
League of Legends Jungle Pathing Guide: Clear Routes and Gank Timing
How to plan jungle clears, read the enemy jungler, time ganks by lane, and steal camps without falling behind in gold and tempo.
Jungle is the one role where you set your own schedule. There's no minion wave to last-hit and no lane opponent poking you under tower. It's just you and the map, picking where each minute goes. That freedom cuts both ways, though. Every second you spend walking around or hovering near a lane is gold and experience the other jungler is quietly banking. Pathing, at its core, is the habit of making your time actually pay off, whether that payoff shows up as farmed camps, a successful gank, or stealing the enemy's monsters while they're busy on the far side of the map. The sections below cover the routes and habits that tend to keep a jungler a step ahead.
Full Clear vs Half Clear Routes
A full clear means killing all six of your camps before you make your first real decision. You start on one buff, sweep through the small camps, finish on the opposite buff, and come out around level 4 with a solid chunk of gold. The cleanest routes are mirror images of each other. On a blue-side start, you run Blue into Gromp into Wolves into Raptors into Red into Krugs. Flip it for a red-side start and you get Red, Krugs, Raptors, Wolves, Blue, Gromp. A healthy full clear finishes somewhere in the 3:15 to 3:30 window, which lines you up to fight over the Scuttle crab in the river right as it spawns.
Full Clear
Who wants this route? The scaling farmers. Karthus, Master Yi, Graves, Shyvana, Lillia, and Diana all clear fast and hit hard as the game rolls on. For them, farming six camps early is basically free money, and they'd rather be strong at level 6 than force a shaky level 3 gank. The full clear is the safe default when your lanes look even, nobody has an obvious gank setup, and your champ just keeps getting better with items. It rarely costs you anything, and that consistency is the whole appeal.
Three-Camp (Half) Clear
A half clear is the aggressive cousin. You take three camps to hit level 3 fast, then go gank the nearest lane before the enemy jungler expects pressure. Two routes show up constantly: Red, Blue, Gromp if you want to swing top or mid, or Blue, Gromp, Red if you're aiming for bot or mid. Some players run Red, Raptors, Krugs and hit level 3 around the 2:40 mark. The early-gank specialists love this. Lee Sin, Elise, Jarvan IV, Rek'Sai, and Xin Zhao all have the crowd control and burst to turn a fast level 3 into a kill or a burned Flash.
The catch is real, though. If your three-camp gank produces nothing, you're now behind a jungler who just full-cleared and banked six camps of gold and experience. A whiffed early gank is expensive, and doing it twice in a row can put you on the back foot for the rest of the early game. So the three-camp clear is a bet, and you only make that bet when the setup is genuinely good. A "good setup" doesn't require a kill, either. Burning the enemy's Flash or forcing a recall still counts as a win.
Level 2 Cheese
There's also the level 2 cheese, where you clear one buff plus one small camp and gank before 2:30. Most laners feel safe until around then, so catching them early can flip a lane on its head. Save it for moments when a lane is wide open and you're confident, because the downside of an early whiff is even steeper than with a normal three-camp play.
Picking Between Them
Match the route to your champion and the lane states. A full clear is the steady play, the one that never really costs you. A half clear is the play you make when you've spotted a lane you can crack open in the first few minutes. If both your nearby laners are shoved under their own towers with crowd control ready to go, the three-camp route starts looking a lot better than grinding out Krugs for the same gold you'd get anyway.
Reading the Enemy Jungler's Pathing
Tracking the other jungler is half the job, and it starts before minions even spawn. You're not psychic, but you don't need to be. The other jungler follows patterns, and reading those patterns tells you where to be.
Spotting the Start Side
The first clue is which buff they started on, and you can usually read it from the enemy bot lane's arrival time. If their bot lane walks into lane late, they leashed, which means their jungler started on the bot side. If they show up on time, the jungler either started top side or went leashless (no leash at all). That single tell tells you roughly where the enemy jungler is for the first couple minutes. If they started bot side, your top half is safe from an early invade, and your top laner can play forward without much worry until at least the 3:00 mark.
Counting CS
Once the game gets rolling, you read their position off the scoreboard's CS number. Each jungle camp is worth 4 CS. So 4 CS means one camp down, 8 means two, and 12 means they've cleared three and hit level 3, which is exactly when they might be hunting a gank. Around 24 CS, they've finished a full clear and are probably heading to contest a Scuttle or drift toward a lane. A quick example: you spot the enemy jungler on a ward with 12 CS at 2:45. That's a three-camp finish, and they're looking for a play.
