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    6 Most Fun Junglers in LoL, by How You Like to Play

    Pick the jungle experience you want to practice: Nunu's snowball steering, Lee Sin's outplays, Lillia's spacing, Ivern's pet control, Kayn's transformations or Viego's stolen bodies.

    Papercraft Nunu smiling beside a folded-paper Willump amid origami birds and a colorful paper forest
    Riot Games

    A spectacular Lee Sin kick is fun to watch. Practicing the approach, missing it and figuring out why can be fun too, but that is a different preference. You might get more enjoyment from steering Nunu’s snowball into a gank or sending Daisy after someone while Ivern stays safely behind her.

    Our most fun junglers shortlist is Nunu & Willump, Lee Sin, Lillia, Ivern, Kayn and Viego. Each gives you a different action worth repeating. Nunu is our first suggestion for an immediately recognizable gimmick; Lee Sin is the longer mechanical project. The others suit players who enjoy constant movement, controlling a second unit, choosing a transformation or improvising with someone else’s abilities.

    Reviewed for modern PC Summoner’s Rift Patch 26.18 on September 10, 2026. Viego’s AD growth and possession healing improve. The decision about which basic kit to borrow remains the same playstyle choice.

    Choose the part of jungling you want to enjoy

    These are playstyle recommendations, not a power ranking. We chose distinct mechanics with practical jungle jobs and useful things to practice before you can reproduce their best highlights. The linked role pages are places to inspect builds and filters, not measurements of how much fun you will have.

    What sounds enjoyable?Try this junglerThe frustration to expect
    Steering a huge gank into laneNunu & WillumpA bad approach can send the snowball into a wall
    Changing a fight with precise inputsLee SinLanding Q does not make following it safe
    Running circles around a pursuerLilliaLosing movement stacks or getting pinned down
    Commanding a pet and setting up alliesIvernSplitting attention between Daisy and your own safety
    Crossing walls and earning a new formKaynPlaying base Kayn before the transformation
    Borrowing enemy kits during a fightViegoSurviving long enough to get the first possession

    For a champion pool built around winning conditions rather than novelty, use our best junglers guide. Here, pick the repeated action that sounds enjoyable, including the imperfect attempts.

    Nunu & Willump: learn to steer the gank

    Nunu sitting beside four-armed Willump as a glowing blue creature swirls between them in a snowy forest
    Nunu and Willump’s default splash pairs the small rider with his enormous yeti companion. Artwork: Riot Games.

    Nunu’s W, Biggest Snowball Ever!, makes the trip into lane part of the play. The snowball grows larger and faster as you roll, and a longer run increases its impact damage and crowd control. Steering it around a bend and into an opponent gives you something more involved to do than click toward a target and wait.

    Look for room to approach. Suppose the enemy bot lane has pushed toward your team and your allies have enough health to follow. The opponents have a long retreat, and the river entrance gives the snowball a useful angle. Ping before rolling so your laners can move toward the collision.

    Now change the scene: the enemy has retreated, and reaching them requires a sharp turn into a narrow opening. A larger snowball does not fix that angle. Nunu turns more slowly while rolling, although holding a turn improves his turning speed. W can also be recast to release the snowball early. Learning when to let it go is part of learning the champion, not an admission that the gank failed.

    In your first session, practice an approach from each side of mid lane, then deliberately release W before a corner. Learn where the snowball goes after release. A short roll that arrives where you intended beats a huge one that misses the lane.

    After a hit, Nunu still needs to keep the target near him. E’s snowballs mark enemy champions as Snowbound, setting them up for a root if they are close enough when Willump’s follow-up triggers. Walking alongside the target matters more than planting your feet to throw. Absolute Zero also rewards keeping opponents inside its area; end its channel early when they are about to escape.

    Consume adds a different small challenge around monsters: time the bite with Smite instead of treating the two buttons as unrelated damage. Check your current Q and Smite damage before attempting that timing. Consume deals true damage to monsters but uses different damage against champions, so a monster bite is not a preview of your burst against the enemy ADC.

    Nunu becomes frustrating if every available W turns into a forced gank. When the lane retreats or your allies cannot follow, release or turn away and resume collecting camps.

    Lee Sin: enjoy having another decision after Q lands

    Lee Sin wearing a red blindfold and long braid as he kicks through a wooden training target
    Lee Sin’s default artwork emphasizes the kicks and physical movement that define his kit. Artwork: Riot Games.

    Lee Sin suits the player who wants to change a sequence halfway through it. Sonic Wave marks the first enemy it hits, and its recast dashes to that enemy. Safeguard can take Lee to an ally or ward. Dragon’s Rage can send an enemy away from your carry or back toward your team. The destination matters as much as the initial skillshot.

    Consider a gank where Q hits a retreating opponent. If the target flashes under their tower, you can let the mark expire. If they stay in lane and your ally can follow, recasting may make sense. Pressing Q again out of habit turns a successful hit into an avoidable death. The satisfying part is recognizing which version of the play you have.

