Wednesday, April 15, 2015

A Guide to League Lingo, Part 2: Advanced Terms

Yesterday's article we talked a bit about the basic League lingo that you'd expect to see in those first few games.  Today, we're going to talk about some more "advanced" terms that you might see thrown around games or by the shoutcasters for League of Legends matches.

NOTE: I have NOT included terms that refer to vulgar language unrelated to the game.

AA - Auto attack.  Sometimes referred to as a basic attack, this is what happens when you right click on an enemy.

Aggro - When an enemy (typically a neutral monster or minion) decides to focus on attacking you.
  
Backdoor - While the rest of the enemy team is occupied on one side of the map, sneaking into the enemy base and destroying their Nexus.

Broken - An ability, item, or champion that is considered disproportionately powerful.

Burst - A large amount of damage done by a single character in a short period of time.

CDR - Cooldown Reduction, a statistic that is valuable to champions who need to use multiple abilities in a short period of time.

Counter Jungle - Invading the enemy's jungle and killing the large monsters in camps while leaving a small monster behind to prevent the camp from respawning.  This can be used as a strategy to deny the enemy team of a buff.

Debuff - The opposite of a buff, something that has detrimental side effects (perhaps a slow, silence, stun, or blind).

Dodge - To leave during champion select because the player couldn't get the role they wanted, or was afraid that the team would not win.

DoT - Damage over time.  An ability that continues to do damage after it was initially applied.

DPS - Damage per second.  This refers to the effective amount of damage a character can do per second.

Drag (Drake) - The dragon near the bottom lane.

Elo - A number that signifies the skill level of a player.

Face Check - To go into a potentially dangerous bush without any knowledge of what could be there.

Freezing Lane - A technique to control where a wave of minion stops in a lane so that a player can deny the opposing player farm.

Focus - A technique that has everyone on the team focus their abilities and damage on a single target.

Gap Closer - An ability that allows a champion to close to the gap between himself and the enemy.

Hard CC - Crowd Control abilities that break channels.

Hook (Pull) - An ability like Thresh's Death Sentence or Blitzcrank's Rocket Grab that pulls an enemy closer.

Inc - Incoming--usually to draw the team's awareness to an enemy that needs to be dealt with.

Initiate - An ability that is threatening enough to draw the attention of the enemy team and start a teamfight.  An example would be Leona's Zenith Blade that pulls her into the middle of the enemy team.

Instalock - Someone who picks a champion and locks in before there is any discussion.

Juke - Dodging a skillshot ability.

Kill Lane - A lane where both champions (typically the bottom lane) focus on killing enemy champions rather than farming.

Kite - Maintaining distance between your champion and an enemy champion that allows you to continuously do damage while leaving them unable to do so.

Knockback - Abilities that knock a champion backwards, like Tristana's Buster Shot.

Knockup - Abilities that knock a champion into the air, like Blitzcrank's Power Fist.

Lane Swap - Where the top and AD carry champions switch lanes, sometimes with or without the support.

Laning Phase - The initial phase of the game.  It typically lasts until the first 1-2 towers are taken down.  Laning Phase is followed by the Mid Game.

Map Awareness - How aware a player is of the mini-map, both of the vision of other players and their movements, and the absences of players (especially junglers).

Map Control - The process of distributing wards throughout the map to gain vision of enemy champions.

Meta - The current popular setup for team compositions based on what types of champions are strong.

Mid Game - A nebulous time period that begins after the laning phase ends, and ends as champions start to hit their "late game power spike", or the last significant damage increase champions have.

Nuke - An ability or group of abilities that do a lot of damage.

Overextending - Straying too far ahead of team members without the benefit of wards to determine whether it is a safe move.

Pen (ArPen/MPen) - Items and abilities that pierce through a flat amount or a percentage of armor or magic resist.

Poke - Long range abilities used with the intention of catching enemies out of position.

Pot - Potions, bought for 35 gold at the shop.

Proc - When a passive ability either of a champion or an item they have activates.

