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: ''For the plants, see [[Jungle plants]].''
 
: ''For the plants, see [[Jungle plants]].''
 
 
[[File:Jungle camps SR.jpg|thumb|309x309px|Monster camp locations on Summoner's Rift.]]
 
[[File:Jungle camps SR.jpg|thumb|309x309px|Monster camp locations on Summoner's Rift.]]
   
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On maps that have multiple lanes, '''the {{tt|jungle|Also called 'forest' in some localizations.}}''' consists of the parts of the map between the lanes proper, excluding the teams' bases, characterized by the lack of vision or dense [[Fog of War]]. ''Neutral''—not aggressive unless attacked—creeps called ''{{tip|monsters}}'' live in the jungle, and a monster or group of monsters at a certain location of the map is called a ''camp''.
'''Jungling''' is the action of killing neutral "monsters", which are creatures located between the lanes in Summoner's Rift. '''The Jungle''' is the part of the Summoner's Rift that is not occupied by lanes or team's bases, including the river that divides it. '''Junglers''' rely on killing neutral [http://leagueoflegends.wikia.com/wiki/Monster?cb=6055 monsters] in the jungle to keep up with their laning teammates in terms of gold and experience. In a standard 5-on-5 game of League of Legends, four players in each team are laners, and one player is the jungler.
 
   
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'''Jungling''' encompasses three specialized responsibilities of the '''jungler'''. These contrast with [[Terminology (League of Legends)#Laner|laners']], whose primary purpose is to farm minions and defend their lane's structures in the earlier stages of the game.
== Monsters ==
 
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# [[Farming]] the jungle, meaning the slaying of monster camps.
{{main|Monster}}
 
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# Having access to the {{si|Smite}} summoner spell in order to secure epic monster objectives, which are beneficial to the entire ally team ({{ui|Voidgrub|Voidgrubs}}, {{ui|Rift Herald}}, {{ui|Baron Nashor}}, and {{ui|Dragon|Drakes|link=Dragon_pit_(League_of_Legends)}}).
A '''Monster''' is a particular classification of unit. Unlike [[minion]]s, 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 unit unless they are damaged. As their level goes up, so does their reward gold and exp along with their damage and defensive stats. Junglers rely on killing monsters to farm gold and experience, as they don't have the steady gold income provided by killing lane minions that the rest of their teammates have. The table in [[Jungling#Jungle Overview|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.
 
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# And lastly, because of the jungle's extent, generally assisting and influencing lanes.
   
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== Basis ==
Monsters will not move from their designated spawning location (commonly called "camps") unless they are damaged, in which case the monster will move towards and attack the nearest champion. Above each large monster is a {{tip|Patience}} bar indicating its willingness to fight. A monster gradually loses '''Patience''' if it is too far from its spawn point, if it is damaged while no champions are nearby, or if its target changes. If this bar empties, the monster will stop fighting, walk back to its spawn point and rapidly regenerate health while refilling its '''Patience.''' It will not re-engage unless it takes damage while the bar is full.
 
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The primary reason for a jungler to exist is to maximize resource allocation. The jungle offers a lot of {{g|[[Gold (League of Legends)|gold]]}} and {{stil|{{as|experience}}}} that can be accessed through slaying the monsters that spawn and respawn in predetermined locations on the map. With a lone player dedicating themself to accruing them, more resources can then be collected in lanes by the laners, rather than sharing them with another teammate. This is especially important for solo laners, who can possibly earn the highest amount of gold and experience from creeps on the team.
   
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The structure of the map also naturally leads to that resource acquirement being done in desired ''paths'', formally called ''[[Terminology (League of Legends)#Pathing|pathing]]'', as some camps are closer to each other and/or some camps may be prioritized over others as desired. Because the jungler can obviously only be situated close to one half of the map at a time, this ''pathing'' also determines which lanes or objectives are within their more immediate sphere of influence. Minimizing the time and resources spent clearing camps is imperative for a jungler to be able to have priority over further camps, fights, other objectives, and general pressuring of the enemy team. The farming of camps is generally balanced to be able to be done in cycles while both champions and monsters level up and become more powerful as the game goes on. Junglers that are ahead will cycle monsters much faster, allowing more free time between the camps' killing and the camps' respawning, as well as being able to farm the next cycle of monsters much faster too.
The Rift Scuttler is the only monster that doesn't deal damage, only running away from the source of damage when attacked. Conversely, the Baron is the only monster that doesn't move when attacked, although it will rotate on an axis to hit a target in another direction.
 
   
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The jungler, much like any roaming role, can undertake the initiating of ambushes against enemies in order to overpower the enemy in numbers. Ambushes against laners within the lanes are called ''ganks'', and the lack of natural vision in the jungle heavily facilitates this. This means laners also have to be mindful and avoid ''ganks'' through proper vision and [[zoning|zone control]], or defend against them through various means such as a ''counter-gank''.
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 {{ui|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 {{tip|Direction Targeted|skillshot}} that allows you to hit it from a safe distance and the enemy champion as well, such as {{ai|Volley|Ashe}}) and cause it to attack an enemy champion in lane as long as they are the closest target.
 
   
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Lastly but not least, access to {{si|Smite}} as the jungler additionally provides them with a clear advantage in taking down jungle monsters compared to laners, and agency over important epic monster objectives and the game.
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.
 
   
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== Camp Farming ==
If a champion is killed by a Monster, allies will be notified with the announcer stating "Executed" and text indicating which champion and what Monster killed him. The other team will only be notified if they have vision of the champion. When a monster that has a timer (Red, Blue, Dragon, Baron, Rift Herald) has less than 60 seconds to spawn, its timer is revealed to both teams (regardless of their vision on the camp) and a grey icon appears in the mini-map (icon brightens and turns yellow at 20 seconds remaining).
 
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=== General combat ===
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: ''See [[Monster]] for details on monsters' behavior, such as patience.''
  +
Farming, or "clearing", a camp is done within each camp's '''leash range''', indicated by a circle around the camp when initiating combat with its monsters. Outside of that leash range, the monsters will start to lose patience and eventually automatically regenerate any damage taken and run back to their original position (= reset).
   
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During combat, the attacker can create a window of timing where they can avoid incoming damage by moving away from the monster before it can start winding up an attack, while also potentially retaliating—a {{tip|ranged}} champion can perform this more consistently, since they are able to attack at a longer range than monsters' attack range. As a general rule, large monsters may either move or attack slower (or both move and attack slower) than most champions as the game goes on.
== Basis of Jungling ==
 
The primary reason for jungling is to maximize resource allocation. The jungle offers a lot of [[gold]] and [[experience (champion)|experience]] that can be accessed through slaying the monsters that spawn and respawn in predetermined locations on the map. With a lone player dedicating themself 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 accessible by a team with a Jungler.
 
