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Jungle Miniguide






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Introduction

Hello people! I am Embracing, a diamond 5 player who played a lot of jungle. I primarily play on CN, but also have accounts on NA and KR.
Here is my miniguide to several junglers and the role of jungling itself. In the cheatsheet lie multiple builds for a lot of mainstream junglers in the current meta.
This guide expects you to have a certain level of knowledge of jungling, so if you're entirely new to the concept please look elsewhere for a better introduction to jungling guide.
I will try to keep this miniguide updated and possibly add in specific champion tips as well.
In an ideal situation, lanes will become stale or slightly advantageous to one side. However, both sides will know their limits and know when to retaliate. A jungler's role is to rattle the enemies's confidence in their lane, due to the fact that the enemy cannot have absolute control over where the jungler is. Of course, to counteract that, the other team will choose to have a jungler as well, which limits the amount of inconsistencies you can create in the game. A jungler will try his/her best to abuse the mistakes that enemies make and create windows of opportunity to weaken the enemy laners. Since it is generally accepted that there is a snowball effect, by massively exploiting the enemy team, the game flow generally goes to your side. What this means is that enemies have limited choices as to what to do. A simple example is as follows: You gank top lane and the enemy gets very low. Your top lane pushes up. Your top laner can now go back, farm the jungle, or camp a bush, while the enemy laner is forced to stay in lane with the risk of a towerdive, or go back and lose xp / call the jungler for help. This restriction eventually grows into bigger losses, most often towers, buffs, or dragons.
That being said, how exactly does one control the tempo?
The most important characteristics of a good jungler are the following:
- Ganking multiple lanes successfully in forcing summoner spells off of enemies, bursting enemies, getting kills off of enemies, or forcing enemies to stay in lane with low health or losing a ton of xp by backing when minions are pushed to your turret
- Keeping track of enemy jungler locations and being able to successfully countergank
- Keeping track of buff timers (including enemy buffs if possible), dragon timers, and baron timers
- Keeping minion XP and gold from being lost when enemies push and your teammate(s) are forced to back
- Securing buffs (Take first blue buff and give the rest to your mid laner. Take red buffs until teamfights begin. Then give it to your ADC) Don't forget to use
Smite to last hit the buffs.
Of course, this isn't just a checklist to see if you're a successful jungler. The key difference between a decent jungler and a great jungler is a minimal amount of hesitation. Hesitating as a jungler makes you VERY behind and most possibly will slow you down in counterganks and counterjungling, potentially losing your lanes. A good jungler will know when to do what without ANY hesistation.
As a jungler, later on you'll most likely be a tanky initiator for your team. Essentially you're like a tankier support. Champs like


1. Do a smiteless clear on the buff near bottom lane with the help of your bot lane. (Red for Blue side, Blue for Purple Side)
2. Go to the buff close to top lane and clear it with smite.
2a. If you're on blue side and you have high early damage, go to enemy top lane buff and kill enemy jungler while he does red. When doing this, I often tell my support to put a 3 minute ward over red wall or in the bush near top lane red buff as the game starts.
3. Gank / farm if no ganks are available.
You can also start with your top lane buff, but for most junglers it'll leave you with lower health (one champ helping versus two champs helping).
Marks
![]() AS Marks |
These marks are for junglers who want a fast early game clear speed. These are mostly bought on ap junglers who don't need high burst after their initial clear like ![]() ![]() ![]() ![]() |
![]() AD Marks |
These marks are mainly bought on junglers whose abilities scale with AD, such as ![]() |
![]() MPen Marks |
These marks are mainly bought on AP junglers who have high burst in abilities and want damage after the initial clear, such as ![]() ![]() |
Seals
Glyphs
![]() MR Seals |
These glyphs help you a lot in ganking magic damage laners and help you fight enemy APs early when necessary. These are great in early skirmishes near mid lane. |
![]() AP Glyphs |
These are only good on the niche bursty AP junglers such as ![]() ![]() |
Quintessences
![]() MS Quints |
MS quints are best on both AP-utility jugglers and tank junglers. These are just an overall plus to a jungler, as movement speed helps you gank, countergank, move from camps, etc. |
![]() AD Quints |
These are best on champs with AD scalings just like AD marks. They give you high burst on abilities. |
![]() AP Quints |
AP quints are only good on bursty AP junglers like ![]() ![]() |
![]() LS Quints |
Only one or two of these are taken on junglers aiming to start with ![]() ![]() ![]() |
The first concern people often have is "Which jungle item do I build?"
As you can see, there is a plethora of items to choose from. The first important thing to keep in mind is that, as the jungler, you'll want cost efficient and cheap items that effectively help your team while simultaneously maintaining a safe, consistent, and strong early game.
This is probably the most common item you'll be seeing on a jungler in the current meta. This is due to the fact that junglers are expected to be relatively bulky early on and that most junglers are tanky initiates, meaning the stats they favor most are health and CDR, which Golem Spirit gives. By buying this item early you're able to sustain pretty well through most jungle clears and purchase boots other than

Once commonly purchased due to its extremely cost efficient stats, Lizard Spirit has now been slightly nerfed and is now less seen. However, Lizard Spirit is still a good choice on many fighter junglers who autoattack, such as



This is probably the rarest spirit of the trio. Wraith Spirit is seldom seen on most junglers because it only fits a niche of the junglers out there - AP Carry junglers. Even standard AP junglers in the current meta like



Since most junglers buy Golem Spirit due to its cost efficiency, Madred's is seldom bought anymore on a lot of junglers. However, it still has its place as a cheap jungle item that helps in reaching for core items quicker. It's really only bought when you're playing a jungler who needs help in clearing and who needs his items faster. It was once the best choice on





This start has been rising in popularity due to its strong early game and quick transition into items. A





tl;dr:
Utility Jungler / Tanky Jungler and doing even? Go

Bruiser jungler w/ autoattacks doing well and want to snowball? Go

Heavy AP Jungler? Go

Need help in clearing jungle camps AND need core items fast? Go

Fighter jungler with sustain who wants a strong early game and core items faster? Go

The next important item period for junglers is when they purchase their first big item.
This item is the key core item.
This is because this item provides your team with a solid teamfight advantage.

These items are chosen mostly because of:
- Cheaper components (Jungler has low income)
- Cheaper overall price --> Faster purchase
- Quick tankiness (GREAT AGAINST AP)
As a jungler you will be forced to have a lower income, which restricts you from buying big items like


Thanks to TheRedPenguin for the banner!
I will try to add more information as time passes or as the meta changes!
Thanks!
Embracing
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