Rito - A misspelling of Riot, usually accompanied with complaints.

Root (Snare) - Abilities that prevent an enemy champion from moving.

Skillshot - An ability that requires the player to aim it instead of clicking on opponents.

Snowball - When a player gets significantly ahead of their opponents, typically by killing many enemy champions, to the point that they are difficult to kill.

Spam - To use a skill repeatedly, often without thought of the strategic use of that skill.

Split Push - After the laning phase, when a champion pushes back a lane without opposition from the enemy team.

Sustain - Abilities or natural stats that allow a champion to stay in lane without support from other champions.

Team Comp - The composition of a team, typically taking into consideration the synergy of their abilities.

Throw - To become so comfortable with a lead that team members take risks where they shouldn't.

Toxic - Someone who refuses to help the rest of the team, and instead berates their teammates.

TP - Teleport, a Summoner Spell that allows an enemy to teleport to a location after a brief delay.

Trading - Doing moderate damage back and forth between champions, typically during the laning phase.  The champion who wins a trade either does more damage to the enemy champion or secures more control over the lane.

Tri-bush - Usually refers to the bush directly below the dragon, but can also refer to its mirror above baron.

Zoning - Using the threat of potential damage to prevent the enemy from farming effectively.

Tuesday, April 14, 2015

A Guide to League Lingo, Part 1: Positions and Noob Basics

I remember what it was like to jump into my first game, confident that I knew a champion or two well enough that I could hold my own in a fight.  As soon as I accepted the invite and stepped into champion select, the chat was a stream of terms that it seemed I was supposed to know--apparently I had instalocked an ADC (Ashe) when someone else already and called bot and they were threatening to ragequit unless I took her top (after all, you can get away with that stuff below level 10).

My experience didn't end there.

After being told that I needed to worry about last hitting and I was such a noob, I apparently fed the MF bot and made it nearly impossible for my team to win.  Perhaps if I'd duo-queued with one of my brothers, I could have been saved the embarrassment.

For those of you who are new to League, or maybe even some not-so-new, here is a guide to League Lingo, Part 1: Positions, Abilities, Lanes, and other Noob Basics.

NOTE: I have NOT included terms that refer to vulgar language unrelated to the game.

Abilities:

Frequently, your teammates will refer to your abilities by the keys you press to activate them.  Having a working knowledge of champions and their abilities is key to doing well in League of Legends.

Champion Types/Champions:

Assassin - These champions are known for their ability to do a massive amount of damage in a short period of time.  They capitalize most off of quick encounters, and will typically use a sort of "hit and run" method in fights.  Their primary stat depends on what their abilities use to calculate their damage.

Fighter (Bruiser) - These champions can take a little damage and aren't afraid to give plenty back.  They are known for their ability to do a decent amount of damage in an extended encounter.  Like assassins, their primary stat depends on what their abilities use to calculate their damage.

Mage - Mages rely on their abilities to do their damage, and often have skills that compliment each other.  Their primary stat is Ability Power.  While they tend to be able to do a lot of damage, they have a difficult time taking it.

Marksman (ADC) - ADC stands for Attack Damage Carry, which tells us their primary stat is Attack Damage.  They do most of their damage through basic attacking, and are easily killed by other types--however, the amount of damage they can put out can also quickly neutralize strong targets.

Support - Support champions have abilities that help out their allies in combat.  They can heal, shield, enhance, stun, or slow down targets.  They are typically most useful in supporting the marksman down in the bottom lane.

Tank - Tank champions can take a lot of damage, but also don't tend to do a lot back.  The job of a tank is to be the focal point of the enemy team so that your team can capitalize on their distraction and eliminate dangerous targets before they have a chance to turn on the rest of the team.

Positions:
Top - Top lane refers to the solo-lane along the top left side of the map.  Typical top laners are characters who have the ability to survive on their own without much help from other champions.

