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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Smite
Items
Ability Order
Deadly Venom (PASSIVE)
Twitch Passive Ability
Champion Build Guide

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Greetings, gamer. I'm Vapora Dark, a veteran League player that's been playing since season 1. During that time I've hit Master tier as a mid lane main in season 5, as an ADC |

I've spent most of season 7 up until now as somewhat of a ![]() ![]() |
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I started off playing him ADC since I was an ADC main but over time I became disillusioned with the agency of the ADC role, and at the very end of season 7 I took on the challenge of abandoning the ADC role for season 8 and instead learning to play my favourite champion in the jungle from scratch. In just a short few months I went from being an awful, inexperienced jungler who could only scrape enough wins to play ![]() ![]() ![]() ![]() As part of the learning process, I analyzed and heavily inspired my play on replays of RAT IRL, the best jungle ![]() ![]() ![]() ![]() To be honest, a lot of it is simply mechanical skill and experience. There are no secrets that allows RAT IRL to crush all his games, he is simply an insanely good player that makes great decisions in almost any situation he finds himself in which allows him to constantly come out on top of his opponents. And there's no way to copy his decision-making because there's a million different situations you can find yourself in in League of Legends. So while you can certainly practice your decision-making in-game as it's a skill just like any other, studying his games can only do so much for improving your jungle ![]() That being said, RAT IRL's strategies and tactics certainly are something that can be learned from. I've heavily based my own playstyle off of RAT IRL's, and to this day I still occasionally watch his replays to continue to learn anything I may have missed as well as any adaptations he's made to meta changes. For you, the reader, fortunately it shouldn't be quite as much effort to learn ![]() ![]() I can't promise you that you'll be able to play him at a Challenger level after reading this guide, but what I can guarantee you is that this guide will lay the foundations through which you can achieve your own highest individual potential, once you take in everything I have to say and commit to extensively practicing it within your games. I can't turn you into RAT IRL, but I can turn you into the best possible ![]() I hope you enjoy reading the guide as much as I enjoyed writing it, and that by the end you feel my guide was worth the privilege of your time. |

Since ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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The only viable rune in this branch, this rune is amazing for jungle ![]() |
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Here you have the option of either ![]() ![]() ![]() ![]() ![]() |
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You have more than one option in this branch, but ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

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Flash
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Smite
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Deadly Venom
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PASSIVE: Deadly Venom
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![]() ![]() ![]() ![]() ![]() ![]() ![]() When you're fighting or chasing it's always good to refresh this before it resets whenever possible since the more stacks you can maintain on a target since aside from the ![]() ![]() |
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Ambush
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Q: Ambush
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![]() ![]() ![]() ![]() ![]() This ability is the sole reason why ![]() The most important skill a jungle ![]() ![]() It also gives a very large attack speed boost to increase your damage in ganks and duels, and can massively increase your teamfight damage especially when combined with ![]() |
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Venom Cask
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W: Venom Cask
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![]() ![]() ![]() ![]() When ganking it's your only form of CC besides red buff, and while it's only a slow it can still often be the difference between getting a kill or not. It's also useful for applying ![]() When ganking an enemy from the side, it's usually smart to throw ![]() ![]() |
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Contaminate
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E: Contaminate
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![]() ![]() ![]() ![]() ![]() Early game you'll want to use it either whenever you have max stacks to add to your DPS, as soon as it'll kill your enemy, or when they've escaped your auto attack range and you just want to increase your damage dealt to them before walking away. |
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Spray And Pray
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R: Spray And Pray
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() During ganks you'll want to use ![]() ![]() |

Starting Items
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Hunter's Machete Since ![]() ![]() ![]() ![]() ![]() |
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Warding Totem![]() ![]() ![]() |
First Backs
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Skirmisher's Sabre This is the only viable ![]() ![]() ![]() ![]() ![]() You'll want to buy this as your first item (and if you can't afford it, buy ![]() ![]() |
