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Warring Against the World
First Peter 3:15 gives us the prescription for dealing with the world. We are not to be recluses but are to be ready to give an answer for the hope that is within us. That presupposes that we are in ...Read More
Washed in the Spirit
The sacrament of baptism reminds us that God has cleansed us from all sin and, therefore, that the filthiness of wickedness has no place in our lives. If we have trusted in Jesus Christ by faith alone, then we are ...Read More
Washed, Sanctified, and Justified
God conveys grace to us through the preaching of the Word and the sacraments, so we must never think of baptism and the Lord's Supper as empty rites. We cannot understand everything that happens in baptism, for who understands every ...Read More
Watching the Teaching
Take some time today to look over 1 Timothy as a conclusion to our study of this epistle. Thank God for the gift of His Word and for its transforming message. Make sure that you are in a church that ...Read More
Water from the Rock
Read carefully 1 Corinthians 10:1–13. What does Paul say we should learn from the example of the Israelites in the wilderness? It is easy to ignore these examples because we often think that we would never act that way, but ...Read More
Waterless Springs
In John 4:14, Jesus promises us that the water He gives to us will so satisfy us that we will never be thirsty again. Jesus has appointed many in the body of Christ to be preachers and teachers through whom ...Read More
We Do Not Shrink Back
At the end of many warnings and exhortations, the author of Hebrews tells us that we are of those who have faith and preserve their souls. Such assurance encourages us to persevere despite all obstacles. If you are lacking assurance, ...Read More
Weeping and Gnashing
Take some time today to consider the reality of hell. How does its existence affect your life? Do you take it so seriously that you are looking for opportunities to share the Gospel with others so that they might escape ...Read More
Weeping for God's People
The most important reformation of all is the reformation of the church. When the people of God return to Him and submit themselves anew to the Word, then the Lord moves in powerful ways among them. Submission to the Word ...Read More
We Have an Altar
When we feed at the altar of Christ we are supplied with the grace and strength that we need to persevere in the race of faith. By His Word and presence, He guarantees and completes our salvation. Today, take some ...Read More
Daily readings to encourage your heart and mind in the pursuit of God and his glory.Topics
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- Suffering
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- Ancient Church
- Biography
- Reformation


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"Women in technology" has been a hot topic for the past few years, particularly the lack of women representation in tech businesses. The female presence was strong at the 2012 Techweek Conference + Expo, held at the Merchandise Mart June 22-26th, with the week being overseen by executive director Arabella Santiago and panels stocked with female tech frontrunners including Yesenia Sotelo, SmartCause Digital, and Maureen Wozniak, ContactKarma, who shared their thoughts on women in technology. Look for more from them, as well as hear what TaskRabbit.com's Leah Busque has to say.
What unique perspective or skills do you think you have as a woman in tech?
Yesenia Sotelo: "I've noticed that there are some core differences between the way that I approach a project and that of many of my male peers. I truly want the people around me to succeed and grow in their roles, even if that means I sometimes have to step back. I value my colleagues' individual skills and preferences as an integral component to problem solving and managing. For example, if I'm gathering a group of people for a brainstorming session and I know one of them prefers to have some individual time to consider the issue, I will give her or him some information to review. Taking each team member's preferences into consideration is a small investment that will make our project more successful."
What is the future looking like for women in technology?
Maureen Wozniak: "I do believe with the recent focus of helping girls know of the careers in tech we will move towards an even split in the next decade. I took my 11 year old daughter to Techweek, and she now is excited about a career in Tech. I explained to her that a Tech career offers a womenflexibilityto work from home or wherever she chooses. In addition these tech careers are higher paying positions that many women hold today. It is up to us to talk to the young girls in our lives and get them excited about all the options a career in technology can give them."
One of the common themes throughout TechWeek was how to capture the interest of future tech women, as Maureen mentioned above. The responses mimicked the above, with interaction and hands-on education starting young, as well as having influential math and science teachers. As Yesenia mentions, it's the different perspective women offer that has the potential to change how companies are run, and if we can start young with changing how technology is viewed, why can't we start young to change how leadership is viewed? Could the next generation be filled with future female technology moguls, or better yet, future CEOs?
For more thoughts on women in tech, check out the WBDC's recent interview with Arabella Santiago, Techweek executive director.

subset: commoncrawl


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Manifestation for the public education and some street shots. The rest of the film was used by my wife!
This photo was shot on film. Taken by gregoriobruning with an Olympus Trip 35 loaded with Ilford FP4+ ISO 125 film (available in our Online Shop) in Curitiba, Brazil. These tags describe this photo: olympus, trip, 35, ilford, pf4, iso, 125, curitiba, parana, brazil, manifestation, education, student, street, black, and, and white. Date: 2012-09-22. Time: Noon. This photo can also be found in the album Olympus Trip 35 - 20.09.12.Please login to get more out of this site
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Funeral services will be held at 2 p.m. on Saturday, August 24, 2013, at Beautiful New Hope M.B. Church in Mound Bayou. Burial will follow at Westlawn Memorial Garden in Cleveland with Rev. Oliver Robinson officiating.
Visitation will be from 1-5 p.m. on Friday, August 23, 2013 at Brinson Funeral Home in Cleveland.
She is survived by her daughter, Mary A. Jackson; sons, Willie B. Woodard Jr., Izea "Pete" Woodard, Roger Woodard, and Matthew Woodard Sr.; sisters, Dorothy Lewis, Queen E. Hart, Maggie Rodgers, and Margarett Harris; brothers, Mose Waldrop Jr., James Waldrop Sr., Willie Lee Waldrop, and Jimmy T. Waldrop; seven grandchildren, and a host of nieces, nephews, cousins, other relatives, and friends.


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Processing Time - Orders typically ship in 2-5 business days. Transit via UPS Ground can take up to 6 business days. Braided and custom-made products may take 2 to 3 weeks for delivery.
Free Shipping to Contiguous United States - We do not ship to Alaska, Hawaii or the Caribbean Islands at this time.
Oversized items - Orders that ship freight may take up to 2 weeks from shipment date to be delivered. You will be contacted by the trucking company to schedule a delivery appointment.
Shipping to Canada - Orders shipping to Canada will be subject to a 15% shipping surcharge fee. The shipping surcharge does not cover duties, customs, taxes or brokerage fees which may be charged to you by the shipping courier at time of delivery. At this time we are not shipping to Yukon and the Northwest Territories in Canada.
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Surya Frontier Houndstooth Rust Rug
Item #: 158FT18-P Add to Wishlist
Description: Frontier Collection features a series of flat-weave reversible designs with tribal and casual themes. Hand woven in India, these rugs are produced from the finest wool with unique patterns designed to enrich any room. Fashionable, durable and affordable,
- Collection: Frontier
- Brand: Surya
- Material: 100% Wool
- Weave: Hand Woven
- Styles: Contemporary Rugs
- Origin: India
- Available in the following sizes: 2' x 3', 3' 6" x 5' 6", 5' x 8', 8' x 11', 9' x 13', 6" Sample, 18" Sample and 2' 6" x 8'
- Clean & Care: Vacuum regularly as new wool rugs can shed yarn fibers for up to three months. Avoid direct and continuous exposure to sunlight. Do not pull loose ends, clip them with scissors to remove. Clean liquid spills immediately by blotting with cloth or sponge. For hard to remove stains, professional rug cleaning is recommended.