Mid (or Middle) - The center lane.  This is the shortest neutral area between two towers, so a champion can lane here with less fear that they will be ganked.  Typical mid laners are mage types, assassins, and occasionally ADCs.

Bot (or Bottom) - The bot lane is the duo-lane along the bottom right side of the map.  Typically, a support and an ADC lane here.

Jung (or Jungle) - This character starts in the forested areas between lanes, and kills neutral monsters to gain XP.  Junglers take the Smite summoner spell.

Noob Basics:

AD - Attack Damage, the basic stat for champions who scale off of Auto Attacks (the extra damage on the ability is colored orange).

AFK - Away From Keyboard, which means they are no longer participating actively in the match.

Back (Fountain/Recall) - To return to the base by pressing the "B" key and waiting until you get there.  Typically, if someone is encouraging you to back, they have a pretty good reason for it.

Blue Buff - One of the two single target buffs in the game.  This one reduces the time between casting abilities and helps recover mana (the blue bar) faster.

CC - Crowd Control.  This refers to abilities that slow down, stun, or move champions to their detriment.

Chase - Chasing after an opponent, usually to the disregard of one's surroundings.

Crit - A semi-random occurrence when an ability does a lot of damage.

CS (Farm) - Creep Score, also sometimes referred to as Farm.  This is measured by the number in the top right of your screen.  It's the number of minions and monsters that you personally have killed.

Def - Defend, usually said when one of your teammates is concerned for the safety of the base.

DC - Disconnect, or when a player loses connection to the match and must reconnect in order to participate.  Their characters will typically return to the base fountain.

Fed - A champion is considered fed if they have a significant gold lead over other champions.  This is apparent in one of three ways: they have a lot of kills, they have a high CS, or they do massive amounts of damage and there seems to be no apparent reason why they should be able to do that much.

Feed - How a champion gets fed--a champion "feeds", or dies repeatedly and that champion gets the credit.

FF - Forfeit, or surrender.  Despite the frequency at which your teammates may cry for a forfeit, it's really best used when there is no possible way for your team to win, but the enemy team is trying to stall out the game longer.

Flash - A summoner ability that lets them instantly teleport a short distance every five minutes.  It's typically used to escape a sticky situation.

Gank - When an enemy suddenly appears and tries to kill you, typically from the Fog of War.  Junglers operate mostly off of ganks to get kills and to help their teammates in their lanes.

Global - An ability that has the potential to cross or affect the entire map.

HP - Hit Points, or the green bar underneath your abilities.

Inhib - Inhibitor, or the circular structures behind the three towers at the edge of your base.  These inhibitors prevent the enemy team from sending very strong minions to attack your base.

KS - Kill Steal, or when a champion last hits an enemy that they apparently weren't supposed to.  Although kills best benefit champions who are responsible for doing a lot of damage, in the end a kill is a kill.

Lag - When there is a delay between your computer and the server, usually resulting in things suddenly speeding up or jumping around the screen.  If this is a frequent problem, consider turning off Netflix and Spotify while playing.

Lane - Lane refers to any one of the three lanes: top, mid, or bot.

Leash - A jungler asks for a leash if they need help killing their first monster.

MIA - Missing in Action, or the enemy has disappeared and is most likely heading to another lane.

MR - Magic Resist, a stat that reduces the amount of magical damage your champion can take.  Best for tanks and fighters.

Nexus - The building you are trying to protect, and your enemy's Nexus is the building you're trying to destroy.  Doing this wins the game.

Noob - New player.  Usually combined with complaints about the unskilled nature of other players.

OOM - Out of Mana, which means the character will be unable to do much to help you out if you decide to attack an enemy.

Push - To kill minions in a lane and push back toward their base.

Rage - To get very upset and succumb to immature behavior.

Red Buff - Like Blue Buff, a single target buff that can be obtained from killing a special minion in the jungle.  It increases the damage output of a champion.

Squishy - A champion who can't take much damage without dying.

Teamfight - A fight that usually involves all team members of both fights.  Team fights are usually the deciding factor in a match.