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Boots Of Speed Once you have your ![]() ![]() ![]() ![]() |
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Dagger Once you've completed your previous two items, you'll just want to build ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Boots
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Berserker's Greaves Although you do usually end up overcapping on attack speed later on, it takes a while to reach that point and these are the best overall Boots despite it. They are your go-to choice of Boots unless the situation demands ![]() ![]() |
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Ninja Tabi These Boots are highly effective against AD assassins as well as AD-centric comps in general as they will greatly reduce the amount of damage you'll take from the enemy team. Generally the increased damage output of ![]() ![]() |
Core Items
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Skirmisher's Sabre - bloodrazor![]() ![]() |
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Runaan's Hurricane Generally you'll want to finish this before moving onto your boots upgrade since it massively increases your clear speed through AoE as well as greatly increasing your team fight damage during ![]() |
Situational Core
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Infinity Edge Combined with the crit chance and AoE of ![]() ![]() ![]() |
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Wit's End This is an absolutely fantastic item for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Blade Of The Ruined King Occasionally you may want to consider building this as a 3rd item in place of ![]() ![]() ![]() ![]() ![]() ![]() |
Situational Items
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Phantom Dancer After you have ![]() ![]() |
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Statikk Shiv A potential alternative to ![]() ![]() ![]() ![]() |
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Guardian Angel This is the best item you can build when the enemy team has an easy time shutting you down in teamfights as the revive passive acts as a 4 second ![]() |
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Mercurial Scimitar This item, or just its component ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() While you might sometimes need to build ![]() ![]() ![]() ![]() |
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Mortal Reminder This item can be absolutely necessary in some games if the enemy team has a lot of healing. If you're playing vs a ![]() ![]() ![]() ![]() |
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Lord Dominik's Regards Good purchase when facing high armor against very tanky comps, but since the current meta doesn't regularly see many tanks on the same team you usually won't want to build this except vs ![]() ![]() |
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The Bloodthirster This can be a good item to sell your ![]() ![]() |

Clearing Camps
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This would usually not even be worth the mention in a jungle guide for most champions, but since ![]() ![]() |
Clearing The Raptor Camp
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Never clear the Raptor camp before ![]() ![]() ![]() ![]() After ![]() ![]() To start off the raptor camp, you'll always auto-attack one small raptor then drop ![]() ![]() ![]() ![]() ![]() Once every small raptor has been auto-attacked once, you can afford to wait a couple of seconds before casting ![]() ![]() ![]() ![]() ![]() Depending on your level, items and how many times the raptor camp has spawned (it gets tankier each time), some of the small raptors might get one-shot, some might just barely not but subsequently die to the ![]() This difference is caused by the fact that depending on the order in which you auto-attacked them, some of them have had ![]() ![]() When you suspect not all raptors will die to one auto-attack + ![]() ![]() ![]() ![]() The only time you'll start off focusing the big raptor is if you have ![]() There's also a trick you can do to clear more healthily in case you're worried about your HP for whatever reason. When you auto-attack the camp to make them all stack for ![]() ![]() ![]() ![]() During this small time where the camp is sitting there doing nothing you're getting a small bit of healing from ![]() ![]() This trick is applicable to all camps but is especially impactful for the raptor camp because usually it moves so fast, and you have such little space to walk around in, and you have to stand still for a lot of it anyway to get your ![]() It's not always worth doing though because it puts ![]() |
Clearing Blue Buff
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Blue is the tankiest of all buffs and the one that does the most damage, but fortunately it's also very slow moving and has a very wide area you can kite it around without it dropping aggro, so you can do the entire camp taking only 1-2 hits if you wish. Later on when you have more items its damage is negligible so there's no point kiting it too far and you can just kite it into the direction you want to take it, but earlier on you can kite it as far as it'll go in one direction then kite it in the opposite direction to take minimal damage. [CLIP NECESSARY] |
Jungle Routes
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![]() Junglers always have to adapt but they at least have a vague game plan as to what the ideal clear would be if uninterrupted, but because of his weak clears ![]() |