   
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Monsters will always attack the nearest champion regardless of having {{tip|sight|vision}} of them or not. A change of targets can alert a team of the presence of an enemy nearby. Monsters will attempt to follow a target into {{tip|brush}}, and not immediately "forget" that an attacker has hidden in them.
For a more thorough explanation: There is a maximum amount of gold that can be farmed from the map at any given time. At the start of a game on Summoner's Rift, the first wave of minions that spawns from the nexus can be killed and farmed for 315 gold (3 melee minions at 21 gold each, and 3 caster minions at 14 gold each per lane, in 3 lanes). If a team has all five of its members farming these minion waves in the lane, this is the maximum amount of gold that can be earned, and it will have to be shared between five teammates, with all of the potential gold from neutral Monster camps being ignored. If one player ignores the lanes however and instead focuses on farming the jungle, this 315 gold from the lanes can now be split between 4 players instead of 5, and an additional 441 gold can be earned from a full jungle clear (excluding dragon, baron and the scuttler). Thus, having one player dedicated to jungling on a team of five takes full advantage of all of the gold and experience available on the map at any given time, giving a team the maximum possible amount of farm. And of course, the more farm a team accrues, the greater their chance of winning the match.
 
   
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=== Jungle items ===
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, commonly referred to as "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.
 
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In order to incentivize junglers to be able to farm camps in a compelling way and better than laners, junglers are provided with exclusive and essential '''jungle items'''. These items also ensure laners practically cannot gain much from farming camps rather than lane minions, especially during the [[Terminology (League of Legends)#Early game|early game]]. Conversely, junglers gain heavily reduced {{as|experience}} for farming lane {{tip|minions}}, because of their jungle item.
  +
* {{ii|Gustwalker Hatchling}}
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* {{ii|Mosstomper Seedling}}
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* {{ii|Scorchclaw Pup}}
   
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Purchasing a jungle item summons the respective type of pet to assist the jungler in clearing camps by dealing significant damage and restoring them health and mana. In order to be most efficient, the jungle item must be purchased at the start of the game, because it allows the jungler to gain increased gold and experience bounties for killing jungle camps in general, as well as feed their pet treats for each large monster killed to gain certain bonuses for themselves. The pet can be evolved at certain thresholds of treats to grant the jungler a powerful permanent buff based on their type of pet and unlock access to the {{si|Smite}} upgrades: {{si|Unleashed Smite}} for the first evolution, and {{si|Primal Smite}} for the final evolution.
The final reason for Jungling is to secure the two epic monsters on the map, {{ui|Baron Nashor}} and the {{ui|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 the summoner spell {{si|Smite}} to secure or steal the camp at the last second.
 
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* In {{tip|Classic|Classic}} 5v5 {{tip|Summoner's Rift}}, those evolution thresholds are at 20 and 40 treats, respectively.
   
== Jungle Overview ==
+
=== Camp recycling ===
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The level of monsters is calculated from the average champion level of both teams in the game at the time of their spawning, with the exception of epic monsters which upgrade based on game time. As their level increases, so does their {{stil|experience}} bounty, but also their health and damage. It is therefore important, especially at the earliest stages of the game, for the jungler to pick a pathing that allows them to reach certain levels by clearing camps most efficiently, thus creating a cycle for them to respawn and be cleared again sooner, and enabling the jungler to accrue even more gold and experience on their own.
On [[Summoner's Rift]] there are 16 monster camps: blue and red jungles have an equal area with the same amount of non-boss monsters. The jungle is effectively symmetrical around the center of the map, with the exceptions of the boss monsters {{ui|Dragon}}, {{ui|Rift Herald}} and {{ui|Baron Nashor}}, which are unique and reside in sheltered alcoves along the river (Baron Nashor is on the red team's side of the river and the Dragon is on the blue team's).
 
   
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Monsters' bounties differ; regardless of this, (and assuming the jungler is not gaining experience from other sources than their jungle yet) clearing the first camp of the game will always level up the jungler to level 2. Some monsters, such as the {{ui|Mini Krug}} or the {{ui|Raptor|Lesser Raptor}}, may not be as important to kill in order to achieve certain level breakpoints, since their bounties are exceptionally low.
The practice of "Leashing" monsters when they spawn for the first time at the start of the game is an important component of Jungling. Leashing involves two or more allied champions (one of them being the jungler) attacking the same monster camp at the same time. When the monster's health is low, the non-jungler champions cease their attacks and head to their respective lanes, allowing the jungler to [[Farming|last hit]] the monsters for the experience and gold reward. If done correctly, this allows the jungler to take minimal damage from the first monster camp they fight thus making their first jungle run quicker and safer, and allowing them to have the maximum amount of health when they go to [[gank]] a lane afterwards.
 
   
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Champions evidently take much longer to clear camps in the earlier stages, while some junglers may lose a lot of health or time if they start fighting monsters alone, even with a jungle item. To solve this, the jungler may ask for a "{{tt|leash|This term is vestigial and in its present form is unrelated to actual leashing, see the 'Terminology' page for more info.}}" for their first ever camp of the game, where the allies essentially contribute some damage to the camp so that it can be taken faster. Regardless, this strategy is not always optimal for laners, because they may lose control of the lane earlier on. Balance changes for the jungle camps and junglers' starting items have made leashing less and less important over the years, but it remains an important strategy to situationally employ in certain games nonetheless.
Check the monster list and rewards here [http://leagueoflegends.wikia.com/wiki/Monster#Monster_Rewards]
 
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* On {{tip|Summoner's Rift}}, the assisting allies are specifically only the top or bot laners, since minions in the midlane arrive much sooner than top and bottom lane relative to camps spawning.
   
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=== Timers ===
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 the opponent's experience by leaving a single minor monster behind to deny the enemy jungler's farm and experience for as long as possible.
 
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Live camps are marked on the minimap with a diamond icon at their distinct locations. When there are 60 seconds until their spawning, an hourglass icon will appear at their location on the minimap and will be greyed out. At 10 seconds until their spawning, the icon becomes highlighted. Visual spawn timers are only available for the {{ui|Red Brambleback}}, {{ui|Blue Sentinel}}, {{ui|Voidgrub|Voidgrubs}}, {{ui|Rift Herald}}, {{ui|Baron Nashor}} and {{ui|Dragon|Drake|link=Dragon_pit_(League_of_Legends)}} camps. Their timers can also be viewed in the {{tt|scoreboard|Default 'TAB' key or 'O'}}.
   
