Role guides

How to play Jungle

The concepts that decide a Jungle game, what players of the role actually do at every rank, and what the role's communities advise.

How it works

How the game behaves, in plain words.

Your path

Your path is the order of camps you clear. A full clear takes every camp for gold and experience; a shorter path gets you to a lane early for a gank or to the Scuttle Crab. Plan the path towards the lane where a gank is most likely to work and the side of the map where the next objective spawns.

Ganking

Gank a lane whose enemy has pushed up to your side, has no ward covering your path, and whose champion can't escape easily. A lane pushed against its own tower is hard to gank. Ping your laner before you arrive so they can join in.

Tracking the enemy jungler

Knowing where the enemy jungler is protects your lanes and wins objectives. Where they started, which of their camps are gone and where they last showed tell you where they are now. Say it in chat or ping it.

Objectives

Dragons, Void Grubs, the Rift Herald and Baron give your whole team gold or power. Push your wave, back and buy before they spawn so you arrive first with full health. A team that arrives late, with waves crashing into its towers, loses the objective and the plates.

Measured below: With 2+ teammates from 20:00.

Power spikes

A power spike is a moment your champion gets much stronger: levels 2, 3 and 6 (your ultimate), and each finished item. Fight when you have just spiked and your opponent hasn't, and avoid fights just before theirs. The matchup section of your game review in the companion shows the levels your lane opponent usually gets kills at.

What the data says

712,204 player-games of ranked solo queue from the last day (EUW, KR, NA), read minute by minute.

What changes as you climb

First trip to the shopGold: 4:04
Iron: 4:40Bronze: 4:25Silver: 4:12Gold: 4:04Platinum: 3:57Emerald: 3:50Diamond: 3:43Master +: 3:33
IronMaster +

First trip to the shop falls with rank: 4:40 in Iron, 3:33 in Master +.

Gold in hand thenGold: 968
Iron: 1,092Bronze: 1,046Silver: 997Gold: 968Platinum: 941Emerald: 914Diamond: 883Master +: 831
IronMaster +

Gold in hand then falls with rank: 1,092 in Iron, 831 in Master +.

Shop visits before 14:00Gold: 4.0
Iron: 3.6Bronze: 3.8Silver: 3.9Gold: 4.0Platinum: 4.1Emerald: 4.2Diamond: 4.3Master +: 4.5
IronMaster +

Shop visits before 14:00 rises with rank: 3.6 in Iron, 4.5 in Master +.

Wards before 14:00Gold: 3.8
Iron: 3.7Bronze: 3.9Silver: 3.9Gold: 3.8Platinum: 3.6Emerald: 3.4Diamond: 3.3Master +: 3.5
IronMaster +

Wards before 14:00 differs between ranks, but not steadily one way (3.3 to 3.9).

Control wards before 14:00Gold: 0.7
Iron: 0.2Bronze: 0.4Silver: 0.5Gold: 0.7Platinum: 0.7Emerald: 0.8Diamond: 0.8Master +: 0.8
IronMaster +

Control wards before 14:00 rises with rank: 0.2 in Iron, 0.8 in Master +.

Wards a minuteGold: 0.26
Iron: 0.27Bronze: 0.29Silver: 0.27Gold: 0.26Platinum: 0.24Emerald: 0.22Diamond: 0.21Master +: 0.22
IronMaster +

Wards a minute falls with rank: 0.27 in Iron, 0.22 in Master +.

With 2+ teammates from 20:00Gold: 56%
Iron: 53%Bronze: 54%Silver: 55%Gold: 56%Platinum: 58%Emerald: 59%Diamond: 61%Master +: 62%
IronMaster +

With 2+ teammates from 20:00 rises with rank: 53% in Iron, 62% in Master +.

These go with climbing; copying a number does not by itself make you climb.

At your rank: winners and losers

Players who won and lost at the same rank play almost the same way. These gaps are small, and a winner's numbers are partly what winning looks like.

MeasureWonLostEveryone
First trip to the shop4:064:034:04
Gold in hand then995942968
Shop visits before 14:003.94.14.0
Wards before 14:003.83.73.8
Control wards before 14:000.70.60.7
Wards a minute0.260.250.26
With 2+ teammates from 20:0057%55%56%

What players say

Advice that several players in the role and coaching communities gave, with how many gave it: opinion, not measured.

The communities' advice for this role is still being collected.