    Start with ward jumps before trying the full kick-back combination. Place a ward within Safeguard range and W to it, then repeat from a different approach angle. Pay attention to the cursor placement and where Lee ends up. When that feels deliberate, practice getting behind a target and kicking toward the position your team would occupy. Speed comes after you can choose the destination.

    The same ultimate has a less flashy job when an enemy is already attacking your carry. Kick that diver away. You do not need to cross the whole fight searching for a perfect rear angle while the teammate you could have saved dies beside you.

    Lee also gives you useful practice between ganks. Flurry grants attack speed and restores energy on his next two basic attacks after an ability. Weaving those attacks into camp clearing makes the kit feel connected. Do not turn that into a rigid demand to finish two attacks in every champion fight, though: sometimes a recast, shield or escape matters more than one more hit.

    His difficulty comes from juggling these options while watching the map. Stare at your ward placement and you can miss the opponent moving behind you. Aim for one intentional ward jump that improves your position, plus one Q you consciously decline to follow.

    If repeating inputs feels like homework, our beginner champion guide covers options that ask less of your hands.

    Lillia: keep moving without giving up damage

    Lillia holding a curved wooden staff with a glowing blue bud while reaching toward pink dream magic in a forest
    Lillia’s staff and light build suit a champion whose fights depend on spacing. Artwork: Riot Games.

    Lillia is for players who enjoy making an opponent chase just a little too far. Her ability hits build movement speed through Q’s passive. Blooming Blows then rewards placing enemies at its outer edge, where the swing adds true damage on top of its magic damage. You are trying to brush past a threat, hit that edge and keep moving.

    Imagine a melee opponent walking at you beside the river. Move across the edge of their approach, land Q and continue into open space. Standing still to trade repeated basic attacks gives up the distance you just created. Return for another swing when it is safe.

    The movement is conditional. Arriving with no stacks feels different from reaching a fight after hitting a camp, and stacks do not let you ignore a stun or root. When the enemy still has a reliable way to pin you down, wait for an ally to draw that spell or take a wider approach. A narrow corridor with threats on both ends is a poor place to prove how fast you are.

    Lilting Lullaby affects enemy champions carrying Dream Dust, making them drowsy before they fall asleep. Swirlseed can apply that setup from range if it connects. Its path can end on terrain or an intervening enemy, so look for an opening instead of aiming through a minion wave at the carry behind it.

    That delay before sleep matters. Landing E and pressing R does not instantly stop the target from acting. Keep moving while drowsiness takes effect, then judge whether you can safely approach. An ally who damages the sleeping target immediately may also shorten your opening.

    Aim for two controlled Q passes in one skirmish without stopping beside the enemy, then try a sleep set up by E. If you would rather dash straight out of danger than maintain this spacing, Lillia’s movement can feel demanding instead of liberating.

    Ivern: put Daisy to work while you stay safe

    Ivern crouching among woodland animals with a bird perched near his head and golden magic above his hand
    Ivern’s forest-keeper identity carries into his unusual way of collecting jungle camps. Artwork: Riot Games.

    Ivern is our choice for players who enjoy controlling a battlefield without personally diving into its center. Daisy can attack from one angle while Ivern supplies a root or shield from another. You get to influence a fight through positioning two bodies, and only one of them needs to stand next to the opponent.

    Ivern creates groves on non-epic jungle camps, spends health and mana to do so, and returns to free the monsters once the grove matures. Smiting a prepared grove frees that camp immediately. You still collect gold and experience, but your first clear is about planning those visits instead of hitting monsters until they die.

    Once Daisy is available, practice giving her a target and then moving Ivern independently. Recasting R issues her commands. Her knockup comes from the third consecutive attack on the same champion or epic monster, with a cooldown between shockwaves. Constantly swapping targets can prevent the sequence you wanted.

    A useful fight to picture is an enemy melee champion chasing your ranged carry. Send Daisy toward the pursuer, keep Ivern at a safer distance and shield the ally who is about to take damage. Triggerseed’s shield later bursts to damage and slow enemies nearby. If Daisy is already next to the target and your carry is safe, shielding Daisy can instead place that burst where it will connect.

    Rootcaller creates another decision. Allies who attack its rooted target dash into their own attack range; Ivern’s Q recast takes him directly onto the target. A landed root therefore does not oblige you to follow it into melee. Let an ally use the opening while you remain available for the next shield.

    Brushmaker creates cover, but you should still track who could enter it. Place brush around a position your team intends to hold, rather than giving an approaching enemy somewhere to disappear.

    The frustration is attention. You can watch Daisy chasing someone while Ivern walks into danger, or make a clever shield play and leave camps uncollected. Look for one Daisy knockup while you keep Ivern out of melee range. Then collect a camp instead of sending her on an endless chase.

    Choose Ivern if that kind of indirect control sounds good. If the reward you want is personally bursting a target, his best moments may feel like someone else got to finish your play.