Tower Dive - Pursuing an enemy into the range of a tower, which guarantees that you'll take damage from the turret.  It's important to make sure you can take the damage and escape if you're going to tower dive.

Troll - Someone who has no intention to help out the team, and instead spends their time commenting on how "noob" everyone else is while they wait for the game to end.  They typically have nothing better to do on a Saturday night than play a game badly on purpose.

Ult (Ulti) - Ultimate ability, or your "R" ability.  Typically it has a longer cooldown than your other abilities, but it also does significantly more damage.  Knowing when and when not to use your ultimate can make the difference in a teamfight.

Monday, April 13, 2015

Unicorns of Love vs SK Gaming, Game 5: By the Numbers

38 minutes.

The first 38 minutes were an entirely one sided affair.  It looked as though SK had the last win in the bag--they had the set up for a good 1-3-1 composition (Shyvana and Zed could easily take the solo lanes for effective split pushing), they had the kills (they had 16 kills at 38 minutes, compared to UOL's 7 kills), they had the towers (5 to 3 at the time), and the gold lead (8k).  What led to the shift?  How did Europe's #5 team bring down SK in a best of 5?

If you've read the blog before, you might remember The Unicorn Effect--where we talked about what the Unicorns of Love brought to the table to shake up the LCS.  This was the Unicorns doing exactly what we said, point for point: proving that they deserve a shot at the World Championship.
SK applying a lot of pressure in the split lanes.
1.  The 1-3-1 split push.  A bright note of the first half the game for SK was the effective way in which they executed the 1-3-1 split push.  Before they lost momentum at the inhibitor towers, SK secured objectives and towers like clockwork--rotating and meeting UOL where they could press their advantage.  If it had been another team, another game, another time, perhaps that would have been enough to walk away with a victory.
The fight at dragon that sealed the deal.
2.  Relentless.  If there was one word that characterized the way UOL continued to press team fights, it was relentless.  At the beginning of the game, it could also be considered quite reckless--most of SK's kills were obtained by collapsing on UOL when they decided to commit to chasing down a low health target.  In light of that, that might be the extra step required outside of banning out FORG1VEN to take down SK--keep bugging them until eventually they throw a team fight.
Kikis stuns Fredy against the wall.
3.  Kikis might very well be the most versatile jungler in the world.  There is quite a bit of debate over who is the best jungler in the world (which in many ways would be an impossible question considering the different roles of junglers--whether it be initiators, tanks, assassins, brawlers, or any other role we need them in), but there's a good bit of evidence to prove that Kikis takes the cake for being the most versatile.  He's played over 10 different champions in LCS games, and has proven time and time again that the jungle pool is much deeper than professional players seem to think.  His Gnar jungle this game only further proves his expertise--it would be interesting to see what he could pull out should they head to the Mid Season Invitational.
SK decides to go for Baron and pays dearly for it.
4.  38 Minutes.  The turning point for the game.  All it took was one misplay, one thrown team fight, one Ace, and there was not much that SK could do.  Granted, SK was able to answer back with a heavy push up the bottom that secured an inhibitor, but the 37 minute mark narrowed the gold gap enough to bring UOL back into the game.  A number of factors contributed to the success of UOL in the fight.  Aside from the usual mechanics (positioning, front lines/back lines, how spread out the fight was and it's location), UOL had built up enough items and purchased a Quicksilver Sash for Vardags and a Locket of the Iron Solari for Hylissang that gave the team enough survivability to endure the initial damage spikes from SK.  Beyond that first wave of damage (Zed's Death Mark, Corki's Trinity Force-empowered shots) any further kills would take more investment as the team's damage fizzles out once the fight has moved beyond the explosive stage.  On the other hand, UOL's composition had the initial burst to push threat onto FORG1VEN and nRated (to push them off the back line), but also the sustainable damage that would make sure they'd win any extended trade (Caitlyn's passive, the constant threat that is Mega Gnar).
Hylissang comes in with a flash stun to save Kikis and get a 2 for 1.
5.  Hylissang and Annie.  As we saw last week, Hylissang is absolutely comfortable with skill-shot based champions that leave an enemy exposed (his Morgana and Thresh picks were absolutely on point).  Annie, though, does not have to rely on messy mechanics to secure a stun--all it takes is five abilities.  Perhaps SK thought that it would be safe to have Hylissang on Annie since she's fairly squishy without support items, and even then she can't take much punishment if she's caught out.  Maybe they even though that Lulu's Polymorph could come out faster than Tibbers.  Either way, giving a player who is known for his superb initiation skills a champion who has crazy initiation is asking for painful team fights.
That shockwave.
6.  PowerOfEvil's Shockwave.  All said and done, that shockwave baron steal was ridiculous.  PowerOfEvil's timing was perfect.  There was no way of knowing that Svenskeren would miss the Smite, but all the same that damage was all the contribution that the Unicorns of Love could offer for a steal.  This clutch steal extended the game so the Unicorns could work their way back into the match.