Off-white and black. Looks great and perfect for our needs. Just so you know, it is wool and scratchy. Not comfortable to lay on if you like to do that. Does not shed like cut pile wool rugs.
RECOMMENDED: Yes, I would recommend this to a friend.I love this rug! It is Beautiful but Thinner than I expected.
RECOMMENDED: Yes, I would recommend this to a friend.Rug was not what I expected. Looks like houndstooth on website, but more Native American in person. Very thin and rough, colors bleeding.
this rug is 100% wool but it feels more like an outdoor rug - very stiff and rough - not soft at all for a 100% wool rug. Very disappointing. The only positive comment is the colors were pretty true to what was pictured.
RECOMMENDED: No, I would not recommend this to a friend.
Surya, a mark of quality and an expert source of ideas for making your home come alive with true timeless beauty. Though styles have come and gone, beneath them all is the fundamental principal that Surya area rugs are created to touch our senses. From concept through production, a member of the Surya family is there making sure that the highest standards are being met.
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Los TumbleBooks son libros animados, con ilustraciones que hablan, para enseñar a los niños los placeres de la lectura en un formato que les encantará.
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Get an alert by email or text message when the Library orders a new title by one of your favorite authors or performers.


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Yes, they were all hr-21-100's. You have to put the remote up against the eye to get the box to respond.
Were you using the same remote with each one? I see in one of your prior posts that you did try other remotes. If I've read everything correctly, you have had four 21-100s that have had the same issue, is that correct? And you've tried different remotes with new batteries in them and got the same results?
Sorry to drag this out, but I've had similar experiences with the replacements D* sends out and I want to make sure we all understand exactly what is going on with your replacements.


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NFL ready to get Super Bowl played at MetLife - Comments
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Cariboo of New Zealand: High-Quality, Hand-Crafted, Safe and Sustainable Furniture.
The Cariboo Bassinet Changer converts any Cariboo bassinet into a changing table - just slip the changer onto the top rails of your bassinet!
Every little one deserves the best start in life. Cariboo's range of distinctive hand-crafted nursery products is designed to help you create the purest and most comfortable environment for your baby.
Made in New Zealand from high quality locally sourced sustainable materials, each piece has been skillfully formed and finsihed to exacting international standards and with exceptional attention to detail.
Enjoy creating your own unique nursery suite. Choose from nursery essentials and accessories you'll love. The flexibility of the Cariboo furniture system means you can adapt, mix and match, and interchange to suit your needs. You can even customize your individual items to your taste with our variety of beautiful finishes.
Material: New Zealand Pine / 100% Cotton
Brand: Cariboo
Origin: Imported
Cariboo of New Zealand's line of handcrafted nursery furniture combines stylish design with safe, eco-friendly features. These bassinets, cribs, changers and activity gyms are all designed and made in New Zealand out of sustainable Radiata wood to provide nurturing spaces for your baby, while the elegant, modern look of the furniture ensures that your nursery is both on-trend and timeless. Cariboo's flexible furniture system lets you adapt your children's nursery décor to suit both your taste and needs, with a selection of gorgeous, playful fabrics and finishes to complement these classic bassinets, cribs and other delightful baby furniture.


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Amaziah, king of Judah. (1-13) Amaziah worships the idols of Edom. (14-16) Amaziah's rash challenge. (17-28)
Verses 1-13 Amaziah was no enemy to religion, but cool and indifferent friend. Many do what is good, but not with a perfect heart. Rashness makes work for repentance. But Amaziah's obedience to the command of God was to his honour. A firm belief of God's all-sufficiency to bear us out in our duty, and to make up all the loss and damage was sustain in his service, will make his yoke very easy, and his burden very light. When we are called to part with any thing for God and our religion, it should satisfy us, that God is able to give us much more than this. Convinced sinners, who have not true faith, always object to self-denying obedience. They are like Amaziah; they say, But what shall we do for the hundred talents? What shall we do if by keeping the sabbath holy we lose so many good customers? What shall we do without this gain? What shall we do if we lose the friendship of the world? Many endeavour to quiet their consciences by the pretence that forbidden practices are necessary. The answer is, as here, The Lord is able to give thee much more than this. He makes up, even in this world, for all that is given up for his sake.
Verses 14-16 To worship the gods of those whom Amaziah had conquered, who could not help their own worshippers, was the greatest absurdity. If men would consider how unable all those things are to help them, to which they look whenever they forsake God, they would not be such enemies to themselves. The reproof God sent by a prophet was too just to be answered; themselves. The reproof God sent by a prophet was too just to be answered; but he was bidden not to say a word more. The secure sinner rejoices to have silenced his reprovers and monitors; but what comes of it? Those that are deaf to reproof, are ripening for destruction.
Verses 17-28 Never was a proud prince more thoroughly mortified than Amaziah by Joash king of Israel. A man's pride will bring him low, ( Proverbs 29:23 ) ; it goes before his destruction, and deservedly brings it on. He that exalteth himself shall be abased. He that goes forth hastily to strive, will not know what he shall do in the end thereof, when his neighbour has put him to shame, Pr. 25:8 . And what are we when we offer to establish our own righteousness, or presume to justify ourselves before the Most High God, but despicable thistles, that fancy themselves stately cedars? And are not various temptations, is not every corruption, a wild beast of the desert, which will trample on the wretched boaster, and tread his haughty pretensions to the dust? A man's pride shall bring him low; his ruin may be dated from his turning from the Lord.
2 Chronicles 25:1-4 . AMAZIAH BEGINS TO REIGN WELL.
1. Amaziah was twenty and five years old, &c.--(See 2 Kings 14:1-6 ).
2 Chronicles 25:5-10 . HAVING HIRED AN ARMY OF ISRAELITES AGAINST THE EDOMITES, AT THE WORD OF A PROPHET HE LOSES A HUNDRED TALENTS AND DISMISSES THEM.
5. Amaziah . . . made captains, &c.--As all who were capable of bearing arms were liable to serve, it was quite natural in making up the muster-roll to class them according to their respective families and to appoint the officers of each corps from the same quarter; so that all the soldiers who formed a regiment were brothers, relatives, friends. Thus the Hebrew troops were closely linked together, and had strong inducements to keep steady in their ranks.
found them three hundred thousand choice men--This was only a fourth part of Jehoshaphat's army ( 2 Chronicles 17:14-19 ), showing how sadly the kingdom of Judah had, in the space of eighty-two years, been reduced in population by foreign wars, no less than by internal corruptions. But the full amount of Amaziah's troops may not be here stated.
6. He hired also an hundred thousand mighty men of valour . . . for an hundred talents of silver--This sum was paid into the treasury of Jehoahaz--not given as bounty to the mercenaries who were obliged to serve at the sovereign's call; their remuneration consisting only in the booty they might obtain. It was about $170,000 in our currency, or $17 per man, including officers--a very paltry pay, compared with the bounty given for a soldier in this country. But it must be remembered that in ancient times campaigns were short and the hazards of the service comparatively small.
7, 8. there came a man of God--sent to dissuade Amaziah from the course he was following, on the ground that "the Lord is not with Israel." This statement was perfectly intelligible to the king. But the historian, writing long after, thought it might require explanation, and therefore added the comment, "with all the children of Ephraim." Idolatry had long been the prevailing religion in that kingdom, and Ephraim its headquarters. As to the other part of the prophet's advice ( 2 Chronicles 25:8 ), considerable obscurity hangs over it, as the text stands; and hence some able critics have suggested the insertion of "not" in the middle clause, so that the verse will be thus: "But if thou wilt go [alone], do, be strong for the battle; God shall not make thee fall before the enemy."