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If a team has vision of a camp when it is cleared, the exact spawn timer can be calculated, as the respawn takes 135 seconds (2:15) for a regular camp and 300 seconds (5:00) for the {{ui|Red Brambleback}} and {{ui|Blue Sentinel}} camps specifically. It is important to note that the respawn timer for the latter two can appear on the minimap if a team gains {{tip|sight|vision}} of the camp's location, regardless of if the team had vision of the camp when it was slain. An epic monster camp being slain is announced to both teams, so their exact spawn timer will always be known to everyone.
{{Outdated if new patch|V10.18}}
 
   
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== Invading ==
{|class = "wikitable" style = "text-align: center"
 
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'''Invading''' is the act of walking into the enemy half of the jungle with the intent of gaining information, and if done by a jungler, potentially stealing away camps. Invading can severely impact the ability of the enemy jungler to cycle their own camp, and the ally team can utilize the information gained from invading for various decisions and strategies themselves.
!Camp
 
!Total Gold
 
!Total Experience
 
!First spawns at:
 
!Respawns in:
 
|-
 
|{{tip|Raptors}}
 
|{{g|{{#expr:45+8*5}}}}
 
|{{pp|45+10*5; (45+10*5)*1.025; (45+10*5)*1.075; (45+10*5)*1.15; (45+10*5)*1.25; (45+10*5)*1.35|1;3;4;5;7;9|type=monster's level|formula=''This is capped at monster's level 9.''}}
 
| rowspan = "2" | 1:30
 
| rowspan = "4" | 2:00
 
|-
 
|{{tip|Murk wolves}}
 
|{{g|{{#expr:55+15*2}}}}
 
|{{pp|65+15*2; (65+15*2)*1.025; (65+15*2)*1.075; (65+15*2)*1.15; (65+15*2)*1.25; (65+15*2)*1.35|1;3;4;5;7;9|type=monster's level|formula=''This is capped at monster's level 9.''}}
 
|-
 
|{{tip|Krugs}}
 
|{{g|{{#expr:42+13*3+9*6}}}}
 
|{{pp|37+18+18*2+14*6; 37+18+18*2+14*6; (37+18)*1.025+18*2+14*6; (37+18)*1.075+(18*2+14*6)*1.025; (37+18)*1.15+(18*2+14*6)*1.075; (37+18+18*2+14*6)*1.15; (37+18)*1.25+(18*2+14*6)*1.15; (37+18+18*2+14*6)*1.25; (37+18)*1.35+(18*2+14*6)*1.25; (37+18+18*2+14*6)*1.35|type=monster's level|formula=''This is capped at monster's level 9, but effectively capped at level 10 because of additional krugs spawning with one less level.''}}
 
| rowspan = "2" | 1:42
 
|-
 
|{{ui|Gromp}}
 
|{{g|105}}
 
|{{pp|135;135*1.025;135*1.075;135*1.15;135*1.25; 135*1.35|1;3;4;5;7;9|type=monster's level|formula=''This is capped at monster's level 9.''}}
 
|-
 
|{{ui|Blue Sentinel}}
 
|{{g|100}}
 
|{{pp|110;110*1.025;110*1.075;110*1.15;110*1.25; 110*1.35|1;3;4;5;7;9|type=monster's level|formula=''This is capped at monster's level 9.''}}
 
| rowspan = "2" | 1:30
 
| rowspan = "2" | 5:00
 
|-
 
|{{ui|Red Brambleback}}
 
|{{g|100}}
 
|{{pp|110;110*1.025;110*1.075;110*1.15;110*1.25; 110*1.35|1;3;4;5;7;9|type=monster's level|formula=''This is capped at monster's level 9.''}}
 
|-
 
|{{ui|Rift Scuttler}}
 
|{{g|{{pp|70 to 126 for 9|type=monster's level}}}}
 
|{{pp|115 to 207 for 9|type=monster's level|formula=''This is capped at monster's level 9.''}}
 
| 3:15
 
| 2:30
 
|}
 
   
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'''Counter-jungling''' is the act of invading with the express intent of stealing away camps to cover a known deficit. For example, if the enemy jungler is confirmed to have invaded and cleared the ally Raptor camp, the ally jungler can counter this by invading to clear an enemy camp themselves, potentially equalizing the difference.
== Champions of the Jungle ==
 
The champions who regularly are seen in the jungle role can be categorized into certain overarching playstyles. Some champions belong in more than one category, although such champions are often 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.
 
   
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Both invading and counter-jungling can become an explosive cause for fighting, as laners come to scare or fend off the invaders on their own or assist the jungler in a skirmish to try to ambush them.
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''.
 
   
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== Ganking ==
There are generally three recognized types of jungler in League of Legends:
 
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'''Ganking''' refers to the act of ambushing one or more laners within their lane, with the intent of scoring {{tip|takedowns}}. While the act of ganking is not exclusive to junglers, it is one of the primary activities expected from the jungler earlier in the game, because they are not bound to any particular lane. This free-roaming nature within the jungle's Fog of War can render their decisions somewhat unexpected (though still more expected than the {{tip|Support}} who can truly freely roam despite starting in the bottom lane; the jungler actually has to go to camps and farm them at some point).
   
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The vast majority of viable junglers are given explicit tools to be able to gank effectively and be the primary facilitator for their team: a mix of {{tip|crowd control}}, gap closers, and burst damage.
<tabber>
 
Ganking Junglers=
 
   
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Not all junglers are meant to be ganking often, though. Some junglers benefit from the potential safety of farming in the jungle rather than lanes against opponents constantly contesting them, and are more efficient in clearing camps than ganking due to lack of the aforementioned tools. This renders them more of a carry instead of a facilitator, and separates junglers into two main categories. If a jungler has very good [[Champion statistic|base stats]] and tools for ganking early in the game, and prefers to gank often to get their team ahead, they are referred to as a "ganking jungler". On the other hand, if a jungler is better served accruing as many resources as possible while ganking less often, and then potentially becoming a primary [[Terminology (League of Legends)#Carry|carry]] with massive resource leads over the opponent, they are referred to as a "farming jungler". Both strategies are valid, but the extent of "preferring ganking" vs "preferring farming" differs from champion to champion and even from one [[Patch (League of Legends)|balance patch]] to another.
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.
 
