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Jungling 101 Archive (NOT TO BE PUBLIC)






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So - What is this guide?
Feels a shame to have them drop off the face of the earth and I secretly hope Riot changes the jungle back, in all honesty.
Some junglers, however, start at double golem, which still gives you level two, but not the buff, obviously. If your jungler isn't cooldown/mana dependant, or doesn't have any (E.G.



For the most part, this varies for each jungler. You won't see a

The mobs in the jungle have fixed spawn times listed above, this may help you know when your buff will spawn, if you need some sort of hint, say in chat when next one will be up. If you killed Dragon at 27:12, say in chat "Dragon up 33:12", for example.
SOME ROUTES WITH SCREENSHOTS! -
Remember, these routes are only really basic ones to start the game with, do NOT follow them strictly after this, you will want to gank whatever you can and just kill whatever you're near to be completely honest. In fact, it might be better to never follow them strictly, and gank at level 2, for example. Lots can happen in jungling, like a very powerful counter jungle, but you will learn to adapt, that's something I, for the most part, can't teach you. Remember, after you get to the stage where you've finished one of these routes, and you have your "ganking ability" (E.G.


Noteable junglers that use/can use this route -







It's worth noting that usually, it's optimal for some junglers to do it Wolves > Wraiths > Golems, using













Noteable junglers that use/can use this route -






















The Blue Golem Route -
Last but by no means least, the most well known route, the Blue Buff Route! This route is only recommended for those with an extremely powerful early jungle (like


Notable junglers that use/can use this route -


























Now, I'd like to briefly whisk over the reasoning behind sending junglers on certain routes. I've listed some of them there anyway, but I don't want to tell you everything, it's better if you understand the reasoning behind it, which promotes complete understanding of jungling itself! Jungling is all about adapting. Whether it's adapting to an overextended enemy or a successful counter jungle, you'll need to know how to adapt to counter jungling, so I'll list here which routes give you a good recovery from what sort of counter jungling.
You should NEVER be in that mind set of "Oh, Amumu? I start at blue!", a good jungler never has a fixed route, since a good jungler adapts, and is malleable to the current situation. A jungler that ALWAYS starts in one place won't know the first thing to do when they get hit by a good counter jungle.
Sustainable Route -
This route is often taken by junglers who need to get to level 6 as soon as possible, or would optimally like to get there fast. This route is THE fastest way to reach level 6 on most junglers. It can also help to alleviate problems that junglers with bad early starts face, such as

This route is also not too intensive on your health, if you take the standard Aggressive route, you might suffer low health when you reach the red buff, however, on this route, the only time you ever reach low health is the end of the two golems, and it's really not that sort of level where a


This route is great for recovery too, if your opponent's jungle is heavily warded or they've already taken the creeps you'd like, doing most of this route is always pretty good. I, however, prefer to take their wraiths, do their golems, then go round to my wolves, which gives the same XP as this route whilst answering to their counter jungling!
Superior Route -
This route, in my opinion, is the jack of all trades route. It's really adaptable and malleable. It's easier to pull off than the Aggressive route and a lot less intensive health wise, but it can pay off, if you do it. This route has a decent answer to counter jungling and a great way to sneak in a steal of some of the opponent's stuff. Otherwise, you'll be relatively safe all of the way round - however, you might end up with slightly lower clear times - but against a good jungler, that might pay off.
This route is good on champions that can get sneaky ganks in almost anywhere in their route, as you might have noticed in my screenshots, I got a kill after I did Wraiths and before I moved onto wolves. If you go the Aggressive route, you NEED to do some intensive jungling/counter jungling or gank hard, or you essentially waste your mana and cooldowns that have been increased.
This route is hard to pin down as far as counter jungling goes, the jungling times are sub-standard, and (for example) if an opponent goes to steal your blue at the usual 7:20-ish time, and hasn't tried to keep you on a leash previously, you'll be the one in the lead, since they've just wasted a LOT of time by checking your buff.
Aggressive Route -
Not too much to say about this route, which is why I left it until last. It's fairly easy to understand why it's called the Aggressive Route, you have a LOT of mana to throw about, and get your buffs really early compared to other routes, and hit level 4 earlier than any other route, though level 6 will be taken by the Sustainable Route.
This route is taken by many junglers with early mana problems (such as

Unfortunately, every route has it's down sides. This one has it's very bad answer to counter jungling. Some junglers, for example,


This list ONLY reflects their jungling prowess, and nothing more.
To find out more about my thoughts about the current jungle champions, how they're affected by buffs and nerfs, new champions, and more, check out my blog on this site! -
http://www.mobafire.com/league-of-legends/blog/xenasis
THE CHAMPIONS INSIDE THE TIERS THEMSELVES ARE IN NO PARTICULAR ORDER!
THIS TIER LIST IS ONLY FOR THEIR ABILITY TO JUNGLE, NOTHING ELSE LIKE LATE GAME!
Last update of tier list (for reference) - 24/11/11 (UK Date format, by the way)
The God Tier (Tier 1)-
These junglers excel at pretty much everything, or are so good at something it's hard to ignore. These should be your top choices for a jungler and are usually a good starting point for new players.








Demigod Tier (Tier 2)-
These junglers are just not quite hitting the mark when it comes to the best of the best, but there are some fearsome junglers in here that are really amazing. These are essentially either really good at something but lacking elsewhere (like













Average Tier (Tier 3)-
These junglers really aren't that shabby at all. Don't come under the delusion that these are bad, they're just not as good as others really.