10. separated them . . . the army . . . out of Ephraim . . . their anger was greatly kindled against Judah--Amaziah, who knew his position as the Lord's viceroy, complied with the prophet's counsel, and, consenting to forfeit the purchase money of the Israelitish soldiers, discharged them. Exasperated at this treatment, they resolved to indemnify themselves for the loss of their expected booty, and so on their return home they plundered all the towns in their way, committing great havoc both of life and property without any stoppage, as the king of Judah and his army had set out on their expedition ( 2 Kings 14:7 ).
11. valley of salt--This ravine lies to the south of the Dead Sea. The arms of Amaziah, in reward for his obedience to the divine will, were crowned with victory--ten thousand of the Edomites were slain on the field, and as many taken prisoners, who were put to death by precipitation "from the top of the rock" [ 2 Chronicles 25:12 ]. This rock might be situated in the neighborhood of the battlefield, but more probably it formed one of the high craggy cliffs of Selah (Petra), the capital of the Edomites, whither Amaziah marched directly from the Valley of Salt, and which he captured ( 2 Kings 14:7 ). The savage cruelty dealt out to them was either in retaliation for similar barbarities inflicted on the Hebrews, or to strike terror into so rebellious a people for the future. The mode of execution, by dashing against stones ( Psalms 137:9 ), was common among many ancient nations.
14-16. Amaziah . . . brought the gods of the children of Seir--The Edomites worshipped the sun under different forms and with various rites. But burning incense upon altars was a principal act of worship, and this was the very thing Amaziah is described as having with strange infatuation performed. Whether he had been captivated with the beauty of the images, or hoped by honoring the gods to disarm their spite at him for his conquest and harsh treatment of their votaries, his conduct in establishing these objects of religious homage in Jerusalem was foolish, ignorant, and highly offensive to God, who commissioned a prophet to rebuke him for his apostasy, and threaten him with the calamity that soon after befell him.
16. as he talked with him, &c.--Those who were invested with the prophetic character were entitled to counsel kings. Amaziah, had he not been offended by unwelcome truths, would have admitted the claim of this prophet, who was probably the same that had given him counsel previous to the war with Edom. But victory had elated and blinded him.
2 Chronicles 25:17 . HE PROVOKES JOASH TO HIS OVERTHROW.
17. Then Amaziah . . . sent to Joash . . . Come, let us see one another


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Processing Time - Orders typically ship in 2-5 business days. Transit via UPS Ground can take up to 6 business days. Braided and custom-made products may take 2 to 3 weeks for delivery.
Free Shipping to Contiguous United States - We do not ship to Alaska, Hawaii or the Caribbean Islands at this time.
Oversized items - Orders that ship freight may take up to 2 weeks from shipment date to be delivered. You will be contacted by the trucking company to schedule a delivery appointment.
Shipping to Canada - Orders shipping to Canada will be subject to a 15% shipping surcharge fee. The shipping surcharge does not cover duties, customs, taxes or brokerage fees which may be charged to you by the shipping courier at time of delivery. At this time we are not shipping to Yukon and the Northwest Territories in Canada.
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Capel Riverside Knit Braid 0256 Spa Rug
Item #: 1520256300-P Add to Wishlist
Description: One of our most innovative designs! This pure polypropylene collection takes versatility to a whole new level. Reversible. Made in USA.
- Collection: Riverside Knit Braid
- Brand: Capel
- Material: 100% Polypropylene
- Weave: Braided
- Styles: Casual Rugs
- Origin: USA
- Available in the following sizes: 9' 2" x 13' 2" Oval
The Quality is great and the service was great. They were shipped out fast I will always buy from rugs usa In fact I am going on line to order more rugs.
Our rug arrived within only a few days (quicker than expected)! It looks beautiful and feels soft. I am a little concerned that, after only 1 week, some threads have started popping up. No holes or unraveling yet but a lot of spare threads I keep snipping.
RECOMMENDED: Yes, I would recommend this to a friend.
Today, 80 years after stitching that first rug, Capel Rugs has become America's largest manufacturer and importer of area rugs. Capel's Woven-Flat woven Collection embodies an incredible diversity of handmade and machine-woven rugs made in America, Europe and the Far East. Thanks to modern technology, many of the classic oriental rug designs are being preserved in beautiful machine woven reproductions from Europe. Capel's Hand Hooked Collection features an exciting array of designs. Hand knotted rugs from India and China display a devotion to quality, earning Capel its outstanding reputation as a source for only the finest area rugs.
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Prices and availability are subject to change from the time and date that you print this page.
2/1/2015 9:53:44 AM. For Customer Service, please call
Our exclusive, handwoven bassinette is as beautiful as it is practical. Built-in shelf (under skirt) is ideal for blanket, diaper and accessory storage. Front to back rocker feet allow gentle rocking action. Basket separates from base so you can easily move from room to room (not intended for carrying an infant). Bedding set is included but can also be purchased separately.
Part of the Espresso Nod Bassinet & Green Bedding Set Collection


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Aqua Lung 8/7mm Men's SolAfx Coldwater Wetsuit
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Here are our top six basic weight training tips for beginners, especially those who are weight training at home. These tips will set you on the right track and help you to get the best out of your weight training sessions, whether you're using hand weights, bar bells, dumbbells, medicine balls or tins of beans.
Five or ten minutes of anything that gets your heart pumping and literally warms you up. Try to move all parts of your body – if you're marching on the spot to get going, pump and swing your arms. Dancing to some good music is a great way to warm up, and has the added benefit of putting you in a good mood.
Aim for smooth, flowing, continuous movement when using weights. Fast, jerky or uneven movements will put unnecessary strain on your muscles and could result in injury.
Don't hold your breath. Your muscles need a constant supply of oxygenated blood, by denying them that you risk broken blood vessels or even a hernia. It doesn't really matter at which point of an exercise you breathe in or out, the important thing is to breathe freely throughout the exercise.
To ensure you are working your muscles in the most effective way it is important to focus on what you're doing. If your mind is elsewhere it's easy to fall into bad form or forget to count repetitions. One set done properly when you're paying attention, will be more beneficial than two sets when you're not.
You should choose a weight that you are comfortable with, but that will work the muscles i.e. you should be able to feel the muscle working, but not so heavy you have difficulty lifting it smoothly. General rule: use a weight that tires the muscle(s) out within 8-12 repetitions.
Unless you are a serious body builder, you don't have to do multiple sets of each exercise to get good results. In fact research has shown that, for most people, optimum benefit from weight training can be gained with just one set of 8-12 repetitions of each exercise, done slowly, with correct form.
Work all your major muscles and muscle groups — abdominals, legs, chest, back, shoulders and arms. Exercise opposing muscles in a balanced way — for example, front of legs as well as back of legs.
Your muscles need 48 hours to recover after a weight training workout. During this period the muscle development you are training for takes place – each time you work them out your muscles should come back that bit stronger. You need to allow the time for this muscle recovery and should leave at least 48 hours after working a muscle before you work it again.
Don't get carried away during your first session and do lots of reps with heavy weights. This is especially important for beginners who have no experience of weight training – you could end up very sore! Use your initial sessions to practice getting your form right with fairly light weights. Once you've mastered the moves you can move on to heavier weights.