Predicting the Route
After you've nailed down the start side, predict where their clear is taking them. Aggressive junglers tend to finish their route toward whichever lane is their strong side, the one that's already winning or has a reliable gank setup. Farming junglers usually path straight to the opposite buff to finish a clean full clear. Past the first clear, everyone loops back to camps that have respawned, drifts toward objectives that are about to spawn, or zeroes in on whichever enemy lane is shoved too far up.
Lane states are a dead giveaway too. Junglers are predictable. They go where the easy money is. An overextended enemy with no dash, sitting next to a low-health ally of yours, is basically a magnet. A midlaner with a stun or a root makes a far better gank partner than a slippery one who offers nothing to chain. If the enemy jungler has been missing for a while and one of your lanes is shoved with zero vision, assume a gank is coming. Either warn them or head there yourself.
Vision and the Two Pathing Styles
Vision does a lot of the work for you. The pixel brush in the river is the highest-value early ward, because it catches the jungler crossing between the top and bottom halves. Deeper wards placed over the wall into the enemy's Red or Blue camp tell you exactly when that camp dies and which way they're moving. Timing matters here: drop your river ward around when first clears finish (roughly the 3:00 mark), refresh objective wards about a minute before the objective spawns, and drop a deep ward after any gank that leaves you standing in their jungle.
Two big pathing styles show up once you start reading all this. Mirror jungling is when both of you clear the same side of the map at the same time, and it's the safe, low-risk default. Vertical jungling is the bolder move, where you take your own Blue side plus the enemy's Red side (or the reverse). That steals their resources, but it only works if your lanes on that side have the priority to bail you out of trouble. The whole tracking habit runs on a simple loop: predict where they are, verify it with vision or a glance at their CS, then update your plan. Most low-rank junglers skip the verify step and just guess. Don't be them.
Optimal Gank Windows by Lane
There are a few windows during the game where ganks just land more often, and knowing them saves you a ton of wasted walking. The timing isn't the whole story, though. Each lane has its own personality, so where you gank matters as much as when.
The Timing Windows
The level 3 window, roughly 2:30 to 3:00, opens up after a three-camp clear when you finally have all three basic abilities. The post-full-clear window lands around 3:15 to 3:30, when you're level 4 with more gold and likely staring at a level 3 enemy. Then there's the item spike window, usually 7:00 to 9:00, right after your first big buy, when a finished component gives you a real power edge. The level 6 spike varies by clear speed, but it's the big one for junglers whose ultimates turn them into a different champion (think Warwick, Nocturne, or Vi).
Top Lane
Top is long and isolated. The walk up there is a commitment, so once you go, you're sort of all-in on that side of the map for a while. The upside is that a good top gank can snowball a single player hard, and the lane's length makes dive setups genuinely deadly. Top is also a great target for the level 3 cheese, since the enemy top laner usually isn't expecting help that early. Just remember the trade-off. While you're parked top side, the enemy jungler gets a free shot at your bottom lane or the first Dragon. Make the trip count, or don't make it.
Mid Lane
Mid is the easiest lane to reach from either side of the map, which is a double-edged sword. You can show up fast, but so can the other jungler, so a lot of mid ganks turn into 2v2s. What matters most here is your midlaner's crowd control. A midlaner with a stun or a root turns a sloppy gank into a clean kill, while a midlaner with nothing to offer turns a good gank into a waste of time. Mid also gets warded heavily, so clearing the river brushes with a Scanner before you commit goes a long way.
Bot Lane
Bot is usually the highest-impact place to gank, and for pretty clear reasons. It's a 2v2 lane, so adding you makes it a 3v2, and there are two enemies to potentially pick up kills and double buffs from. The bottom side is also where the Dragon lives, so winning down there pays off twice. Bot ganks swing games more than almost any other early plays, which is why so many junglers bias their pathing toward the bottom half of the map. The downside is that a fed enemy bot duo can turn your gank around fast, so check their health and cooldowns before you dive in.
The Gank Checklist
How do you actually decide to go? Run the checklist. You're in good shape if the enemy is pushed past the river, their Flash or escape is on cooldown, your laner has crowd control to chain, the wave is drifting toward your ally's tower, you've got a level or item lead, and the lane isn't warded. You don't need all of those. Two or three is usually enough. If you can't find two, you're better off farming and waiting for a cleaner spot.
One habit separates decent junglers from good ones: commit or leave in five seconds. When you walk toward a lane, decide fast. Hovering in the brush for fifteen seconds while you wait for the perfect moment is the single biggest tempo-killer in low and mid ranks. If the play isn't there, pivot to a camp instead of standing still.
Camp Priority and Buff Timers
Clearing camps isn't only about killing them. The point is doing it efficiently so you stay healthy and move fast, because a jungler at half health after their first clear is a jungler who can't gank, can't invade, and can't contest Scuttle.