   
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== {{tip|Summoner's Rift}} Jungle Overview ==
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.
 
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On Summoner's Rift, there are 6 regular monster camps per side. The blue- and red-side jungles have an equal area and the same number and type of non-boss monsters, except mirrored across the river:
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* {{ui|Crimson Raptor|Raptors}}
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* {{ui|Greater Murk Wolf|Wolves}}
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* {{ui|Ancient Krug|Krugs}}
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* {{ui|Gromp}}
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* {{ui|Blue Sentinel}}
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* {{ui|Red Brambleback}}
   
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Epic monsters break this symmetry, but still do reside on opposite sides of the river:
Examples of ganking junglers include {{ci|Jarvan IV}} and {{ci|Lee Sin}}.
 
  +
* {{ui|Voidgrub|Voidgrubs}}, {{ui|Rift Herald}} and {{ui|Baron Nashor}} reside in the [[Baron pit (League of Legends)|baron pit]] at the top half of the map, sheltered closer to the red side but only open to the blue side.
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* {{ui|Dragon|Drakes|link=Dragon_pit_(League_of_Legends)}} reside in the [[Dragon pit (League of Legends)|dragon pit]] at the bottom half of the map, sheltered closer to the blue side but only open to the red side.
   
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=== Runes ===
|-|
 
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The majority of runes do not affect combat with jungle monsters, however, there are several that either through directly increasing the stats a champion has or by having an effect which is activated by attacking, being attacked by, or by either killing or participating in the deaths of large or epic monsters respectively. The following runes all in some way either assist in the farming of monsters, or increase in power as a result of having done so:
Farming Junglers=
 
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 [[minion]]s 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 a 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 will usually end up outscaled by their better farmed opponent.
 
 
Examples of farming junglers include {{ci|Udyr}} and {{ci|Master Yi}}.
 
 
|-|
 
Control Junglers=
 
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 {{ui|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.
 
 
Examples of control junglers include {{ci|Nunu}} and {{ci|Trundle}}.
 
 
</tabber>
 
 
== Runes ==
 
The following runes have an effect on jungle monsters or while in the jungle:
 
   
 
{{Column|2|
 
{{Column|2|
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* {{ri|Fleet Footwork}}
 
* {{ri|Legend: Alacrity}}
 
* {{ri|Legend: Alacrity}}
 
* {{ri|Legend: Tenacity}}
 
* {{ri|Legend: Tenacity}}
 
* {{ri|Legend: Bloodline}}
 
* {{ri|Legend: Bloodline}}
* {{ri|Celerity}}
+
* {{ri|Absolute Focus}}
  +
* {{ri|Transcendence}}
 
* {{ri|Waterwalking}}
 
* {{ri|Waterwalking}}
* {{ri|Overgrowth}}
+
* {{ri|Gathering Storm}}
 
* {{ri|Guardian}}
 
* {{ri|Guardian}}
  +
* {{ri|Conditioning}}
  +
* {{ri|Overgrowth}}
  +
* [[File:Rune shard Attack Speed.png|20px|link=Runes Reforged#Shards]] [[Runes Reforged#Shards|Attack Speed Shard]]
  +
* [[File:Rune shard Adaptive Force.png|20px|link=Runes Reforged#Shards]] [[Runes Reforged#Shards|Adaptive Force Shard]]
  +
* [[File:Rune shard Ability Haste.png|20px|link=Runes Reforged#Shards]] [[Runes Reforged#Shards|Ability Haste Shard]]
 
}}
 
}}
   
== Items ==
+
== History ==
  +
: Click on ''Show'' for an overview of jungling changes over the years.
* {{ii|Emberknife}}
 
  +
<tabber>
* {{ii|Hailblade}}
 
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Hide=
   
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|-|Show=
The most common setup when jungling is a {{ii|Emberknife}} or {{ii|Hailblade}} and 3 {{ii|Health Potion|Health Potions}} or a {{ii|Refillable Potion}}. This setup improves jungle clearing speed, provides 450 bonus health to cover early health losses and has the most flexible build path options.
 
  +
Jungler itemization has gone through some considerable changes over the course of the game's lifespan, mainly owing to the unique difficulty in balancing a relatively unorthodox role with the more traditional laning mechanics.
 
As the jungler is often expected to spend a large amount of time roaming the map between camps and lanes, {{ii|Boots of Mobility}} are a useful purchase to lessen the considerable travel time and maximize team contributions. If {{ii|Boots of Mobility}} are not required or priority goes towards counterbuilding against the opposing team, then the other options such as {{ii|Mercury's Treads}} or {{ii|Plated Steelcaps}} are viable alternatives.
 
 
=== Historical Items for Jungling ===
 
Jungler itemization has gone through some considerable changes over the course of [[League of Legends]]' lifespan, mainly 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 {{ii|Cloth Armor}} and 5 {{ii|Health Potion|Health Potions}}.
 
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 {{ii|Cloth Armor}} and 5 {{ii|Health Potion|Health Potions}}.
Line 146: Line 110:
 
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 {{ii|Hunter's Machete}} allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly [[Gold efficiency|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 jungle in [[Season Three]] attempted to compromise between the high farm of Season One and the low difficulty of Season Two. The introduction of {{ii|Hunter's Machete}} allowed many junglers to successfully clear without many sustain issues and offered fallback solutions in the form of the highly [[Gold efficiency|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.
   
[[Season 2014]] 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 provided benefits exclusively involving killing monsters and an entirely new jungle monster, {{ui|Wight}}, 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 {{ii|Feral Flare}}, which provided massive bonuses to junglers who could farm fast enough to acquire the upgrade early on. On the flipside, the addition of {{ii|Quill Coat}} kept slower utility junglers useful during a metagame period dominated by heavy early offense.
+
[[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 provided benefits exclusively involving killing monsters and an entirely new jungle monster, {{ui|Wight}}, 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 {{ii|Feral Flare}}, which provided massive bonuses to junglers who could farm fast enough to acquire the upgrade early on. On the flipside, the addition of {{ii|Quill Coat}} kept slower utility junglers useful during a metagame period dominated by heavy early offense.
   