Get a good weight training book, one that has good photographs and descriptions of the exercises, and that also explains the physiology of weight training. The better your understanding of what's going on, the more you'll get from your weight training. For beginners I'd recommend our Strength Training for Women Book or Build Your Muscles DVD.
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"Listen close- urgh, I have important- urgh! This is why I can't take you nice places!"
In V4.20, the jungle received a complete overhaul from both jungle camp statistics to jungle items. Please be aware that not all of the info on this page may have been updated. |
"I could help you do that better."
This article is outdated. Please update this article to reflect recent events or newly available information. |
Jungling is considered a position much like the lanes involving killing neutral "Monsters" located on the maps between the lanes. Junglers dedicate themselves to the farm available in the Jungle. Jungle refers to any area of the map that is not a lane or part of either team's base, including the river that divides it.
Jungling is a role limited to Summoner's Rift, and to a lesser extent the Twisted Treeline, which is limited and not as major a part of team strategy due to the small size of the map and the jungle providing less consistent farm.
A Monster is a particular classification of unit. Unlike Minions, Monsters are neutral (they do not fight for either team), have a level based on the average champion level, and will not automatically attack a champion unless they are attacked. As their level goes up, so does their reward gold and exp along with their damage and survivability stats. The table in Jungling Overview goes into greater detail. With the exception of boss Monsters, Monsters do not increase in level (stats) until after they have re-spawned. Certain monsters offer greater rewards, like a buff or a "global" reward. Some of the buffs granted are transferable to enemy killer champions. Monsters will not move from their designated camp until attacked, in which case the monster will move towards and attack the nearest champion, up to a certain distance from its spawning point ("leash" distance); if the monster is unable to attack any target or reaches its leash range, it will walk back to its original spawn point, rapidly regenerating to its full health. If attacked on its way back, it tries again to attack a champion. Since monsters attack the nearest champion, they can select a new target after having attacked. There is an internal counter for these target changes, and after having changed targets 10 times, a monster will return to its spawning point even if attacked, regenerating its full health at a high rate.
As monsters will always attack the nearest champion, a long ranged attack on a monster can allow you to detect the presence of enemy champions out of sight. In the case of the Gromp, due to its proximity to the lane and its ranged attack, it could hit almost as far as the middle of the lane from its camp. A champion can therefore "provoke" it (preferably with a long ranged area of effect skillshot that allows you to hit it from a safe distance and the enemy champion as well, such as Volley) and cause it to attack an enemy champion in lane as long as they are the closest target.
Monsters will not immediately "forget" champions that hide in bushes, and try to walk into the bush to attack. A monster that can see a champion provides vision of this champion to all of the monsters in its camp.
If a champion is killed by a Monster, both teams are notified with the announcer stating "Executed" and text indicating which champion and what Monster killed him.
Technically, when hit, monsters will attack the closest targetable opponent, which can be a minion. Minions do not retaliate against monsters. Minions killed by monsters do not grant gold.
Basis of Jungling
The primary reason for Jungling is resource allocation. The jungle offers a lot of gold and experience that can be accessed through slaying the monsters that spawn and respawn in predetermined locations on the map. With a lone player dedicating himself to accruing it, it leaves two solo lanes available to both gain high experience and gold rather than only one solo lane. In effect, all accessible resources are being utilized by a team with a jungler.
There are other important tasks that a jungler is able to perform, due to their roaming nature preventing enemy champions from spotting the jungler through the fog of war. This allows for unexpected positioning and surprise attacks, mainly through the use of ganks. Their ability to freely traverse the map without being tied to a lane also allows them to support lanes when in the area, such as warding key locations without forcing someone else to abandon their lane and coming to an ally's aid when they come under duress.
The final reason for Jungling is the security of the two epic monsters on the map, Baron Nashor and the Dragon. Because of the potentially game-turning advantages these two monsters can give to a team that successfully kills them, it is often a responsibility of the jungler to ensure that these camps are not acquired by a marauding enemy team by using Smite to secure or steal the camp at the last second.
Jungle Overview
On Summoner's Rift there are 14 monster camps: blue and red jungles have an equal area with the same amount of non-boss monsters. The jungle is effectively perfectly rotationally symmetrical around the center of the map, with the exceptions of the boss monsters Dragon and Baron Nashor, who are unique and reside in sheltered alcoves along the river (Baron Nashor is on red team's side of the river and the Dragon is on the blue).
On the Twisted Treeline, there are 7 camps, being symmetrical about the center of the map with the topmost camp hosting the sole boss monster Vilemaw.
This table lists the initial statistics each monster grants, or the value of gold and experience granted when the monsters are at level 1 (6 for the Dragon). Over time the monsters will grant additional rewards; monsters will level up after having been killed, except Dragon, Baron, and Vilemaw, who will level throughout the game. Check the individual monster pages to see these level up values.
Camp | Initial Rewards | Health | Damage | Resistances | Initial Spawn | Respawn Time |
Crimson Raptor | +41 Gold; +140 EXP | 1200 | 55 | Ar:15; MR:0 | 1:55 | 1:40 |
Raptor x3 | +9 Gold; +20 EXP | 250 | 20 | Ar:5 MR:0 | 1:55 | 1:40 |
Greater Murk Wolf | +42 Gold; +142 EXP | 1320 | 42 | Ar:9; MR:0 | 1:55 | 1:40 |
Murk Wolf x2 | +12 Gold; +30 EXP | 420 | 16 | Ar:6; MR:0 | 1:55 | 1:40 |
Ancient Krug | +60 Gold; +150 EXP | 1440 | 73 | Ar:12; MR:-10 | 1:55 | 1:40 |
Krug | +14 Gold; +50 EXP | 540 | 35 | Ar:12; MR:-10 | 1:55 | 1:40 |
Gromp | +62 Gold; +200 EXP | 1600 | 90 | Ar:15; MR:0 | 1:55 | 1:40 |
Rift Scuttler | +35 Gold; +35 EXP | 750 | 0 | Ar:60; MR:60 | 2:30 | 3:00 |
Blue Sentinel | +36 Gold; +100 EXP; Crest of Insight | 2000 | 73 | Ar:20; MR:0 | 1:55 | 5:00 |
Sentry x2 | +20 Gold; +50 EXP | 400 | 12 | Ar:8; MR:0 | 1:55 | 5:00 |
Red Brambleback | +36 Gold; +100 EXP; Crest of Cinders | 1800 | 80 | Ar:20; MR:0 | 1:55 | 5:00 |
Cinderling x2 | +20 Gold; + 50 EXP | 400 | 12 | Ar:8; MR:0 | 1:55 | 5:00 |
Dragon | +25 Gold; +75 EXP to the killer and nearby allies; 1 stack of Dragon Slayer to all teammates | 4940 | 230 | Ar:21; MR:30 | 2:30 | 6:00 |
Baron Nashor | +25 Gold and +300 Gold to all teammates; +900 EXP all teammates; Hand of Baron to all living teammates | 8800 | 500 | Ar:120; MR:70 | 20:00 | 7:00 |
Camp | Initial Rewards | Health | Damage | Resistances | Initial Spawn | Respawn Time |
Wraith | +42 Gold; +140 EXP | 1200 | 55 | Ar:15; MR:0 | 1:40 | 1:15 |
Lesser Wraith x2 | +12 Gold; +30 EXP | 250 | 20 | Ar:5 MR:0 | 1:40 | 1:15 |
Giant Wolf | +48 Gold; +142 EXP | 1320 | 42 | Ar:9; MR:0 | 1:40 | 1:15 |
Wolf x2 | +14 Gold; +30 EXP | 420 | 16 | Ar:6; MR:0 | 1:40 | 1:15 |
Big Golem | +66 Gold; +150 EXP | 1440 | 73 | Ar:12; MR:0 | 1:40 | 1:15 |
Golem | +18 Gold; +50 EXP | 540 | 35 | Ar:12; MR:0 | 1:40 | 1:15 |
Vilemaw | +190 Gold; +? EXP to all teammates; Crest of Crushing Wrath to all living teammates | 4831 | 113 | Ar:75; MR:45 | 10:00 | 5:00 |
All jungle monsters (with the exception of Baron Nashor) will grant modified experience points if the level of the champion killing them differs from than that of the monster. The modifier caps out at 350% for champions 5 levels or more below the camp's level and bottoms out at 50% for champions 5 levels above.
