Yes, it's worth it to pick another jungler. It does not necessarily have to be a counter-pick though, which probably needs some explanation:
- The advantages you gave for having a jungler hold for your team as well.
- What you labelled as 'more effective' does not really require a jungler at all (coordinate your team to kill the enemy jungler [wards!] or steal a buff)
- Your downsides are too situation dependent:
- If behind enemy lines, you better know what you're doing. You have to be sure that your champ can live up to the enemy jungler and you have to make double sure that all other enemies are on their lanes. While it is a downside, it's one for which the risk can be dealt with.
- If their jungler is higher level than you, then either you have to improve your jungling, or you got killed/hindered before. Shouldn't happen for the first creep round, unless someone messed up their early game (see below)
- same as 1. Do not get killed in the enemy jungle. The enemy jungler shouldn't be able to kill you (or you shouldn't enter his lair!) and if you get ganked it's your fault for losing track of your enemies. If you suspect only a single enemy missing that might come for you, you better be on your way back to your jungle.
Anyways, double jungle teams are quite a common thing, because neither team wants to ignore the advantages gained by having a jungler. However, it also means that your team should know how to deal with that situation. Here's a few tips for general two-junglers-play:
- Prepare for more ganks on both sides. For both junglers it's usually safer to gank, than to visit the other side's forest.
- Make your jungle starting save. Not getting harassed while you get your first buff is extremely important. The team should realize this and protect you. Place your mates into the forest access points near the river to watch out for early ganks. Only let them leave, once the buff is save.
- Of course, you can turn this around too and try to gank the enemy jungler with your team. Not just a single counter-picked champ, but 2+ champs.
As you can see, two junglers are possible, do make sense, and generally lead to very fast and intensive gameplay. Beware on random groups though, as a two-jungler game demands a lot more from all players and failure is easy to achieve in that setting.
Roaming has become a popular addition to the metagame strategy, wherein one player does not lane nor jungle, but rather simply moves through the jungle/river to initiate ganks on lanes from level 1 and onward, until the teamfight portion of the game begins.
A roamer essentially guarantees that you're either running a solo lane, or two solo lanes if you have a roamer and a jungler. I've also seen a double roamer game played, though this tends to be less effective as enemies who are wise start playing defensively and reduce the effectiveness of your roamers, which put them behind in both CS and levels.
The qualities of a roamer can vary, but the general requirements are that they are mobile, can do burst damage, and have a strong stun or position altering (push, throw, etc.) ability. Taric, Evelynn and Alistar are all very popular choices for roaming. I've also seen Sion and Blitz play roaming effectively, but they were both out of a lack of a jungle spot on the team and normally suit better in a lane.
This strategy is similar to the "double jungle" mindset in that you get three solo lanes, with the exception that there is extra pressure on getting early kills to succeed. A definite risk vs. reward tossup, as successful roamers will quickly catapult your laners ahead in level / CS as well as demoralize your opponents, but unsuccessful roamers will fall just as far behind due to the lack of their presence in the laning phase.
Best Answer
The numbers you see here are for all ranked games.
This means solqueue, ranked 5v5 play and ranked 3v3 play all count towards this statistic.
If you win 9 games in ranked 5v5 soloqueue with udyr and you lose one in 3v3 ranked your statistic will show a 90% winrate since every game counts.