  +
In [[Season Five]], the jungle received a major update that coincided with the Summoner's Rift visual update. It introduced 4 items that upgraded {{si|Smite}}: {{ii|Poacher's Knife}}, {{ii|Ranger's Trailblazer}}, {{ii|Skirmisher's Sabre}}, and {{ii|Stalker's Blade}}. On top of that, four unique enchantments to those items that diversified champions and granted them unique Legendary-item tier statistics and effects: {{ii|Warrior}} {{ii|Cinderhulk}}, {{ii|Runic Echoes}}, and {{ii|Warrior}}. It also added new effects to jungle camps to the jungler when {{si|Smite}} was used on those camps: {{ui|Gromp}} would grant a buff that poisoned enemies when attacked; {{ui|Ancient Krug}} would grant a buff that stunned jungle monsters every 5 basic attacks or dealt bonus true damage against turrets; {{ui|Crimson Raptor}} would grant a buff that revealed wards when detected; {{ui|Greater Murk Wolf}} would spawn a sentry that would alert the presence of an enemy champion; {{ui|Blue Sentinel}} would restore a portion of {{as|'''maximum''' mana}}; and {{ui|Red Brambleback}} would restore a portion of {{as|'''maximum''' health}}.
== Common Jungle Routes ==
 
A jungle route is: '''the order the team's jungler will take each of the camps scattered around the map during their first clear.''' Routes tend to vary from hyper aggressive to very docile and passive, depending on the playstyle of the jungler in question (certain champions are more efficient with some routes than others). Regardless of the route, 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, most vulnerable states.
 
   
  +
In [[Season Six]], {{ii|Poacher's Knife}} and {{ii|Ranger's Trailblazer}} were replaced by {{ii|Tracker's Knife}}, which did not upgrade {{si|Smite}} but stored sight {{tip|wards}}. {{ii|Tracker's Knife}} was eventually removed in [[V8.4]], largely due to its staleness in higher-level and professional play (where vision is strongly valued).
<tabber>
 
Level 2 Gank=
 
End level: '''2'''
 
 
Route:
 
# {{ui|Red Brambleback}} camp ({{si|Smite}}).
 
# Gank a nearby lane.
 
 
* This extremely aggressive jungle route is the riskiest out of all jungle routes. Commonly used in an attempt to obtain the First Blood bonus before opponents have had a chance to acquire all of their spells yet.
 
* Starting at the {{ui|Red Brambleback}} is optimal as it rewards the jungler with the {{bi|Crest of Cinders}} buff when taken. The buff provides a {{tip|slow}} and a [[true damage]] debuff on your auto-attacks, making it easier to secure kills.
 
* Don't take too much time! Solo laners can get to level 2 quickly so you have to be fast.
 
* For some junglers this sacrifices farming potential for increased early offensive prowess.
 
* Failure to acquire a kill can be fatal, leaving the jungler dangerously behind on experience and farm and vulnerable to harassment for several minutes. On the other hand, a successful gank can be greatly rewarding by not only granting the killer's team {{g|600}} ({{g|400}} for the kill + 50% for the assist) and setting the slain opponent back on EXP and {{g|[[gold]]}} both. This can become an insurmountable disadvantage.
 
* Pay attention during the gank. The opposing jungler may show on vision attempting to counter-jungle your camps.
 
 
|-|
 
Buff-to-Buff Run=
 
End level: '''3'''
 
 
Route:
 
# {{ui|Blue Sentinel}} camp.
 
# {{ui|Gromp}} camp ({{si|Smite}}).
 
# {{ui|Red Brambleback}} camp .
 
# Gank a nearby lane, invade the opposing jungle, or {{si|Recall}}.
 
 
Alternatively:
 
# {{ui|Red Brambleback}} camp.
 
# {{ui|Blue Sentinel}} camp .
 
# {{ui|Gromp}} camp ({{si|Smite}}).
 
# Gank a nearby lane, invade the opposing jungle, or {{si|Recall}}.
 
 
* This is a common opening route, done strategically to prevent theft of the buff camps by the opposing team.
 
* This route leaves multiple transitions open for the jungler including being able to: gank a nearby lane, invade the opposing jungle to steal their camps (with a transition into taking the spawning {{ui|Rift Scuttler}}), or to continue farming their own jungle camps.
 
* Most junglers finish this route at about 2:45. Knowing this, most laners will use the {{ii|Warding Totem}} or a {{ii|Control Ward}} at 2:50 or earlier to protect themselves from a possible gank.
 
* Despite only taking the single-target monster camps, some champions are too low on HP at the end of the route. Playing safe, they {{si|Recall}} to recover health and spend their gold before impacting the map; however, this is considered a passive move that is likely giving tempo (time to take the first action) to the opposing jungler. This means you should follow-up with an aggressive action. Furthermore, this makes recalling into power-farming a very weak transition on most champions.
 
* Another option for junglers who get low on health is to take the nearest {{ui|Rift Scuttler}} using the health regeneration capabilities of {{ii|Hunter's Machete}}, {{ii|Hunter's Talisman}}, or even {{si|Smite}}. (Note: {{ui|Rift Scuttler}} spawns later than other monsters, and thus this is more useful on champions with slower clear speeds).
 
 
|-|
 
Fast Level 6/AFK Farmer=
 
End level: '''6'''
 
 
Route:
 
# {{ui|Blue Sentinel}} camp.
 
# {{ui|Gromp}} camp ({{si|Smite}}).
 
# {{ui|Greater Murk Wolf}} camp.
 
# {{ui|Crimson Raptor}} camp.
 
# {{ui|Red Brambleback}} camp ({{si|Smite}}).
 
# {{ui|Ancient Krug}} camp.
 
# {{si|Recall}}.
 
# {{ui|Rift Scuttler}} closest to {{ui|Gromp}} ({{si|Smite}} if contested).
 
# {{ui|Gromp}} camp ({{si|Smite}} if not used on {{ui|Rift Scuttler}}).
 
# {{ui|Greater Murk Wolf}} camp.
 
# {{ui|Crimson Raptor}} camp.
 
# {{ui|Rift Scuttler}} ({{si|Smite}} if contested).
 
# {{ui|Ancient Krug}} camp ({{si|Smite}} if not used on {{ui|Rift Scuttler}}).
 
 
Alternatively:
 
# {{ui|Red Brambleback}} camp.
 
# {{ui|Ancient Krug}} camp ({{si|Smite}}).
 
# {{ui|Crimson Raptor}} camp.
 
# {{ui|Greater Murk Wolf}} camp.
 
# {{ui|Blue Sentinel}} camp ({{si|Smite}}).
 
# {{ui|Gromp}} camp.
 
# {{si|Recall}}.
 
# {{ui|Rift Scuttler}} closest to {{ui|Ancient Krug}} ({{si|Smite}} if contested).
 
# {{ui|Ancient Krug}} camp ({{si|Smite}} if not used on {{ui|Rift Scuttler}}).
 
# {{ui|Crimson Raptor}} camp.
 
# {{ui|Greater Murk Wolf}} camp.
 
# {{ui|Rift Scuttler}} ({{si|Smite}} if contested).
 
# {{ui|Gromp}} camp ({{si|Smite}} if not used on {{ui|Rift Scuttler}}).
 
 
* 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.
 