Respawn timers on the camps do not begin to count down until all monsters in the camp have been killed, including the major buff camps. This can be exploited by a jungler looking to steal his opponent's experience by leaving a single minor monster behind to deny the enemy jungler his farm and experience for as long as possible.
Champions of the Jungle
The champions who regularly are seen in the jungle role often tend to be categorized with one another to show that many champions will use the same overarching playstyle. Some champions can belong in more than one category, although such champions often tend to be worse at either role than dedicated champions of only one type. Knowledge of which group(s) a given champion belongs in can go a long way in predicting how that champion will build and behave in a match.
It should be noted that such categorizations show only how the champion is likely to act as a jungler, and are often distinct from how the champion is likely to act as a pick.
There are generally agreed to be three recognized types of jungler in League of Legends:
A ganking jungler aims to contribute to his team by providing constant pressure to enemy laners and setting up kills for their allies, allowing them to snowball their way to victory even as the ganker jungler falls behind in gold due to generally low farm. Such junglers often tend to prioritize heavy crowd control and mobility in their kit, which allows them to reach even the most heavily-entrenched laners and lock them down long enough to ensure their demise.
Ganker junglers tend to be good picks against farming junglers, as without the need to worry about an opponent intercepting a gank attempt they can freely roam and harass opposing laners with no fear of reprisal.
Examples of ganking junglers include Jarvan IV and Nautilus.
A farming jungler does what their title implies - they spend the vast majority of their time farming the camps that respawn in the jungle, and will also often supplement this income by entering an ally's lane and farming enemy minions as well. This type of jungler sacrifices aiding their laners in the early game with the intent of getting large amounts of gold and levels to become a significant threat in the late game, and often boast very high damage output and strong scaling, allowing them to farm the jungle at maximum speed and effectively become a second carry if they are allowed to farm for long enough.
Farmer junglers tend to resist control junglers, who more often than not will simply not be able to steal camps at a rate that is able to compete with the high clearing speed of their opponent and usually end up outscaled by their better farmed opponent.
Control junglers are aimed specifically at defeating other junglers and ensuring that they have as little influence as possible through the course of a game, and assist their allies mainly though use of objective control, such as using early takedowns of the Dragon and the two major buff camps on both sides. This type of jungler can be very varied in their design but most of them will prioritize sustainability or dueling potential as their key stats, allowing them to defeat other junglers through both attrition and raw power if needs be.
Control junglers are counterpicks to ganking junglers, as their stalking nature allows them to nullify their opponent's strengths by ensuring their ganks do not succeed, as well as crippling what little farm they already get.
Runes and Masteries
There are a few common setups used to increase a jungler's potential:
- Greater Seal of Armor (+1 armor)
These seals are more or less mandatory on any jungler as they sharply reduce the damage taken from neutral creeps, resulting in higher end health and opening more options for their next move.
- Greater Mark of Armor Penetration (+1.28 armor penetration)
- Greater Mark of Attack Damage (+0.95 attack damage)
- Greater Mark of Attack Speed (+1.67% attack speed)
The choice of marks generally aims to increase the jungler's offensive prowess and improve their clearing speeds. Even champions whose playstyles and builds do not especially benefit from any of these will still usually take marks of attack speed to make the most use of the Maim passive of Hunter's Machete, as marks provide only marginal bonuses to non-autoattack related statistics.
- Greater Glyph of Scaling Magic Resist (+3 magic resistance at Level 18)
- Greater Glyph of Scaling Cooldown Reduction (+1.67% cooldown reduction at Level 18)
- Greater Glyph of Ability Power (+1.19 ability power).
Glyph choices are usually aimed at augmenting the later stages of the game for the jungler. Magic resistance per level is the usual choice as it allows many junglers to purchase armor for their duties without needing to worry too much about magic damage. Cooldown reduction per level glyphs are instead for the few champions who have very long cooldowns and do not intend to incorporate lots of cooldown reduction items into their build. Ability power glyphs are for mage junglers whose primary clearing abilities scale with this stat.
- Greater Quintessence of Movement Speed (+1.5% movement speed)
- Greater Quintessence of Life steal (+1.5% life steal)
- Greater Quintessence of Attack Damage (+2.25 attack damage)
- Greater Quintessence of Attack Speed (+4.5% attack speed)
- Greater Quintessence of Ability Power (+4.95 ability power)
Quintessences function as wild cards and can provide any kind of benefit the jungler wishes. Movement speed is extremely common and offers large improvements to ganking potential, while other rune types are usually aimed at improving the speed or sustain of the jungler instead.
- Butcher - Basic attacks and single target abilities deal 2 bonus damage to minions and monsters.
- Feast - Killing a unit restores 3 health and 1 mana.
- Tough Skin - Reduces damage taken from monsters by 1 / 2.
- Bladed Armor - Attacking enemy monsters are inflicted with a bleed for 2 seconds that deals 1% of their current health in physical damage per second.
- Fleet of Foot - Grants 0.5 / 1 / 1.5% movement speed.
- Runic Affinity - Increases the duration of all neutral buffs (with the exception of Exalted with Baron Nashor) by 20%.
Items for Jungling
Items | Price | Stats | Smite Upgrade | Passive |
Hunter's Machete | 400g | +15 Gold on Large Monster Kill | Doesn't Change | Jungler - Deal 30 magic damage on hit to monsters over 2 seconds and gain 7 health and 3 mana per second while in combat with monsters. |
Poacher's Knife | 750g | +30 Gold on Large Monster Kill | UNIQUE: Upgrades Smite to Scavenging Smite. If Scavenging Smite is used on a large monster in the enemy's jungle, the recharge timer is halved. Upon killing the affected monster, you gain 20 bonus gold and 175% bonus movement speed that decays over 2 seconds. | UNIQUE - Jungler: Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters. |
Ranger's Trailblazer | 750g | +30 Gold on Large Monster Kill | UNIQUE: Upgrades Smite to Blasting Smite. Blasting Smite deals 50% splash damage to all surrounding minions and monsters and stuns all damaged units for 1.5 seconds. If cast on a monster, you will also restore 15% of your missing health and mana. | UNIQUE - Jungler: Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters. |
Skirmisher's Sabre | 750g | +30 Gold on Large Monster Kill | UNIQUE: Upgrades Smite to Challenging Smite. Challenging Smite can target enemy champions, marking them for 6 seconds. Marked enemies are revealed (does not reveal stealth), take (54 + 6 × level) true damage over 3 seconds from your basic attacks and deal 20% reduced damage to you. | UNIQUE - Jungler: Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters. |
Stalker's Blade | 750g | +30 Gold on Large Monster Kill | UNIQUE: Upgrades Smite to Chilling Smite. Chilling Smite can be cast on enemy champions, dealing (20 + 8 × level) true damage and stealing 20% of their movement speed for 2 seconds. | UNIQUE - Jungler: Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters. |
Jungler itemization has gone through some considerable changes over the course of League of Legends' lifespan, maining owing to the unique difficulty in balancing a relatively unorthodox role with the more traditional laning positions.