Sunday, April 12, 2015

Semifinal Recap: Biggest Take-Aways

In a rather surprising turn of events, our predictions ended up being right on point for all semifinal matches this weekend.  You can find our predictions for Saturday's matches here, and our predictions for Sunday's matches here.

Fnatic vs H2K: Fnatic (3 - 2)
Despite the hype, it's tough to take down a fixture.  Fnatic has been going to tournament after tournament since League of Legends eSports started to become a thing (and back when the prize pool was a drop in the bucket compared to today).  Even though the roster has constantly changed, one fact has remained the same: no matter what incarnation of Fnatic you face, you can be sure they're a tough nut to crack.

Cloud 9 vs Team Liquid: Cloud 9 (3 - 2)
You can't ever afford to be comfortable.  Cloud 9 had the opportunity to learn this lesson throughout the season with a last minute secured 2nd place.  Team Liquid, on the other hand, comes across a mix of blind faith (Piglet will save us) and overconfidence (they did win their first five playoff games in a row).  Neither ended up paying back--in a rare feat, Cloud 9 pulled off three straight wins against Team Liquid to secure their trip to the finals.

SK Gaming vs Unicorns of Love:

Never underestimate the ability to improvise.  SK Gaming has been all about consistency this entire split.  While their signature 1-3-1 push and strategy to win every lane proved to be fairly successful in single matches, over a best of five it has shown to be their undoing.  On the other hand, it goes to show that a team that's always willing to roll with the punches and do what it takes to get back into the game will be a force to be reckoned with.

Team SoloMid vs Team Impulse:
Once the train starts, it's impossible to stop.  We saw a little of this back in IEM--when Team SoloMid starts getting on a roll, there's something about the way they play games that turns them into an unstoppable force.  It's downright impressive to watch as each successive game becomes a little crisper, a little more convincing that they deserve the hype they get.  Unfortunately, the opposite can be said about Team Impulse--they have a great start, but it sizzles out under the right sort of pressure.

What do you think will happen in next week's final matches?  Which teams will take the trip to Florida, and which will settle back with points toward the World Championship?  Share your predictions in the comments below!

Saturday, April 11, 2015

NA and EU Spring Playoffs Semifinals: Day 2

Saturday we had the chance to see two very close sets decided over all five games.  Our predictions (which turned out more accurate than we could have hoped for) can be found here.

Sunday, we have a similar chance for full five game series.  Although SK's undisputed reign over Europe has been something we can come to rely on, they had a rocky loss to the Unicorns a few weeks ago.  Likewise, Team SoloMid has taken the lead over North America, but their last game against Team Impulse didn't go too smoothly.