Kind of Meh Tier (Tier 4)-
This tier is self explanatory, these are OK, just not optimal at ALL. They can do the odd thing pretty well (E.G.










Last Resort Tier (Tier 5)-
These can jungle. It's just not really very optimal AT ALL. Using one of these will be better than having no jungler, but it's better for some other champion to jungle than one of these to jungle.









And most likely a few I forgot. I know, you weren't expecting some of them, but they do work!
If you want to test a jungler's viability or if you can play them very well, remember to ALWAYS do it in a Custom game, creeps don't change, there's no harm in just trying, especially when it just screws over your team if you do something or don't have the right runes or something. I'd recommend always starting in a Custom if your runes don't match ones recommended or you don't have any good rune pages yet.
Tier List Changes! -
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19/9/11 - Moved

19/9/11 - Moved

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16/11/11 - Dawn of the mastery change. LOTS of changes coming!
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A little tip I'd suggest is to buy Tier 1/3 (depending on if you're 20 or not) Armour Seals.


A few junglers you can use runeless include -










For ANY of these though I'd recommend trying them in a custom game first, it's 10x less embarrassing to die at blue in a custom than elsewhere! Remember that not all of these will start at blue, but the majority will, try them out first to make sure that your route isn't too dangerous or anything. You don't need to kill blue buff first every single time for every single jungler (contrary to popular belief). It might be worth noting that you don't have to do the route that each guide suggests/recommends. It might be better/easier to do a simpler, less intensive route (such as the sustained route) and do it that way. I've not tested this myself, but I'd assume that stronger junglers (such as


There might be a few that work in the jungle that I don't know about, I just don't have every champion in the world unfortunately, if there is one, please leave it in a comment so I know about it and can add it to this list! I wouldn't recommend

WHY DID YOU ABANDON NUNU/FIDDLESTICKS/X JUNGLER?
Well I have included the builds of those two, and that's two junglers compared to the overwhelming majority of junglers that use physical attacks! You'll just have to take my word for those, but I don't want anybody getting confused and using MPen Marks for a physical jungler!
Marks -
Greater Mark of Desolation
These are the bread and butter of physical marks. They do an amazing job - and are at least decent on everyone, but not necessarily the best you can get for every single jungler. These don't give as fast of an initial jungle as AD/AS Reds, but they help more for late game and for ganks!

These make for the fastest jungle possible in 95% of cases. The reason I haven't used them in most/any of my builds is because ArP runes work for a pretty fast jungle as well as a MUCH better late game and ganks, instead of a couple of seconds faster for the jungle. These work, there's no doubt about it, but I'd say it's down to preference.

These also work similar to AS Marks, but only usually work better when your champion has a scaling skill with AD in it, and isn't as dependent of AS! For the most part, AS marks work better for this purpose, but these aren't too bad if you have them!
Seals -

These bad boys work on pretty much any jungler ever. Some runes might be better for really particular junglers (E.G. Dodge runes for


Optimal for a few junglers (for example,


Work on some junglers, one that pops to mind is



Glyphs -

Very slightly faster jungling. It isn't too big of a difference but for a lot of junglers it's the fastest jungle you're going to get out of blue runes, so these are worth mentioning. Usually though, other Glyphs are a better choice.

This is what the majority of people will use, however, due to their high price and the fact that they don't work well for all junglers - especially auto attack based ones or ones that don't use their abilities that much (for example,



Give you quite a lot of Magic Resist to make you a little more bulky as you enter a lane or help a little late game too! They aren't a bad choice at all and are extremely cheap at 200 IP each!

Same as above, but these are better in the late game! It's all really personal preference if you want the flat or the scaling, since it doesn't effect your jungle in any way, shape, or form.

These runes ARE viable. Two junglers that spring to mind that GREATLY benefit from these runes are




Quintessences -
Greater Quintessence of Desolation
Faster jungle (albeit slightly), better ganks, better late game presence, most people have these anyway. These are the bread and butter quints like the ArP marks were there!

For the same reasons listed on the marks here really, these usually result in optimum jungling times, but usually aren't quite as good as ArP runes when you stack them up when it comes to ganking/team fights.

Same reasons listed on the marks section of this chapter, they help, but usually not as good of a choice as


Golden rule = Health quints work on anyone! Usually, there will be a better choice, but if in doubt, use these! They help junglers with low survivability or ones that benefit from high health (for example,


If you want to find out more about the sort of runes you can get or to see the values when stacked up against each other, look here! -
https://spreadsheets.google.com/ccc?key=0AiSAUE5pXNC8dF94UlVMai1zQy1Tb0hLY1FHeE5VZ1E#gid=0
It's really great for seeing which stat is max where, and how much better X rune is against Y rune!
For all else rune related, check out Searz's rune guide. It's awesome for finding out which runes are actually good, and which aren't. You can find that here -
http://www.mobafire.com/league-of-legends/build/rune-tips-what-secondary-and-primary-means-and-more-24255
By the way, you might note some junglers I've recently bumped up one or two tiers, or new junglers in general, won't be on here, I'll add them if I remember and can be bothered searching for guides, though this is a good base for popular, quite cheap (IP wise) junglers, which ever way you look at it.
DON'T TAKE OFFENCE IF YOUR GUIDE ISN'T HERE. THIS IS MY PERSONAL PREFERENCE - AND ONLY DEPICTS HOW THE GUIDE IS IN MY EYES!
This chapter is, simply put, because I can't have an in depth guide for every jungler, and they're all different! I hope you understand, but instead, look at these guides that I recommend, and are, in my opinion, the best jungle guides for each of the champions listed on Mobafire.
























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