During Season One, the jungle was a highly profitable source of gold, so much so that often a Jungling champion could even obtain more farm than the lanes with some effort, eventually letting them afford expensive and deadly items if their farming efforts were not halted. This was offset by the enormous difficulty of the jungle monsters of the time - there were extremely few junglers who could even clear effectively in such an rigorous environment and even fewer junglers who could begin the game with anything other than a Cloth Armor and 5 Health Potions.
The jungle rework of Season Two reduced the difficulty of the jungle monsters and the gold and experience that they gave out in an attempt to open the jungle to more prospective champions. Despite the decreased monster health, however, it was found that the decreased gold meant that dedicated farming was simply no longer an economically viable strategy, and many junglers were forced to find alternative solutions to the resultant gold starvation (most often amounting to early stacking of gold generating items such as Philosopher's Stone and Heart of Gold), while other junglers whose core item builds often demanded a high gold income to be feasible simply could not function in such a low-gold environment.
The jungle in Season Three attempted to compromise between the high farm of Season One and the low difficulty of Season Two. The introduction of Hunter's Machete allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly gold efficient items it built into in case of a poor early game, and the increase to passive gold generation saw most junglers in possession of at least passable amounts of gold. These changes saw the number of viable junglers increase greatly.
The current iteration of Season Four was built upon the framework set by Season Three, with several gameplay refinements aimed at combating issues seen at higher levels of play. Of particular note, all of the high-tier jungle items now provide benefits exclusively involving killing monsters and an entirely new jungle monster, the Gromp, was introduced, enabling much higher potential profits to both farming junglers who are sufficiently fast to keep up with the respawn times of the four camps and ganking junglers who do not perform well early on. These buffs to farming junglers were boosted further with the addition of Feral Flare, which provides massive bonuses to junglers who can farm fast enough to acquire the upgrade early on. On the flipside, the addition of Quill Coat has kept slower utility junglers useful during a metagame period dominated by heavy early offense.
The most common setup when starting a jungle game is a Hunter's Machete and 4 Health Potions. This setup improves jungle clearing speed, provides 600 bonus health to cover early health losses and has the most flexible build path options. Junglers that intend to play an extremely aggressive early game can be seen to start with a Doran's Blade and a Health Potion instead in order to maximize their offensive capabilities. This is most commonly seen on champions who have some form of resistance to damage or are just fast and sustained enough that the decreased health never becomes a factor, such as Shaco and Udyr.
A fair majority of champions who purchase Hunter's Machete will typically upgrade it into a Spirit Stone, which has health and mana restoration from attacking monster camps, a percentage bonus damage boost to aid general clearing and two useful upgrades which grant large offensive boosts. Autoattack-based junglers who intend to bolster their clear times as much as possible and maximize their lategame contributions will usually upgrade Hunter's Machete into Madred's Razors and Wriggle's Lantern for their large magic damage procs and gold boosts, eventually aiming for an early Feral Flare for a significant power spike and the ability to become stronger over time by racking up kills and assists. Particularly fast junglers who attempt to rush a Feral Flare as soon as possible may even get both Spirit Stone and Wriggle's Lantern at once. This leads to incredible clearing speeds but somewhat reduced combat capacity.
Slow-clearing junglers who also wish to opt for a tankier route will usually upgrade into Quill Coat, an item that smooths clearing experiences for these champions while maintaining a reasonable level of sustain, as well as upgrading into a powerful lategame item in the form of Spirit of the Ancient Golem.
As the jungler is often expected to spend a large amount of time roaming the map between camps and lanes, Boots of Mobility are a useful purchase to lessen the considerable travel time and maximize team contributions. If Boots of Mobility are not required or priority goes towards counterbuilding against the opposing team, then the other boot options such as Mercury's Treads or Ninja Tabi are viable alternatives.
Common Jungle Routes
This article is outdated. Please update this article to reflect recent events or newly available information.
A jungle route is the order in which a Jungling champion will tackle each of the camps scattered around the map during their very first clear. Routes tend to vary from very offensive to very passive, depending on the playstyle of the jungler in question (though certain champions are more efficient with some routes than others). Regardless of how aggressive the route is, each route is optimized to provide the jungler with the best balance of health and time invested - crucial during the earliest stages of a game where many junglers are at their weakest and most vulnerable states.
End level: 2
- Lizard Elder camp ( Smite)
- Gank a nearby lane.
This extremely aggressive jungle route is the riskiest out of all jungle routes and is most often used in an attempt to obtain the First Blood bonus before opponents have had a chance to acquire all of their spells yet. On some junglers, this also sacrifices some potential at farming for early increased offensive prowess.
Failure to acquire a kill can often leave the jungler dangerously behind on experience and farm and will leave them vulnerable to harassment for several minutes, but a successful gank can be greatly rewarding, granting the killer's team 680 gold (400G for the kill + 70% for the assist) and setting the slain opponent back on both experience and gold at a very early stage, which can easily become an insurmountable disadvantage.
End level: 3
- Ancient Golem camp ( Smite)
- Minor camp
- Lizard Elder camp ( Smite)
- Gank a nearby lane
- Lizard Elder camp ( Smite)
- Ancient Golem camp
- Minor camp ( Smite)
- Gank a nearby lane.
This route is one of them most commonly taken paths, done to strategically both prevent theft of the buff camps by the opposing team and gain a fast level advantage over opposing champions. This leaves multiple useful options for the Jungling champion, including being able to gank a nearby lane, invade the opposing jungle or simply to continue farming.
The choice of minor camp can vary depending in the jungler in question, with the usual options being the Crimson Raptor, Wolf and Gromp camp. Junglers with strong area of effect abilities will be most efficient clearing one of the former two camps, while junglers with strong single-target damage will benefit more from killing the Gromp.
End level: 4
- Ancient Golem camp ( Smite)
- Gromp camp
- Greater Murk Wolf camp
- Crimson Raptor camp
- Lizard Elder camp ( Smite)
- Golem camp
- Gank a nearby lane.
- Lizard Elder camp ( Smite)
- Crimson Raptor camp
- Greater Murk Wolf camp
- Ancient Golem camp ( Smite)
- Gromp camp
- Greater Murk Wolf camp
- Gank a nearby lane.
This route is a well-rounded route that equally balances ganking potential, farming experience and gold, and is useful for junglers who do not have strong ganking prowess at very early levels, as it provides enough experience for them to get their primary skill to level 2 instead of level 1.
Depending upon the speed of the jungler champion, Smite can be used to differing levels of effectiveness. On the very slowest junglers it is actually possible to Smite back-to-back camps (such as the Gromp and Ancient Golem), although is usually advisable to ensure it is available when taking a major buff camp to avoid dealing with their high damage output for too long.
End level: 6
- Ancient Golem camp
- Gromp camp
- Greater Murk Wolf camp
- Crimson Raptor camp
- Lizard Elder camp
- Golem camp
- Greater Murk Wolf camp again
- Gromp camp again
- Crimson Raptor camp again
- Golem camp again
- Repeat the last four steps over and over as necessary.