* Note that with standard runes it is impossible to reach level six without either taking at least one of the {{ui|Rift Scuttler|Rift Scuttlers}} or taking experience from outside your own jungle (i.e. kills, assists, lane experience, counter-jungling)
 
* Junglers who get extremely low while clearing might consider taking a {{ui|Rift Scuttler}} before their first recall. While this sacrifices a small amount of time efficiency, it can mean the difference between a successful clear and an execution.
 
 
|-|
 
Raptor Start=
 
End Level:'''4'''
 
# {{ui|Crimson Raptor}} camp.
 
# {{ui|Red Brambleback}} camp ({{si|Smite}}).
 
# {{ui|Greater Murk Wolf}} camp.
 
# {{ui|Blue Sentinel}} camp.
 
# {{ui|Gromp}} camp ({{si|Smite}}).
 
# Gank a nearby lane or {{si|Recall}}.
 
 
* This route is a variation on the buff to buff route granting more gold and experience than the common route.
 
* Killing all the {{ui|Raptor|Raptors}} before the {{ui|Crimson Raptor}} grants you level 2 and is the most efficient clear for the camp at level 1.
 
* Champions with [[aoe]] damage are recommened for this clear as you are fighting 6 monsters.
 
* It is much easier to have the mid lane leash than the bot lane, due to the distance from the lane, especially if they're a champion with an aoe damage.
 
   
  +
In [[Season Eleven]], enchantments were removed. In their place, {{ii|Emberknife}} or {{ii|Hailblade}} were introduced as started items that would eventually be consumed after 5 uses of the summoner spell, at which point Smite would gain a one of two unique effects, {{si|Challenging Smite}} and {{si|Chilling Smite}}, respectively.
 
</tabber>
 
</tabber>
 
== Ganking ==
 
'''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, {{ci|Shaco}} can gank a lane as early as level 2 possessing only a {{ui|Red Brambleback}} buff - the slow it provides and the fear from a {{ai|Jack in the Box|Shaco}} can lock down an enemy champion for several seconds, potentially allowing Shaco or a teammate to kill him. Conversely, champions who have little to no crowd control (such as {{ci|Shyvana}}) or have crowd control that can be difficult or unreliable to use effectively (such as {{ci|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 {{ci|Fiddlesticks}}, who has very weak ganks from levels 1 to 5 but becomes one of the game's most lethal gankers after they reach level 6 and acquire the use of {{ai|Crowstorm|Fiddlesticks}} which serves as a powerful gap closer and greatly increases lockdown potential.
 
 
There are several different types of gank that can be observed in League of Legends:
 
 
<tabber>
 
River Ganks=
 
 
[[File:Rivergank-ZacSejuaniJax.png|thumb|{{ci|Zac}} preparing to jump in on a dueling {{ci|Sejuani}} and {{ci|Jax}} through a '''river gank.''']]
 
 
River ganks are the most common type of gank and involves the jungler approaching a lane through the river, entering the bush 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 {{ii|Sight Ward|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 Gank=
 
 
[[File:Sidegank-NautilusPantheonGaren.png|thumb|{{ci|Nautilus}} waiting for a '''side gank''' opportunity on {{ci|Pantheon}}]]
 
 
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 {{tip|controller|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 {{ci|Udyr}}) will often benefit greatly from side ganks, as their mobility issues become irrelevant at such close ranges.
 
 
|-|
 
Loop Gank=
 
 
[[File:Loopgank-Xin ZhaoKatarinaSyndra.png|thumb|{{ci|Xin Zhao}} sneaking up on an unaware {{ci|Katarina}} in a '''loop gank.''']]
 
 
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 {{ui|Dragon}} or {{ui|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.
 
 
|-|
 
Tower Dive Gank=
 
 
[[File:Towerdivegank-VolibearEzrealTwitch.png|thumb|{{ci|Volibear}} and {{ci|Twitch}} attempting a '''tower dive gank''' on {{ci|Ezreal}}.]]
 
 
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 {{ui|Ancient Golem}} camp. Mid lane tower dive ganks make use of the path near the {{ui|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 {{ci|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 {{ci|Zed}}).
 
 
|-|
 
Lane Gank=
 
 
[[File:DirectgankHecarimMundoYorick.png|thumb|{{ci|Hecarim}} assisting an allied {{ci|Dr. Mundo}} in a '''lane gank''' against {{ci|Yorick}}.]]
 
 
A lane 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 lane 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 {{ci|Hecarim}}, who has access to a movement speed-boosting ability ({{ai|Devastating Charge|Hecarim}}), a long-ranged gap closer ({{ai|Onslaught of Shadows|Hecarim}}) and a method of movement impairment ({{ai|Onslaught of Shadows|Hecarim}}) which combine to allow him to storm into a lane at high speed and quickly suppress a target champion before they can escape.
 
 
|-|
 
Counter Gank=
 
 
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 {{ci|Rammus}} and his {{ai|Powerball|Rammus}}). 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 {{ci|Jax}}).
 
 
</tabber>
 
 
== Counter-Jungling ==
 
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.
 
 
As with ganking, some champions are better suited to Counter-Jungling than others. Champions with abilities that let them rapidly destroy camps, and escape if discovered, can easily deny gold and experience by stealing camps. Champions who pack powerful offensive steroids that let them quickly overwhelm an opponent in a duel, as well as the means to prevent them from escaping, can ambush the enemy as they're taking a camp and kill them.
 
 
{{ci|Cho'Gath}} and {{ci|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 {{ai|Feast|Cho'Gath}}, letting him quickly destroy major and minor camps alike. The latter boasts enormous single-target damage from {{ai|Chomp|Trundle}} and {{ai|Frozen Domain|Trundle}} affording him incredible dueling power against lone opponents, as well as a means to chase down and prevent their escape with {{ai|Pillar of Ice|Trundle}}.
 
 
Counter-Jungling is usually a very risky tactic due to the potential hazard of being discovered, cornered and killed by the 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 ===
 
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 {{ui|Blue Sentinel}} or {{ui|Red Brambleback}} camp. Most commonly, this is done for the former camp as several junglers must start with the {{bi|Crest of Insight}} buff in order to clear effectively early on, but for the same reason stealing the {{bi|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 an 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 {{cai|Grasping Roots|Zyra}} or {{cai|Rocket Grab|Blitzcrank}}) who can lock down off-guard opponents and allow for their team to quickly destroy them.
 