    Kayn: make the wall part of your approach

    Kayn wielding a red-eyed scythe with a large Darkin figure looming behind him in a dark forest
    Kayn and the Darkin weapon share the default splash, reflecting the two possible directions of his transformation. Artwork: Riot Games.

    Kayn appeals before you even reach an opponent: Shadow Step lets you move through terrain. A wall that funnels another jungler toward a river entrance can become your approach instead. That freedom encourages you to look at familiar lanes differently.

    In practice, stand beside a wall, choose an exit point and cross with E. Repeat toward a lane, then toward your own jungle. Learn useful destinations, including retreats, instead of seeing how long you can stay inside terrain.

    In a match, a wall approach is attractive when the enemy is watching the ordinary entrance and your laner can help as you emerge. It is much less attractive when your teammate is trapped under a large wave and the enemy jungler is missing. Crossing terrain changes your route; it does not supply an ally or reveal whoever is waiting on the other side.

    Kayn also has a transformation to earn. Champion combat advances his passive, with fighting melee or ranged opponents influencing which form becomes available first. The first form unlocked is not an obligation: the other can become available later. You permanently choose one for the match, rather than switching back and forth whenever a different target appears.

    Rhaast suits the drawn-out brawl: his W adds a knockup, and dealing damage with his physical abilities helps sustain him against champions. Shadow Assassin suits reaching a vulnerable target: he gains bonus damage at the start of combat, and his W has longer reach and can be cast while moving. Buy items for the form you plan to play, rather than treating the two as interchangeable.

    The temptation is to attack the wrong lane for the right-colored progress. Do not repeatedly gank a safely positioned ranged opponent simply because you want Shadow Assassin. Take useful fights, keep collecting camps and accept that your preferred form may require waiting. A form earned after several deaths can leave you too far behind to enjoy it.

    His escapes also have conditions. Immobilization ends Shadow Step, and Umbral Trespass requires a champion you have recently damaged. You cannot plan to disappear into an untouched opponent when your approach has already gone wrong.

    Kayn is a good project if you enjoy having both a route experiment and a longer game plan. He is less satisfying if you only want the transformed version and resent every minute spent getting there.

    Viego: decide what the borrowed body is for

    Viego wearing a spectral crown and dark open coat while holding a large glowing green sword
    Viego’s default form remains the starting point, even in a fight full of possessions. Artwork: Riot Games.

    Viego gives you a reason to look forward to an unfamiliar enemy composition: it changes the abilities you might get to use. After helping kill an enemy champion, he can attack their wraith to possess them. The possession heals him and replaces his items, attacks and basic abilities with theirs. Their ultimate is not included; he gets a free cast of his own Heartbreaker instead. Patch 26.18 increases his AD growth and adds bonus-stat scaling to the possession heal. It changes how much the reset can return, not which borrowed ultimate he receives: the available ultimate is still his own Heartbreaker.

    The interesting moment is the pause before choosing a body. A defeated champion may give you a useful dash, root or shield for the next few seconds. It may also replace your successful dueling setup with an underfed enemy’s items and a kit that is awkward at your current distance.

    Before possessing, name one job for that body. Perhaps it can stop a retreating target or help the ally beside you survive. You do not need to use every borrowed spell. Recognizing one useful ability is a better first step than attempting a perfect combo on a champion you barely know.

    You still have to reach that decision alive. In his own form, Viego’s first attack after damaging an enemy with an ability strikes twice through Q’s passive. Practice connecting an ability with that follow-up attack on camps, then look for a skirmish where an ally can help finish the same target. Diving past a reachable enemy to chase the opposing carry can leave you dead before there is a wraith to take.

    Harrowed Path helps you move and attack within its mist, but the camouflage does not make you safe at close range. A mist-covered approach should bring you toward a fight you can join, not persuade you to walk into several opponents alone.

    Heartbreaker deserves separate attention. It ends a possession, teleports Viego and applies its main attack to the enemy champion with the lowest percentage health in the landing area. That is not necessarily the champion with the smallest remaining health number, and missing-health damage is not a guaranteed execute. When two enemies overlap, check who your landing area would prioritize.

    Make one possession useful on purpose, then exit with R when staying in that body no longer helps. If you could not identify a borrowed ability, read that champion’s kit afterward. Viego gives you a reason to remember it next time.

    He is the choice for improvisation, with the sharpest frustration when fights never produce a first takedown. You must enjoy playing ordinary Viego too.

    Give the champion a fair first session

    Take one champion into Practice Tool before a normal game. Work on its distinctive input, then collect camps with its basic kit. Leave the contested gank or teamfight experiment for the match.

    Afterward, judge the action you practiced. Did the snowball arrive where you aimed it? Could you explain why you took that body? The scoreboard cannot answer those questions.

    An exciting gank followed by a long, empty chase can leave you without the gold and experience needed for the next one. Return to camps and recall to spend. Give yourself another useful attempt.

    If you dislike the repeated action itself, try a different pick from the table. If you enjoyed the attempts but executed them poorly, keep practicing that champion. That is a better reason to return for another game than a highlight someone else made look effortless.