This passive route is chosen to maximize gold and experience income from the jungle at the expense of supporting the lanes. This route is usually used by very fast farming junglers who want to earn their gold through farming, but can also be used with junglers who have high level requirements to be able to gank effectively and wish to speed themselves to that point.
Ganking refers to the act of ambushing one or more players with the intent of scoring a kill. It is one of the most important aspects of the jungle role, as, while anyone in a match can effectively gank to some extent, the jungler is the champion who has the greatest capacity to do so as he is not bound to any particular lane, allowing him to freely roam across the map to appear wherever he is needed. As the game progresses and more and more champions begin to roam the map and band together as opposed to extending out alone, ganking becomes less limited to the jungler and less of an important factor to success overall, but it nonetheless remains a valuable element of team strategy all the way up until a game's end.
Some champions are better at ganking than others. In particular, champions with very powerful or plentiful crowd control tend to be stronger at ganks than those without. For example, Shaco can gank a lane as early as level 2 possessing only a Lizard Elder buff - the slow it provides and the fear from a Jack In The Box can lock down a enemy champion for several seconds, potentially allowing Shaco to kill him before he can escape. Conversely, champions who have little to no crowd control (such as Shyvana) or have crowd control that can be difficult or unreliable to use effectively (such as Dr. Mundo) will often find themselves hard pressed to obtain kills during ganks.
A few specific junglers may have very poor initial ganking, but upon obtaining their ultimate can later gank with much more success. In such cases, the jungling champion will often focus solely on farming for the early game and later transition to ganking more heavily once level 6 has been reached. One of the quintessential examples of this is Warwick, who exerts poor control over an opponent from levels 1 to 5 but becomes one of the game's most lethal gankers after he reaches level 6 and acquires the use of Infinite Duress which serves as an instantaneous long duration suppression and a gap closer both.
There are several different types of gank that can be observed in League of Legends:
River ganks are the most common type of gank and involves the jungler approaching a lane through the river, entering the brush there and beginning his assault on the opposing team once correct positioning is established. This type of gank is the most readily available to any jungler and, depending on the mobility of the ganking champion, can work successfully even against opponents who have not extended significantly beyond their own side brush.
As a tradeoff for this ease of use, however, river ganks are among the easiest to spot ahead of time for a competent team - a single Ward in the river bush can quickly warn a laner of the jungler's intentions and allow them to back off and avoid danger. The other types of ganks most often occur to bypass this vision of the river.
River ganks tend to be more successful at top lane for red team members and bot lane for blue team members, but teams on the opposite side have access to the loop gank below to compensate.
Side ganks (also known as a lane gank) involve the jungler entering the side brush in order to get very close to his targets before initiating the gank. This type of gank has many more limitations than a simple river gank, as it can only be done in bot or top lane and relies on a lack of vision on both within the bush from the enemy team and of the jungler as he enters it in order to maintain the element of surprise.
This gank is much more commonly done at top lane than at bot lane, as the latter contains a support champion who has the responsibility of keeping the side brush warded, but when pulled off in either case it can be extremely deadly due to the sheer proximity of the ganking champion allowing him to almost immediately lock down his target and prevent them from fleeing.
Jungling champions who do not have strong blink or dash abilities (such as Udyr) will often benefit greatly from side ganks, as their mobility issues become irrelevant at such close ranges.
Loop ganks involve the champion entering the enemy jungle from near the mid lane, and (for bot or top lane loop ganks) walking around the Dragon or Baron Nashor spawning pit and entering the target lane through the tribush or (for mid lane loop ganks) making use of the entrances to the lane on the same side as an enemy turret.
Loop ganks pose some significant risks to the jungler. If their initial approach into the enemy jungle is spotted early on with a ward, it is almost always a death sentence, as the opposing team can act together to corner and slay the champion as he makes his way down to the lane. If pulled off correctly, however, it can be equally devastating to an unaware laner, as with the use of the tribush to disguise their approach the jungler will end up directly behind the target and so does not have to immediately use their abilities to close the gap.
The riskiest gank to perform, this type of gank involves the jungler collaborating with allies to trap and kill enemies who are under the apparent safety of their turret. This gank can be done on any laner through use of the jungle - bot and top lane for red and blue team respectively uses the path and small brush directly behind the turret and the opposing side makes use of the grass near the Golem camp. Mid lane tower dive ganks make use of the path near the Greater Murk Wolf spawns.
Tower dive ganks can have massive consequences if part of the dive is performed improperly due to the presence of the turret, which contributes massive damage output on a champion who attacks an ally within its range. A miscommunication between members of a team can lead to one or more allied champions being killed in the dive, which can offset the benefits of diving in the first place. Junglers who are most suited to performing tower dive ganks are ones that have abilities that can let them easily tank several tower shots and buy more time to obtain a kill (such as Alistar), or ones who have extremely high burst potential, allowing them to rapidly decimate enemy champions before the tower can do significant damage (such as Zed).
A direct gank involves the ganking champion dispensing with all form of subtlety and approaching his targets by walking directly down the lane towards them, and are usually done only as a last resort against enemy lanes that are heavily fortified with wards as they do not have an especially high chance of success.
Though this type of gank is technically available to all junglers, in practice only a very specific few are capable of successfully pulling one off. Almost invariably, a direct ganking champion will boast enormous mobility and multiple means of closing the gap with his opponents as well as strong crowd controls. A famous example of such a jungler is Hecarim, who has access to a movement speed-boosting ability ( Devastating Charge), a long-ranged gap closer ( Onslaught of Shadows) and a method of movement impairment ( Onslaught of Shadows) which combine to allow him to storm into a lane at high speed and quickly suppress a target champion before they can escape.
A counter gank is the unique act of a champion entering a lane where an enemy gank is already in progress with the intent of turning the fight to their favor.
This gank type follows the same rules as before in that good warding can alert a team to the incoming threat and let them back off without suffering casualties, but also equally depends on the junglers themselves. Strong counterganking junglers are champions who have excellent map mobility and can react quickly to a gank happening regardless of their current location (such as Rammus and his Powerball). Junglers who are resistant to being counterganked themselves are champions whose methods of crowd control are divorced from their methods of escape, letting them rapidly switch from attacking to retreating when the need arises (such as Jax).
Counter-Jungling is a broad term which generally refers to the act of delaying the progress of an enemy jungler in some way. The reason to perform this is always the same - it is an attempt to reduce the influence the jungler has on the game in the next several minutes by depriving him of gold, experience and neutral buffs. It is usually a strictly solo affair (with one particular exception being invasions, which are covered below) and typically involves a jungler entering enemy territory to either steal unattended camps, ambush his opponent with the intention of killing him or driving him off, or both.
While any champion can potentially do this, there are champions, much like with ganking, who are more suited to counter-Jungling than others. Champions who specialize in stealing gold and experience are often those who have abilities that let them rapidly destroy camps and lessen the chances of discovery. Champions who specialize in dueling and defeating an enemy jungler will almost always pack powerful offensive steroids that let them quickly overwhelm an opponent in a 1v1, as well as the means to prevent them from escaping.
Cho'Gath and Trundle are two examples of champions well-suited to counter-Jungling. The former boasts heavy area of effect damage and a powerful true damage nuke from his Feast, letting him quickly destroy major and minor camps alike. The latter boasts enormous singletarget damage from Chomp and Frozen Domain affording him incredible dueling power against lone opponents, as well as a means to chase down and prevent their escape with Pillar of Ice.