You will always start at red buff for the following reasons: 1. It's the most important buff for ![]() 2. It's the hardest buff to clear for ![]() 3. It enables you to level 2 gank since you'll have a slow at level 2 even though you don't have ![]() Your potential jungle routes are pretty much going to look something like this: Red buff -> Gank Red buff -> Blue buff -> Gank Red buff -> Blue buff -> Gromp -> Gank Red buff -> Blue buff -> Gromp -> Wolves -> Gank Red buff -> Blue buff -> Gromp -> Wolves -> Scuttle Crab -> Gank |
After your first camp you only don't gank if you can already tell that it'll be a waste of your time, and the same goes for every camp you clear after that. I'll walk you through the process of moving from camp to camp in cases where you don't find that opportunity to gank: After red buff you'll want to ![]() ![]() After blue you'll go to Gromp to get level 3, since you still don't have any AoE so it'll be the quickest camp for you to clear, and won't cost you too much HP as you'll have saved ![]() Next you can move on to Wolves now that you have ![]() After that if you still can't gank you can either go for the second scuttle crab if you know it's still up and that you won't have any difficulty obtaining it, in which case you can ![]() Just remember that clearing a camp doesn't lock you into continuing to clear your jungle, always be on the lookout for gank opportunities as long as you have the HP to pull it off. |
Red buff -> Level 2 gank
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This is a very cheesy tactic which can often catch enemies off-guard as most junglers never gank until after their 3rd camp, while you'll be ganking at around 2 minutes. You just clear your red buff and use ![]() That being said, depending on your Elo it can be pretty safe to assume that the enemy jungler is very unlikely to be up to my standard of "competent", so at low Elos level 2 ganking bot/top can be a pretty safe play to make since the enemy jungler won't abuse it anyway. But in Diamond+ I almost never level 2 gank the side lane since the risk of losing my camps for no reward is too great. Ganking mid lane on the other hand is pretty safe and I do it almost every game that I can, even if the odds of getting a kill are very low. This is because it's on the way to your blue camp anyway, so you don't lose much time, so any time where the enemy mid laner is around the halfway mark in the lane I'll gank either to deal some damage and give my mid laner an advantage in lane on my way to blue buff, or straight up to go for a kill. This works better vs ranged champions since melee champions are much more likely to position further back where you have no chance of getting a kill and can barely auto-attack them. That being said, if the melee champion doesn't position further back then they're also the easiest to kill, since they have to walk up closer to last-hit. |
Red buff -> Krugs
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I'm proud to say I was probably the first innovator of this route on ![]() ![]() Farming Krugs after red buff before going through with your gank allows you to get a massive chunk of XP without taking too much damage which is invaluable for a jungler that struggles with clears as much as ![]() It also allows you to level 2 gank the nearest side lane after your laners hits level 2, by which point your enemies are expecting you to have already gone to the other side of the map and won't be playing as conservatively as they would at level 1 when everyone knows that jungle ![]() It's so uncommon and unpredictable that often when I get a successful gank off the enemy will ask me in all chat in confusion what kind of an idiot waits 30 seconds after red to try a gank; but I wasn't waiting, I was farming a camp like junglers do. It's such an uncommon gank path that unless it becomes more well known to the mainstream audience in future, it will always catch enemies off-guard, and often it's easier to gank your side lane when they're level 2 and have more abilities available than when both laners are level 1 anyway, since it can give them access to more damage, mobility or CC that are integral to their gank assistance. But you miss out on the benefit of being able to kill someone before they've even hit level 2 and then moving onto the rest of the map a lot more quickly than if you were to farm Krugs first, and if the side lane on the opposite side of the map is a lane you'd want to gank ASAP then going out of your way to farm golems rather than just doing red -> blue wastes a lot of time which might lead to your top laner getting solo killed before you can gank, or ganked by the enemy jungler before you had a chance to arrive. |
Ganking After Red Buff
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This is a very cheesy tactic which can often catch enemies off-guard as most junglers never gank until after their 3rd camp, while you'll be ganking at around 2 minutes. You just clear your red buff and use ![]() That being said, depending on your Elo it can be pretty safe to assume that the enemy jungler is very unlikely to be up to my standard of "competent", so at low Elos level 2 ganking bot/top can be a pretty safe play to make since the enemy jungler won't abuse it anyway. But in Diamond+ I almost never level 2 gank the side lane since the risk of losing my camps for no reward is too great. Ganking mid lane on the other hand is pretty safe and I do it almost every game that I can, even if the odds of getting a kill are very low. This is because it's on the way to your blue camp anyway, so you don't lose much time, so any time where the enemy mid laner is around the halfway mark in the lane I'll gank either to deal some damage and give my mid laner an advantage in lane on my way to blue buff, or straight up to go for a kill. This works better vs ranged champions since melee champions are much more likely to position further back where you have no chance of getting a kill and can barely auto-attack them. That being said, if the melee champion doesn't position further back then they're also the easiest to kill, since they have to walk up closer to last-hit. |
