cube 1 minute 1m 30s 2
Kobold Shaman Drops two common cubes 1 minute 1m 30s 3
Gatoroid Drops one common cube 1 minute 1m 30s 4
Dragon Drops Dragon's Heart, Chest and Siege Tank 4 minutes 3m 30s 5
Executioner Drops Executioner's Mace and Chest 3 minutes 3 minutes 6
Dragoon Drops one rare cube 1m 30s 3 minutes 7
Cultist Drops one common cube 1 minute 2 minutes 8
Turtloid Gives gold 15 seconds 1m 15s 9
Lost Souls Drops one common cube 45 seconds 1m 30s 10
Skeleton Warlock Drops one rare cube 1m 30s 3 minutes 11
Skeleton Warrior Gives gold 1 minute 2 minutes 12

Jungle Route for Dragon's Refuge

  • One obvious difference between Delta Station and Dragon's Refuge is the single lane. With the majority of the map being in the jungle, far more team interactions will occur in the jungle as opposed to Delta Station. Like Delta Station, there isn't necessarily a strict jungle route, but there are some standard early game procedures. When the game starts, the team divides, with two hypers clearing Kobold Warrior (1) and Kobold Captain (2), and the other two hypers clearing the Turtloids (9) and Lost Souls (10).

  • This should be done as quickly as possible, so your team can assemble and get ready to contest Kobold Shaman (3), and/or Gatoroids (4). Splitting in two at the start of the match isn't always the best option, however. You can also stick together to contest top mid (Kobold Shaman), then expand to establish control of top jungle. If the enemy team does the same, and you're able to win the teamfight, send some hypers to clear Gatoroids (4), while the rest clear top jungle. Since Cultists (8) aren't typically cleared yet, you can easily counter-jungle your enemy and snag their Cultist spawn. This allows you to establish some early control and an early lead over the enemy team.

  • While there are no monsters that drop wards on Dragon's Refuge, the mid camps (Kobold Shaman and Gatoroids) give a good chunk of gold and two common cubes. This makes them a valuable and commonly contested spawn. As long as mid lane is protected, I recommend that the whole team try and jungle, as the bulk of gold and experience is found there. Traveling together will help you clear creeps quickly, as well as keep you safe from enemy hypers. I don't necessarily mean that all allies should travel together at all times, but that the responsibility of clearing jungle creeps efficiently and safely lies on the entire team.

  • The more you play and learn you'll find yourself adapting quickly and clearing jungle camps like second nature.

Tips

Counter-jungling

  • Counter-jungling is killing creeps that are on the opponent's side of the map. For example, taking an enemy's elite camp. It's risky but rewarding, as it not only bolsters your own stats, but slows down the progression of your enemies. This is a major reason why vision wards and map awareness is so crucial in Hyper Universe. By warding enemy camps such as elite buffs, you can keep tabs on enemy junglers, while making it safer for you to kill their jungle camps. Wards can also let you know when you're being counter-jungled, allowing you to catch and punish enemy hypers. Try to initially focus on clearing your own camps before counter-jungling, as it can be quite risky.

Safe Clears

  • There are small tactics you can use while jungling to ensure that you are clearing camps as efficiently and safely as possible.

  • By dashing behind elite monsters, you can dodge their heavy attack, which lets you take less damage and stay in the jungle for longer. Some hypers with high-mobility skills can even dodge some attacks entirely. Example here.

  • By pushing jungle camps closer to your side of the jungle, whether with skills or melee attacks, you can make it harder for enemy hypers to contest. This is also true of boss monsters. While you can't physically move them, you can hit them and cause them to come to where you are. By positioning yourself closer to your side of the jungle, you can effectively move them to you. Example here.

Vision

  • Keep in mind that unlike cubes and boss drops, wards can be picked up in the air. This comes in handy when you're trying to contest a ward on Delta Station. Example here.

  • On Delta Station, make it a priority for your team to retain vision control. Be on top of spawn timers, and be ready to clear mid camps to get those important wards. Mid ward (Cannon Drone) is definitely the most important area to ward in Delta Station, as it's the most trafficked. Top ward (Cyber Sentry) is also very important, as it helps you keep tabs on enemy junglers. Especially when the enemy has a Jennifer on the other team, as she relies on surprising enemies by coming from above/below.