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Jungle Shop and Starting Gold 2.0: What’s Changed?

 

With the extra starting gold mechanic and late jungle shop spawn implemented in patch 2.0, a lot has changed in a short time. For many, this has lead to some confusion on what to do with all these additions.

 

This article will provide a quick overview of the impact of some of these changes. From what the additional starting gold means, to the shop spawn and general rotation changes, it will help you out with any confusion you may have.

 

So what are some of these changes, and what do they mean?

 

1. Starting gold is now at 625 Gold

 

1A. The Lane

 

The lane in the first five minutes of the game is crucial. This is when you farm up and get the gold for your first tier 3 items. Whoever gets the most gold the fastest usually wins the lane battle, but this also depends on power spikes, hero level, and many other factors that can be talked about in a separate article.

 

Focusing on the starting item buys for the lane, we have many options to work with:

  1. Two offensive items and a potion or flare.
  2. One offensive item, boots, and a potion or flare
  3. One offensive item, one defensive item, and a potion or flare
  4. One defensive item, boots, and 75 gold to use at your choice.

 

You have these 4 choices to work with, so… which one is the best to use?

 

At first sight, your eyes automatically go to the most offensive choice, but, is that really the best? Remember long ago when buying a single defensive item and consumables was the best? Well, that might still be the case, but with an additional offensive item to help you farm. Explore some of these options in casual matches, and you just might be surprised.

 

1B. The Jungle

 

The jungle is becoming slightly more frightening than it has been before. The only area of advantage the new starting gold mechanic gives is that the jungle carry receives +275 gold. Nothing more, nothing less. This allows heroes to buy an aftershock or even a breaking point at the first sight of the jungle shop. Heroes who build an Aftershock + Broken Myth in the jungle such as Alpha, Ozo, and Koshka have been getting a pretty big advantage in the jungle meta. 

 

1C. The Captains

 

Just like the jungle carries, the new starting gold mechanic also gave supports a big item advantage. Fountain of Renewal is easily reachable within 3:30. If you build a crucible right after it, you can get that within 6:20-6:45, depending on how good your lane carry is at last hitting. To keep this short and sweet, captains can get their core items very quickly now, and that allows for more viable paths with other items such as Nullwave Gauntlet, Contraption, and Stormcrown.

 

2. The 4:00 Jungle Shop Change

 

The spawn time of the jungle shop has changed the pace of the game, and has also altered the meta a little bit. Early game jungle fights are much less common, and usually only happen when early game junglers initiate the fight. It is a rare occasion to see a jungle invade before a fight has occured. This alone shifts the jungle meta to mid and late game heroes such as Petal, Ozo, and Kestrel. Early game junglers tend to fall off quickly if you cannot invade the enemy jungle or get kills onto the enemy lane carry. Therefore, early game junglers are not very viable.  

 

2A. How is the lane affected by this change?

Lane rotations to the jungle are not what they used to be. In 1.24, the lane carry would often rotate every couple of minutes to shop and maybe push the jungle a little with their team. Now, you probably won’t see this until past 4:00 into the game.

 

2B. What about the jungle?

The main concept that the jungle shop changes is teamfighting. Currently, there is no rush to get through the jungle rotation, because there isn’t an item advantage anymore. The faster rotating jungle doesn’t get any advantage in fights, because both jungle carries are level two are the end of first rotation.

 

2C. Rotations

Rotations in the lane and the jungle is revolved around farm. As mentioned before, the meta is about gaining as much gold as possible within the first 8-10 minutes of the game. Whoever gets the items the quickest usually wins the game, right? This has been a core concept of Vainglory for as long as it has been around. Since the jungle carries cannot shop in the jungle until 4:00, it has been more common to use the time to farm the whole jungle as quick as possible. This typically means not going up to the lane unless you have a pretty much guaranteed chance at killing the enemy laner.

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Thank you for reading this informational article about a few of the new gameplay changes added into Vainglory. Please note that this is a general article concerning the new changes, and more in-depth articles about some of the mentioned topics will be made in the future.

 

Written by Playlover1 | Edited by Tranurz