Lane Priority
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Lane priority is a very important concept for junglers to understand in order to jungle successfully. Lane priority is when a laner has control of their lane to the extent that if a fight breaks out between the two junglers in the river or jungle, that laner will get to move there to help out their jungler before the enemy laner does. Here's an example of one laner having priority (also known as 'prio' for short). [EXAMPLE NEEDED] As you can see, [laner 2] can't walk into the river without walking straight through [laner 1] and their minion wave, they basically can't leave without walking into them and dying, thus if they're going to move to help their jungler they have to wait until [laner 1] has already gone to help; which pretty much condemns the jungler who has to be temporarily left to a 1v2 since it puts them at a massive disadvantage. This is why junglers always have to be conscious of the lane priority of their nearby laners when picking fights and contesting camps against the enemy jungler. It could be you know that you win a fight against the enemy jungler because they're a weaker champion (not likely, you're ![]() There are varying degrees of lane priority, and in many matchups it constantly shifts in favour of one laner to the other, but generally the stronger laner will be expected to have lane priority over the weaker laner. For example, if you're playing with a ![]() ![]() However, if your mid laner is someone like ![]() ![]() ![]() ![]() Additionally, the position of the waves isn't just something that determines priority, but also kill potential. Again to use the example of ![]() ![]() One such matchup for ![]() ![]() ![]() ![]() ![]() ![]() This goes for a lot of assassins who excell in taking someone out of the fight as soon as the fight begins, in many matchups they may not have the damage or lead to actually assassinate their opponent from full HP, but in a position where their jungler is able to help deal damage there's no way for the enemy mid laner to survive their combined focus. This makes it hard for most mid laners to really have prio against them once they have their ults, since you'd basically need to shove a wave so big into their tower that they can't afford to give it up to help their jungler. Additionally one more thing to keep in mind in these assassin matchups is that often assassins will appear to not have prio only because they're freezing the wave to deny CS from the enemy mid laner who can't risk walking up to last-hit for fear of dying, and it's actually the assassin in full control of the lane. In actuality the assassin in this case can almost always just one-shot the enemy mid laner from full HP at all times and is just waiting for the enemy mid laner to step up far enough away from their tower to do so. In such a case though the assassin basically appears to be giving up prio and lesser skilled opponents themselves might think they have prio because of his freeze, in actuality any attempt at leaving lane will take them away from the safety of their tower and leave them susceptible to being one-shot, helped by the enemy jungler or not. In that case not only can they not leave before the assassin, but they also can't follow without vision to make sure the assassin isn't camping for them in a brush and also can't join the fight until the assassin has already used his cooldowns to basically condemn their own jungler; which puts the fight at a huge disadvantage since few junglers will survive being focused 2v1 like that. All this to say, the concept of lane priority can get a little complicated to understand when you account for all the scenarios where a laner can technically move first, but would basically be condemning themselves by doing so. Sometimes they can at least prevent the enemy mid moving too, other times it's just simply a case of the enemy mid laner having prio even when they appear not to. Something that's important to note though is that your laners having prio doesn't matter if they don't use it. The lower Elo you are the more likely this is to happen, so bear this in mind as it's not uncommon for this to happen even in my Master games. Additionally, your laners having prio also doesn't matter if you lose fights so badly to the enemy jungler that you die before they can even arrive to help. ![]() ![]() ![]() ![]() Now, what are situations where lane priority actually matters? The most common one is when both you and the enemy jungler both go for the same scuttle crab, if you see each other from far enough away that a fight doesn't just instantly break out then the one to get the scuttle will basically be whoever's mid laner moves first to zone off the enemy jungler; but things can get ugly fast if one top lane/bot lane has massive prio over the other and can move in to collapse with their mid laner in a 3v2/4v2. Mid lane prio is the most important prio because it's the center of the map and therefore tends to be nearest to most skirmishes, but side lane prio is also a factor you need to keep in mind. Additionally, because of bot lane being a lane of 2 people it's the most influential prio to have in fights where the bot lane has time to reach the fight, especially common if the scuttle happens to be towards the center or bottom of the river. Additionally it matters when invading the enemy jungle. As ![]() In all cases where you need your laners to exercise their prio, spamming the Assistance ping is key. Regardless of your Elo and whether they understand the concept of prio, it's highly likely your laners don't have the map awareness to execute on it, at least not right away. It's important you make them aware of the situation by pinging as much as it allows you. |