 
== Trivia ==
 
* The icon for the {{tip|Patience}} mechanic is reused from the [[Season 3]] mastery {{mi3|Frenzy}}.
 
   
 
[[de:Dschungel]]
 
[[de:Dschungel]]

Latest revision as of 10:05, 29 March 2024

For the plants, see Jungle plants.
Jungle camps SR

Monster camp locations on Summoner's Rift.

On maps that have multiple lanes, the jungle consists of the parts of the map between the lanes proper, excluding the teams' bases, characterized by the lack of vision or dense Fog of War. Neutral—not aggressive unless attacked—creeps called Monster icon monsters live in the jungle, and a monster or group of monsters at a certain location of the map is called a camp.

Jungling encompasses three specialized responsibilities of the jungler. These contrast with laners', whose primary purpose is to farm minions and defend their lane's structures in the earlier stages of the game.

  1. Farming the jungle, meaning the slaying of monster camps.
  2. Having access to the Smite Smite summoner spell in order to secure epic monster objectives, which are beneficial to the entire ally team (Voidgrubs Voidgrubs, Rift Herald Rift Herald, Baron Nashor Baron Nashor, and Drakes Drakes).
  3. And lastly, because of the jungle's extent, generally assisting and influencing lanes.

Basis

The primary reason for a jungler to exist is to maximize resource allocation. The jungle offers a lot of gold Gold gold and Experience icon experience that can be accessed through slaying the monsters that spawn and respawn in predetermined locations on the map. With a lone player dedicating themself to accruing them, more resources can then be collected in lanes by the laners, rather than sharing them with another teammate. This is especially important for solo laners, who can possibly earn the highest amount of gold and experience from creeps on the team.

The structure of the map also naturally leads to that resource acquirement being done in desired paths, formally called pathing, as some camps are closer to each other and/or some camps may be prioritized over others as desired. Because the jungler can obviously only be situated close to one half of the map at a time, this pathing also determines which lanes or objectives are within their more immediate sphere of influence. Minimizing the time and resources spent clearing camps is imperative for a jungler to be able to have priority over further camps, fights, other objectives, and general pressuring of the enemy team. The farming of camps is generally balanced to be able to be done in cycles while both champions and monsters level up and become more powerful as the game goes on. Junglers that are ahead will cycle monsters much faster, allowing more free time between the camps' killing and the camps' respawning, as well as being able to farm the next cycle of monsters much faster too.

The jungler, much like any roaming role, can undertake the initiating of ambushes against enemies in order to overpower the enemy in numbers. Ambushes against laners within the lanes are called ganks, and the lack of natural vision in the jungle heavily facilitates this. This means laners also have to be mindful and avoid ganks through proper vision and zone control, or defend against them through various means such as a counter-gank.

Lastly but not least, access to Smite Smite as the jungler additionally provides them with a clear advantage in taking down jungle monsters compared to laners, and agency over important epic monster objectives and the game.

Camp Farming

General combat

See Monster for details on monsters' behavior, such as patience.

Farming, or "clearing", a camp is done within each camp's leash range, indicated by a circle around the camp when initiating combat with its monsters. Outside of that leash range, the monsters will start to lose patience and eventually automatically regenerate any damage taken and run back to their original position (= reset).

During combat, the attacker can create a window of timing where they can avoid incoming damage by moving away from the monster before it can start winding up an attack, while also potentially retaliating—a Ranged role ranged champion can perform this more consistently, since they are able to attack at a longer range than monsters' attack range. As a general rule, large monsters may either move or attack slower (or both move and attack slower) than most champions as the game goes on.

Monsters will always attack the nearest champion regardless of having Sight icon vision of them or not. A change of targets can alert a team of the presence of an enemy nearby. Monsters will attempt to follow a target into Brushmaker brush, and not immediately "forget" that an attacker has hidden in them.

Jungle items

In order to incentivize junglers to be able to farm camps in a compelling way and better than laners, junglers are provided with exclusive and essential jungle items. These items also ensure laners practically cannot gain much from farming camps rather than lane minions, especially during the early game. Conversely, junglers gain heavily reduced experience for farming lane Minion icon minions, because of their jungle item.

Purchasing a jungle item summons the respective type of pet to assist the jungler in clearing camps by dealing significant damage and restoring them health and mana. In order to be most efficient, the jungle item must be purchased at the start of the game, because it allows the jungler to gain increased gold and experience bounties for killing jungle camps in general, as well as feed their pet treats for each large monster killed to gain certain bonuses for themselves. The pet can be evolved at certain thresholds of treats to grant the jungler a powerful permanent buff based on their type of pet and unlock access to the Smite Smite upgrades: Unleashed Smite Unleashed Smite for the first evolution, and Primal Smite Primal Smite for the final evolution.

Camp recycling

The level of monsters is calculated from the average champion level of both teams in the game at the time of their spawning, with the exception of epic monsters which upgrade based on game time. As their level increases, so does their Experience icon experience bounty, but also their health and damage. It is therefore important, especially at the earliest stages of the game, for the jungler to pick a pathing that allows them to reach certain levels by clearing camps most efficiently, thus creating a cycle for them to respawn and be cleared again sooner, and enabling the jungler to accrue even more gold and experience on their own.

Monsters' bounties differ; regardless of this, (and assuming the jungler is not gaining experience from other sources than their jungle yet) clearing the first camp of the game will always level up the jungler to level 2. Some monsters, such as the Mini Krug Mini Krug or the Lesser Raptor Lesser Raptor, may not be as important to kill in order to achieve certain level breakpoints, since their bounties are exceptionally low.

Champions evidently take much longer to clear camps in the earlier stages, while some junglers may lose a lot of health or time if they start fighting monsters alone, even with a jungle item. To solve this, the jungler may ask for a "leash" for their first ever camp of the game, where the allies essentially contribute some damage to the camp so that it can be taken faster. Regardless, this strategy is not always optimal for laners, because they may lose control of the lane earlier on. Balance changes for the jungle camps and junglers' starting items have made leashing less and less important over the years, but it remains an important strategy to situationally employ in certain games nonetheless.

  • On Summoner's Rift icon Summoner's Rift, the assisting allies are specifically only the top or bot laners, since minions in the midlane arrive much sooner than top and bottom lane relative to camps spawning.