Sunday, April 12th Schedule:

8:00 AM PST - SK Gaming vs Unicorns of Love
Regular Season: 1 - 1
Prediction: 3 - 2 Unicorns of Love.  Although the numbers are greatly in SK's favor to win the series, the difficultly with SK is their inability to improvise.  On the other hand, that is all Unicorns of Love ever play--improvisation based on however Champion Select went.  If Unicorns have done their research and watched those IEM matches, there are some glaring weaknesses to the SK format that a team like UOL could really capitalize on (not to mention UOL's own victory over SK back in February).  Unfortunately, it could also be a landslide the other way--UOL hasn't been known for the cleanest of games, and the statistics do point to a landslide SK victory.

12:00 PM PST - Team SoloMid vs Team Impulse
Regular Season: 1 - 1
Prediction: 3 - 1 Team SoloMid.  Team Impulse has been looking very good as of late--their victory over Gravity put into perspective their past (as LMQ) and their potential to blow this tournament wide open.  However, when it comes to best of 5s, Team SoloMid has the leg up for this tournament.  Team Impulse relies a great deal on a number of factors falling into place for a victory.  Not only does XiaoWeiXiao need a good game (farm isn't enough--he needs a few kills), but Rush has to be on the same page as everyone else, and the Adrian/Apollo bot lane needs to hold their own.  The most reliable team member by far is Impact up top--and he can only be as reliable as TSM allows him to be.  As long as they remember to ban the Karthus (who would have thought TSM would have a rough time with him?) and to punish Impact (and thereby get Dyrus rolling) TSM should take the series.

As it stands:

EU LCS:
Gambit and Copenhagen Wolves have been eliminated.

Sunday:
SK Gaming (1) vs Unicorns of Love (5)

Next Week:
Saturday, April 18th - 3rd Place Match (H2K vs the loser of this Sunday's game)

Sunday, April 19th - 1st Place Match (Fnatic vs the winner of this Sunday's game)


NA LCS:
Gravity and Counter Logic Gaming have been eliminated.

Sunday:
Team SoloMid (1) vs Team Impulse (4)

Next Week:
Saturday, April 18th - 3rd Place Match (Team Liquid vs the loser of this Sunday's game)

Sunday, April 19th - 1st Place Match (Cloud 9 vs the winner of this Sunday's game)

Friday, April 10, 2015

NA and EU Spring Playoffs Semifinals: Day 1

Tomorrow, we'll have our next round of the LCS playoffs in North America and Europe.  Tomorrow could result in a number of surprises--Team Liquid could continue their roll from last week and absolutely demolish Cloud 9 like they did CLG, or they could choke as they've been doing the rest of the season.  On the other hand, H2K in some circles is expected to smash Fnatic in a best of 5, but Fnatic did leave a pretty clear message that such an upset wouldn't fly this close to the playoffs.

Saturday, April 11th Schedule:

8:00 AM PST - Fnatic vs H2K
Regular Season: 2 - 0 Fnatic.
Prediction: 3 - 2 Fnatic.  There is a lot of H2K hype out there that they might be the best team in Europe, and there's a lot of statistics behind it to show that they've really been an exceptional team. However, H2K is far from flawless, and has never won a game against Fnatic previously.  It should be close--they are both good teams, and it would be a shame if it didn't go five games--but Fnatic should take the win at the end of the day.

12:00 PM PST - Cloud 9 vs Team Liquid
Regular Season: 2 - 0 Cloud 9.
Prediction: 3 - 2 Cloud 9.  After their matches against CLG last week, it's starting to look like Piglet is really coming into his element--however, is it really going to be enough to swamp Cloud 9?  The games last week looked a lot like CLG making consistent errors that Team Liquid could easily come back and punish.  Cloud 9, though, will come into this matchup with a better strategy for how to deal with Team Liquid's new play style.  It could be interesting to see if TL have completely prepared for the playoffs on the side with completely different team compositions, but they'll have to bring their A game to take down C9.

As it stands:

EU LCS:
Gambit Gaming and Copenhagen Wolves have been eliminated.

Saturday, April 11th:
Fnatic (2) vs H2K (3)

Sunday, April 12th:
SK Gaming (1) vs Unicorns of Love (5)

NA LCS:
Gravity and Counter Logic Gaming have been eliminated.