Ganking
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There's a lot to break down here because ![]() ![]() ![]() ![]() There are two ways of ganking, regular ganks which you already know about, and lane ganks which you may not. Lane ganks are when a jungler enters the lane through the same position as his laners rather than by flanking the enemies and ganks that way, either by simply running up in plain sight and cheesing an unexpected gank that way, or more commonly by sneaking into an unwarded brush (on side lanes) and ganking out of the brush. Lane ganks are especially effective on ![]() |
aaaaaaaaaaaaTop lane exampleaaaaaaaaaaaaaaaaaMid lane exampleaaaaaaaaaaaaaaaaBot lane example
Early on laners will pretty much only place wards directly in the nearest river brush to their lane, since they can't venture too far out to ward without losing too much XP. The main exception is mid laners with good early wave clear who can go ward the pixel brush in between waves, and you might also find the enemy jungler frequently warding these too (it's more common the higher you climb).
Pixel brush
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You should be noticing if any of the enemy laners, especially mid, leaves for an extended period of time anyway to be sure they're not coming to invade you/contest scuttle crab with their jungler, but it can be hard to know exactly where the enemy's warded at all times, so for the most part you should avoid stepping near the pixel brush and giving away your location unless you need to in order to take a scuttle crab. You don't need to go through the area to gank side lanes and even if you want to gank mid without lane ganking, you can still stealth before entering the pixel brush area without losing out on much of the duration. To gank a side lane you should usually be stealthing before reaching the river brush area, which is likely the only area they'll have warded if at all. You can stealth a little later to gain some extra duration only if you know it's not warded or very unlikely to be.
River brush
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While ganking any lane, you want to walk directly onto the lane while stealthed and ideally position behind the person you want to gank, making it so their best escape route is to run into you. The main exceptions are when the enemy has a targeted gap closer like ![]() ![]() If it's the former you should position as close to them as possible from the side, so their gap closer doesn't cover much distance away from your laner, and if it's the latter then the optimal positioning varies depending on just how much of a threat they are, so-so threat level you can just position to their side so you're safe in that they can't turn on you without also being in damage range of your laners, but not too safe that it sacrifices too much chase/gank potential, whereas against higher threat champions you'll want to position right behind them next to your laners so if they try to turn on you they'll have to run directly into your team mates to do so. |
Here's an example of positioning against a medium threat. I wasn't sure how how much cooldown remained on Nautilus's ![]() ![]() |
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Dealing With Wards
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The later the game goes the more you need to keep in mind 2 things that limit your gank options: deep wards and ![]() A deep ward basically means that rather than warding to protect against ganks by warding the river brush nearest to their lane, the enemy has wards deeper into the river or even into your jungle to see which direction you're moving in and predicting what ganks you're going to make based off of that. Bearing in mind that this is a possibility, you would pretty much always rather go for a lane gank than a regular gank if you think it can succeed either way, since deep wards can give your gank away before you even enter stealth. Deep wards admittedly are something you rarely have to worry about even as ![]() ![]() ![]() If you don't know whether a side lane has a ![]() ![]() If a lane gank seems too unlikely to succeed because the enemy laner's positioning won't let you sneak past them and your laner doesn't have enough engage/CC to make the gank work despite that, you should just try ganking through the river anyway. If there's no pink then great, if there is you can try and go through with the gank anyway and see if the enemy laner is a blind incompetent monkey who can't even see the jungler coming when he's warded against it (this happens really often at low Elo), and if he starts backing off and the gank won't work, just clear the control ward and go on with your day, possibly coming in for a return gank in a minute or two if convenient. |
How To Know When To Gank
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There are many factors that go into determining whether you can successfully gank a lane, and I'll do my best to break down the most important ones.PositioningThis is the most obvious factor. If someone is over-extended they are at their most vulnerable, if they're at the tower they're safest. However, the noob trap for low Elo players is to assume it's basically the only factor that matters. Even if someone is last-hitting right in front of their tower that doesn't mean they're safe, and a lane gank would ensure they have no warning that you're coming.