Timers

Live camps are marked on the minimap with a diamond icon at their distinct locations. When there are 60 seconds until their spawning, an hourglass icon will appear at their location on the minimap and will be greyed out. At 10 seconds until their spawning, the icon becomes highlighted. Visual spawn timers are only available for the Red Brambleback Red Brambleback, Blue Sentinel Blue Sentinel, Voidgrubs Voidgrubs, Rift Herald Rift Herald, Baron Nashor Baron Nashor and Drake Drake camps. Their timers can also be viewed in the scoreboard.

If a team has vision of a camp when it is cleared, the exact spawn timer can be calculated, as the respawn takes 135 seconds (2:15) for a regular camp and 300 seconds (5:00) for the Red Brambleback Red Brambleback and Blue Sentinel Blue Sentinel camps specifically. It is important to note that the respawn timer for the latter two can appear on the minimap if a team gains Sight icon vision of the camp's location, regardless of if the team had vision of the camp when it was slain. An epic monster camp being slain is announced to both teams, so their exact spawn timer will always be known to everyone.

Invading

Invading is the act of walking into the enemy half of the jungle with the intent of gaining information, and if done by a jungler, potentially stealing away camps. Invading can severely impact the ability of the enemy jungler to cycle their own camp, and the ally team can utilize the information gained from invading for various decisions and strategies themselves.

Counter-jungling is the act of invading with the express intent of stealing away camps to cover a known deficit. For example, if the enemy jungler is confirmed to have invaded and cleared the ally Raptor camp, the ally jungler can counter this by invading to clear an enemy camp themselves, potentially equalizing the difference.

Both invading and counter-jungling can become an explosive cause for fighting, as laners come to scare or fend off the invaders on their own or assist the jungler in a skirmish to try to ambush them.

Ganking

Ganking refers to the act of ambushing one or more laners within their lane, with the intent of scoring Damage rating takedowns. While the act of ganking is not exclusive to junglers, it is one of the primary activities expected from the jungler earlier in the game, because they are not bound to any particular lane. This free-roaming nature within the jungle's Fog of War can render their decisions somewhat unexpected (though still more expected than the Support icon Support who can truly freely roam despite starting in the bottom lane; the jungler actually has to go to camps and farm them at some point).

The vast majority of viable junglers are given explicit tools to be able to gank effectively and be the primary facilitator for their team: a mix of Stun icon crowd control, gap closers, and burst damage.

Not all junglers are meant to be ganking often, though. Some junglers benefit from the potential safety of farming in the jungle rather than lanes against opponents constantly contesting them, and are more efficient in clearing camps than ganking due to lack of the aforementioned tools. This renders them more of a carry instead of a facilitator, and separates junglers into two main categories. If a jungler has very good base stats and tools for ganking early in the game, and prefers to gank often to get their team ahead, they are referred to as a "ganking jungler". On the other hand, if a jungler is better served accruing as many resources as possible while ganking less often, and then potentially becoming a primary carry with massive resource leads over the opponent, they are referred to as a "farming jungler". Both strategies are valid, but the extent of "preferring ganking" vs "preferring farming" differs from champion to champion and even from one balance patch to another.

Summoner's Rift icon Summoner's Rift Jungle Overview

On Summoner's Rift, there are 6 regular monster camps per side. The blue- and red-side jungles have an equal area and the same number and type of non-boss monsters, except mirrored across the river:

Epic monsters break this symmetry, but still do reside on opposite sides of the river:

  • Voidgrubs Voidgrubs, Rift Herald Rift Herald and Baron Nashor Baron Nashor reside in the baron pit at the top half of the map, sheltered closer to the red side but only open to the blue side.
  • Drakes Drakes reside in the dragon pit at the bottom half of the map, sheltered closer to the blue side but only open to the red side.

Runes

The majority of runes do not affect combat with jungle monsters, however, there are several that either through directly increasing the stats a champion has or by having an effect which is activated by attacking, being attacked by, or by either killing or participating in the deaths of large or epic monsters respectively. The following runes all in some way either assist in the farming of monsters, or increase in power as a result of having done so:

History

Click on Show for an overview of jungling changes over the years.

Jungler itemization has gone through some considerable changes over the course of the game's lifespan, mainly owing to the unique difficulty in balancing a relatively unorthodox role with the more traditional laning mechanics.

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 Cloth Armor and 5 Health Potions 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 Philosopher's Stone and Heart of Gold 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 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.

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 provided benefits exclusively involving killing monsters and an entirely new jungle monster, Wight Wight, 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 Feral Flare, which provided massive bonuses to junglers who could farm fast enough to acquire the upgrade early on. On the flipside, the addition of Quill Coat Quill Coat kept slower utility junglers useful during a metagame period dominated by heavy early offense.

In Season Five, the jungle received a major update that coincided with the Summoner's Rift visual update. It introduced 4 items that upgraded Smite Smite: Poacher's Knife Poacher's Knife, Ranger's Trailblazer Ranger's Trailblazer, Skirmisher's Sabre Skirmisher's Sabre, and Stalker's Blade Stalker's Blade. On top of that, four unique enchantments to those items that diversified champions and granted them unique Legendary-item tier statistics and effects: Warrior Warrior Cinderhulk Cinderhulk, Runic Echoes Runic Echoes, and Warrior Warrior. It also added new effects to jungle camps to the jungler when Smite Smite was used on those camps: Gromp Gromp would grant a buff that poisoned enemies when attacked; Ancient Krug Ancient Krug would grant a buff that stunned jungle monsters every 5 basic attacks or dealt bonus true damage against turrets; Crimson Raptor Crimson Raptor would grant a buff that revealed wards when detected; Greater Murk Wolf Greater Murk Wolf would spawn a sentry that would alert the presence of an enemy champion; Blue Sentinel Blue Sentinel would restore a portion of maximum mana; and Red Brambleback Red Brambleback would restore a portion of maximum health.

In Season Six, Poacher's Knife Poacher's Knife and Ranger's Trailblazer Ranger's Trailblazer were replaced by Tracker's Knife Tracker's Knife, which did not upgrade Smite Smite but stored sight Ward icon wards. Tracker's Knife Tracker's Knife was eventually removed in V8.4, largely due to its staleness in higher-level and professional play (where vision is strongly valued).

In Season Eleven, enchantments were removed. In their place, Emberknife Emberknife or Hailblade Hailblade were introduced as started items that would eventually be consumed after 5 uses of the summoner spell, at which point Smite would gain a one of two unique effects, Challenging Smite Challenging Smite and Chilling Smite Chilling Smite, respectively.