Saturday, April 11th:
Cloud 9 (2) vs Team Liquid (6)

Sunday, April 12th:
Team SoloMid (1) vs Team Impulse (3)

Thursday, April 9, 2015

Cinderhulk: the Rise of the Tank Jungler

Tank Junglers have not been uncommon in Season 5.  Earlier in the year, we saw a lot of Jarvan IV against the likes of Rek'sai and Lee Sin--more traditional fighter types that were popular at the end of last season.  However, with the nerfs in Patch 5.4 taking a hit at the bonus armor gained from Demacian Standard, we've seen a lot less of the prince in the Jungle.
It didn't take Riot long to reintroduce the Tank Jungler back into the fold with the addition of Cinderhulk in Patch 5.5.  Why could one enchantment have such a profound effect on the game?  Let's break it down into some numbers.

Enchantment: Juggernaut.  Cinderhulk replaced the Juggernaut enchantment for Tank Junglers.  It provided 500 bonus health, 10% cooldown reduction, and Tenacity (35% reduction of crowd control abilities).  The health is always welcome on a Jungler who is expecting to take a fair bit of damage, but most standard tank items offer some amount of bonus health.  The cooldown reduction, although nice for Junglers who tended to spam abilities, was more commonly obtained through Frozen Heart for the increased armor component.  Tenacity--although useful for a tank in teamfights to mitigate crowd control and come to the aid of the carries--could also be found on Mercury's Treads (if you wanted to sacrifice the extra speed of Boots of Mobility), or Elixir of Iron (which only provides a 25% reduction, but stacks multiplicatively and grants slow reduction).  Although the components were definitely essential for a tank-style Jungler, more often than not Jungle tanks like Jarvan IV would favor other enchantments to ensure they could do a little more damage in addition to their initiation.

Enter Cinderhulk.
On the outset, Cinderhulk seems to be a significant nerf in the health department.  It only gives a flat rate of 300 health, but also provides the benefit of 25% extra bonus health.  That extra bonus health proves to pay itself off ten fold for the Jungle tank.  Initially--just with the enchantment--it grants 375 health (125 less than Juggernaut).  However, the passive effect stacks significantly with the addition of other items.  Many common jungle items offer significant bonus health--like Randuin's Omen (500 health = 125 bonus health), Locket of the Iron Solari (400 health = 100 bonus health), Warmog's Armor (800 health = 200 bonus health), Spirit Visage (400 health = 100 bonus health), Righteous Glory (650 health = 163 bonus health), or Banshee's Veil (450 health = 113 bonus health), which in the end gives more significant bonus health than the original Juggernaut enchantment.  It also scales off of Sion's Soul Furnace and Cho'gath's Feast for additional effect for these Junglers (although you might have to be Kikis to pull either off smoothly in the Jungle).

Immolate, though, has proven to be a significant improvement.  The difficulty of being a Jungle Tank is that your clear times are markedly slower than that of more aggressive junglers (especially the likes of a Rek'sai, Lee Sin, or Nidalee, who decimate jungle camps with relative ease), which means that you're inadvertently punished for choosing a tanky jungler--one you probably chose because you wanted the increased survivability.  Although Smiting Gromp gives a similar benefit (poisoning attackers for 10 + 5% bonus health), this only helps with jungle clear and combat for 90 seconds, which hardly acts as a significant deterrent unless you happened to Smite Gromp right before heading into a team fight.  Immolate brings to bear the same effect as Sunfire's Cape without the extra gold cost and discourages extended trades with tanks (which are the sort of trades that tanks want to be in anyway).

Although Tenacity and CD reduction are lost on a Jungle item, the passive damage and potentially out of control health proves to be much more useful in the long run.  The introduction of the Cinderhulk buff made a Tank Jungler much more viable in the current meta.  Perhaps in upcoming weeks we'll see the roster expand to include some tank junglers that we haven't seen for a while.