Example
On the flip side, being overextended doesn't also necessarily mean that they're gankable either. If your laner's low HP or if the enemy laners have the capability to turn and burst either of you down and then walk away then you wouldn't want to gank that lane anyway. To give you an example, ganking a level 6 ![]() ![]() ![]() ![]() ![]() Positioning doesn't just cover how close they are to their tower, but also how close they are to your laner. If your laner is someone like ![]() ![]() Alternatively the enemy laner could be someone like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
Example
Even though Neeko sees me briefly on the pink ward, the
gank still works perfectly thanks to Pantheon's Flash followup against a Diamond 1 opponent who really should know better. HPAnother obvious one, the closer someone already is to dying by the time you gank them, the greater the chances of them dying during your gank. Higher HP targets limit how much you can get done in a gank while lower HP targets widen it. But just as before, high HP or low HP isn't the be-all and end-all of whether a gank will work. That 20% HP ![]() ![]()
Examples
Ally Gank AssistanceThis is one of the two factors which allows you to tell from as early as loading screen which lanes will likely be most gankable throughout the game and which ones you'll probably not want to waste your time on. Champions like ![]() On the flip side, champions with either CC, gap closers or both are great at receiving ganks. You have champions like ![]() ![]() ![]() ![]() ![]()
Example
aaaaaaaaaaaaaaaaaaaaaaaaaaaaThe range of Fizz's followup thanks to his three dashesaaaaaaaaaaaaaaaaaaaaaaaaaaaaallows him to assist my gank onto the safely positioned aaaaaaaaaaaaaaaaaaaaaaaaaaaaDiana with some damage of his own, and without giving aaaaaaaaaaaaaaaaaaaaaaaaaaaathe gank away. Enemy Gank AversionThis goes hand in hand with ally gank assistance. Just as your allies can be particularly good or bad at receiving ganks your ganks, enemies can be particularly good or bad at escaping them. The obvious perpetrators are champions with free dashes or blinks like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() It's obviously still possible to gank these champions, but it's much harder than immobile/unsafe champions and usually it's waste of time to try and gank them unless they're low enough HP that they're killable even through their escape, or your laners have a way to counter their escape. The cooldown of enemy ![]() ![]()
Example
Between this and ally gank assistance, you should be able to identify pretty accurately in loading screen which lanes will be most gankable and you should try hardest to play around, while still adapting to the unpredictable developments that will occur in-game and forming your decision-making around them. Enemy Jungler LocationSomething you should always be wary of is the possibility of a countergank from the enemy jungler, and you should also extend it beyond the enemy jungler and take into account any enemy champion currently out of vision who could be nearby in position to countergank. Especially as ![]()
We end up trading 1 for 1 while nearly taking a second kill, our two survivors strongly out-trading their two survivors, and wasting a great deal of ![]() Had the enemy jungler been ![]() ![]() The lower you are in Elo though the less you have to worry about the enemy jungler being capable of thinking far enough ahead to actually be able to countergank though, you're more likely to get unlucky that he happened to want to gank the same lane at the same time as you, you'll almost never face situations where the enemy jungler actively sits in an unwarded area waiting for you to gank unless he actually had vision of you going for the gank. Even in high Elo to a large extent it's often smart to go through with a gank in situations where you could get countered and where being countered would be awful just because the likelihood of the enemy jungler predicting the gank is very low. League is a game where you're never operating with 100% knowledge of everything that's going on so you can't just only take ganks that don't have any possibility of going wrong since so few of those exist, and most of the ones with risk involved will usually turn out fine anyway which makes it dumb not to go for many of them. It's all about measuring the level of risk and comparing it to the reward if it goes right, and making a decision based on that. At low Elo the risk is smaller so you have more opportunities available to you, while at high Elo you have to be more conscious about situations like in the clip above where the enemy jungler is probably too smart to let you freely go through with that gank, and therefore measuring the level of risk in taking the 3v3 fight which in that particular case happened to be favourable, but regularly isn't. Using Enemy Win Conditions To Predict All-InsHaving good game knowledge of other roles makes your jungling better as you develop an understanding of the enemy laners' win conditions for their matchup and can use that to predict their actions. For example, if you're playing against a ![]() ![]() ![]() ![]() ![]() ![]() ![]() Likewise against champions like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Understand what your enemies have to do to win lane, both as a general basis but especially in relation to their individual matchup. For example if you have a ![]() ![]() ![]()