Counter-Jungling is usually a very risky tactic due to the potential hazard of being discovered, cornered and killed by an enemy team. As a result, being able to do well consistently with it will necessitate a strong sense of map awareness and knowledge of champion matchups. Champions who do not wish to be caught stealing a camp must often ensure that their opponent is elsewhere at the time, such as when the enemy jungler is covering a lane for someone or has recently ganked and been forced to retreat at low health. Likewise, champions who wish to catch the enemy jungler in turn will often need to utilize their knowledge to determine their whereabouts at a specific time and whether it is safe to attempt to kill them.
Invasions are a very specific type of counter-Jungling, usually undertaken by all five members of a team in an attempt to deprive the enemy jungler of their very first buff before the minion waves have begun to spawn. This usually involves the team utilising the bushes to stealthily approach the enemy Blue Sentinel or Red Brambleback camp. Most commonly, this is done for the former camp as several junglers must start with the Crest of Insight buff in order to clear effectively early on, but for the same reason stealing the Crest of Cinders usually has the lesser chance of an early engagement.
The presence of this strategy often dictates a team's actions during the first 90 seconds of a game and is the reason why many teammates will guard around the river area of the jungle to provide advance warning in case of an invasion.
Successful invasions can have great payoffs, granting the beneficiaries an extra neutral buff for the first five minutes, buff camp experience, and potentially the First Blood bonus and early kills. Even invasions that are thwarted by good scouting can still often be successful as the enemy team may not always be in a good position to drive off the invaders.
Some team compositions can encourage or dissuade invasions more than others. Teams that have a higher chance of a successful invade are most commonly teams made of champions with strong level 1 crowd controls (such as Zyra's Grasping Roots or Blitzcrank's Rocket Grab) who can lock down off-guard opponents and allow for their team to quickly destroy them.


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For years, I have shunned pepperoni as a greasy, caloric, fat bomb. I order my pizza with veggies, pick around it on cheese trays, and in general, turn my nose up at it. However, anything with the word "turkey" in it usually sparks my interest and, given the fact that I can't even remember what pepperoni tastes like, I decided to give Margherita Turkey Pepperoni a fair shot.
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Margherita Turkey Pepperoni retails at Tops for $3.69 per package, but I managed to get it when it was on sale for $2.00. Slightly pricey for the retail cost, but consider the alternative. A serving of Hormel Pepperoni (same 14 slices) is 140 calories and 30% of the daily value for saturated fat - and actually less protein (5 grams - source).
Margherita Turkey Pepperoni is definitely worth it - more home made pizzas anyone? Especially, since you can further reduce calories and fat by using Weight Watchers Reduced Fat Shredded Mozzarella Cheese.


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Men who played Batman: Then and now
Published On: Jul 18 2012 11:38:31 AM PDT
Updated On: Jul 19 2012 11:00:00 PM PDT
As "The Dark Knight Rises" opens in theaters, take a look back at some of the other men who've played the masked super hero.
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Just a quick update to direct you to a series of winemaker video from our site WineTasteTV. We've had fun filming lots of wine personalities and posting them online. Here's just a sample few:
Cliff Lede, Yountville California
Bo Barrett from Chateau Montlena, Calistoga California
Pat Kuleto,St. Helena California.
Enjoy and we'll tackle a few new AVA's in California next post. Has anyone been to these wineries? Have any other wineries you've visited that you'd like to share. Please comment and post.


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Maria is a waitress in the place across the street from the hotel. She enjoys her job and sometimes the customers too. One of our night watchmen came in with a video of a night he went out with her. They went to a pool party and got all kinds of loaded. SHe got really kinky and wanted to lick his ass because she was dared to! Of course he was more than happy to oblige!
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Item #: 126EL09IVO-P Add to Wishlist
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Born in 1960, the sixth of thirteen children, Velma Wallis comes of age in a two-room log cabin in remote Fort Yukon, Alaska. Life is defined by the business of living off the land. Chopping wood. Hauling water from the river. Hunting moose. Catching salmon. Traping fur. Taking care of the dogs. For a thousand years, the Gwich'in clan had followed migratory animals across the north. But two generations before, the people had settled where the Porcupine River flows into the Yukon. Now, the Wallis family has a post office box and an account at the general store, and Velma listens to Wolf Man Jack on armed forces radio. The author discovers that her people have surrendered their language, traditional values, and religion to white teachers, traders, and missionaries. Flu epidemics have claimed many loved ones. Village elders seem like strangers from another land, and in a way they are. There is much drinking when the monthly government checks come, and that is when the pain comes out of hiding. RAISING OURSELVES is a gritty, sobering, yet irresistible story filled with laughter even as generations of Gwich'in grief seeps from past to present. But hope pushes back hopelessness, and a new strength and wisdom emerge.
"A brave and tender book about hope and survival..." --Homer (AK) News
"This book made me laugh, cry in anger, feel elated, and awakened in me the sometimes sleeping but always fighting spirit to be myself as an Indian ... the reading was pure joy." --Long Standing Bear Chief, Blackfoot Nation
ABOUT THE AUTHOR: Velma Wallis is Alaska's contemporary bestselling author. She was born in Fort Yukon, Alaska, one of thirteen children. When her father died she dropped out of school to help care for her siblings, and later got a high school diploma by passing an equavalency exam. She is the author of TWO OLD WOMEN, which is an international bestseller, having been translated into seventeen languages.


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hang (hæŋ) | |
—vb (sometimes foll by over) (sometimes foll by over) , hangs, hanging, hung | |
1. | to fasten or be fastened from above, esp by a cord, chain, etc; suspend: the picture hung on the wall; to hang laundry |
2. | to place or be placed in position as by a hinge so as to allow free movement around or at the place of suspension: to hang a door |
3. | to be suspended or poised; hover: a pall of smoke hung over the city |
4. | to be imminent; threaten |
5. | (intr) to be or remain doubtful or unresolved (esp in the phrase hang in the balance) |
6. | (past tense and past participle hanged) to suspend or be suspended by the neck until dead |
7. | (tr) to fasten, fix, or attach in position or at an appropriate angle: to hang a scythe to its handle |
8. | (tr) to decorate, furnish, or cover with something suspended or fastened: to hang a wall with tapestry |
9. | (tr) to fasten to or suspend from a wall: to hang wallpaper |
10. | to exhibit (a picture or pictures) by (a particular painter, printmaker, etc) or (of a picture or a painter, etc) to be exhibited in an art gallery, etc |
11. | to fall or droop or allow to fall or droop: to hang one's head in shame |
12. | (of cloth, clothing, etc) to drape, fall, or flow, esp in a specified manner: her skirt hangs well |
13. | (tr) to suspend (game such as pheasant) so that it becomes slightly decomposed and therefore more tender and tasty |
14. | (of a jury) to prevent or be prevented from reaching a verdict |
15. | slang (past tense and past participle hanged) to damn or be damned: used in mild curses or interjections: I'll be hanged before I'll go out in that storm |
16. | (intr) to pass slowly (esp in the phrase time hangs heavily) |
17. | hang fire |
a. to be delayed | |
b. See also fire to procrastinate | |
18. | hang tough See tough |
—n | |
19. | the way in which something hangs |
20. | slang (usually used with a negative) a damn: I don't care a hang for what you say |
21. | informal get the hang of |
a. to understand the technique of doing something | |
b. to perceive the meaning or significance of | |
[Old English hangian; related to Old Norse hanga, Old High German hangēn] |