Examples
Be AwareMap awareness is the greatest skill a jungler can have. There will be thousands of randomly occurring developments in your games and your ability to identify ones which open up a gank opportunity best determine your ability to secure successful ganks. In the clip I already linked above for example, I was doing the red buff into Krugs route but I saw the enemy bot lane had cheesed my bot lane at tri brush and there was a fight going on. Rather than continuing with my route, I used ![]() ![]() ![]() ![]()
You don't have to hover your camera over your laners all the time, especially since ![]() Awareness is the skill which brings all the factors mentioned together and allows you to execute on them, so make sure you never falter in paying attention to the map. |

Team-fighting on jungle ![]() ![]() ![]() ![]() Teamfighting on ![]() ![]() What you can get away with depends on the enemies' burst, CC, range of said factors as well as what cooldowns have already been used. There is no easy way to tell except through experience, which is why I wholly recommend limit testing as much as you can. When you can't tell if a certain move would be stupid or not, just try it and you'll have your answer! Then learn from all the answers you gather to form a better picture of the situations where you can go for AoE assassination plays on the enemy backline and when it's better to stick to your own backline. To help you get a feel for how to approach different scenarios, I'm going to present you a bunch of different teamfight situations from some of my games, and walk you through my thought process for playing them out the way I did. |
In this situation I know it's "safe", or at least good if I can pull it off, to go for AoE here even without my team around because the enemy team are all focusing on the baron and any threats are easily kitable for the most part. Should those threats turn on me I will have to switch to kiting whoever's coming for me rather than positioning for maximum AoE damage, but they are unlikely to ever be able to kill me. The threats in this situation are ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() At 0:08 I get a good opportunity to open up onto ![]() ![]() ![]() ![]() So I act on the opportunity, starting off with one auto-attack and during the downtime between that and my next auto throwing out ![]() ![]() ![]() As expected, 1 second after revealing myself to attack ![]() ![]() I continue to focus ![]() ![]() ![]() ![]() ![]() ![]() ![]() At 0:11 I use ![]() ![]() ![]() ![]() ![]() ![]() Also, though I didn't notice it until analyzing the video just now, unbeknownst to me ![]() ![]() ![]() ![]() ![]() ![]() With the knowledge that she couldn't kill me before I killed her, the most effective positioning for me at this point isn't getting away from ![]() ![]() ![]() And because she didn't have ![]() ![]() ![]() ![]() Safety is important, but when you know the enemy doesn't have the tools to kill you anyway, whether because of lack of cooldowns or not having enough HP to kill you before you kill them, you can afford to sacrifice some safety in favour of dealing damage. A miscalculation in that regard will easily get you killed though, for example if ![]() ![]() ![]() One important thing to note is that my decision to even go in this way in the first place was dependent on the particular champions on the enemy team, and the confidence that it would likely turn out well for me if I stayed far enough away from ![]() ![]() ![]() ![]() ![]() ![]() And unlike ![]() ![]() And even with the reality of it being a ![]() ![]() ![]() ![]() ![]() ![]() ![]() This move wasn't a decision I made with 100% confidence that it would work out, this was a move I made knowing that it would work out if no one ![]() ![]() ![]() ![]() ![]() |

I hope you've found this guide helpful. It's by far the most time-consuming guide I've ever written despite not being necessarily the longest, tackling a lot of concepts you don't usually see talked about to this level of depth and it all required a lot of thinking on my part about how best to explain it, word it, frame it, organize it, etc. All with the end goal that if this isn't the most informative guide you've ever read in your life then I've failed at what I set out to do. Please consider lending a follow to my socials and channels if you'd like to support my work, and good luck with your jungle ![]() Special thanks to Hopper for banners and coding. |
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