Clearing Camps Cleanly
On the multi-monster camps (Raptors, Murk Wolves, Krugs), kill the small monsters first. It sounds backwards, but the little ones collectively deal more damage than the big one, so trimming them fast cuts the damage you eat during the clear. Save the large monster for last.
Each camp has its own little trick. Gromp hits harder on its first five attacks thanks to a bonus attack-speed effect, so kite it backward after each auto to blunt that. For Krugs, position yourself so the Ancient Krug blocks the pathing of the Medium Krug, which keeps them grouped and faster to kill. Buff camps want a simple rhythm: land three auto-attacks, take a step back, repeat. That kiting keeps your health high. Tapping your attack-move key (the A key by default) shows your auto-attack range, which makes the spacing easier to feel out.
Every camp has a leash range, roughly one or two champion body-lengths from its spawn point. Pull a camp past that line and it resets back to full health, which wastes your time and heals the monster. Walk it just far enough toward your next camp to save travel time, but no further.
The Timers You Need
The timers are the part you really want memorized, because they drive every routing decision after the first clear. Small camps (Gromp, Wolves, Raptors, Krugs) respawn 2 minutes and 15 seconds after you clear them. Both buffs respawn 5 minutes after they die, and the red and blue buffs they grant last about 2 minutes (120 seconds) on your champion. Camps first spawn around the 1-minute mark of the game. A quick heads-up: the exact first-spawn second and the Scuttle timing have shifted across seasons, so those two drift from patch to patch, but the respawn intervals stay pretty stable.
| Timer | Length | |---|---| | First camp spawn | ~1:00 (patch-dependent) | | Small camp respawn | 2:15 after clear | | Buff respawn (Red/Blue) | 5:00 after clear | | Buff duration on you | ~120 seconds | | Rift Scuttler first spawn | ~2:55 (river, both sides) |
Smite Math
Smite is the other set of numbers worth knowing. You start with one charge and build toward a second over time, capping at two. The damage ramps as your jungle pet levels up through treats. The golden rule is simple: never burn both charges if an epic monster might be contested in the next minute. Save at least one for Dragon, Baron, Rift Herald, or Void Grubs.
| Smite stage | Unlocks | True damage to monsters | |---|---|---| | Base Smite | Start of game | 600 | | Unleashed Smite | After 15 pet treats | 1,000 | | Primal Smite | After 35 pet treats | 1,400 |
Buffs and Objectives
Buff control matters more than people give it credit for. Red buff gives you a slow plus a true-damage burn on your autos, which is what makes early ganks actually stick, and it passively heals you out of combat. Blue buff hands you mana (or energy) regeneration and ability haste, which keeps spell-heavy champs fueled. Losing both buffs in an invade isn't just a gold hit. It's lost pressure and lost farming speed until they come back around.
Objective timers set the rhythm for the whole map, and good junglers path toward them early instead of scrambling after the fact. Void Grubs spawn at 6:00 (and vanish at 14:45), the first Elemental Dragon appears at 5:00 and a new one follows every 5 minutes, Rift Herald drops at 14:00, and Baron Nashor shows up at 20:00. Moving toward a spawning objective before it appears is what keeps you in control of the map.
Counter-Jungling Without Losing Tempo
Stealing the enemy's camps is one of the highest-skill plays in the jungle, and it's also one of the easiest to botch. The line between a clean invade and a feeding trip is thin, so the checks matter.
Three Checks Before You Invade
Before you step into their jungle, run three quick checks. First, the fight check: can you win a 1v1 against their jungler if you bump into them, or at least escape? Second, the lane check: do the nearby allied lanes have priority, meaning they can rotate and help if things go sideways? Third, the info check: do you have enough vision to avoid walking blind into a collapse? If you fail two of those, your invade is basically a coin flip, and coin flips are a bad way to spend your early game.
The cleanest invade looks the same almost every time. Take one high-value camp, drop a deep ward, and leave. Greed is what kills invades. The jungler who tries to clear a whole quadrant usually gets caught by a rotating laner, and suddenly they're dead with nothing to show for it. One camp and a ward is a real win. You've denied gold and experience, and you've got information on where the enemy is moving next.
The Deny Trick
There's a nasty little trick that makes a single stolen camp hurt even more. On most camps, kill only the large monster and leave the small ones alive. A camp won't respawn until it's fully cleared, so those leftover small monsters sit there blocking the respawn timer. You've denied the gold, the experience, and the timer all at once. The enemy jungler either wastes time cleaning up the scraps or leaves them and loses the camp's value for even longer.
Keeping Tempo
Tempo is the word that ties all of this together, and it just means acting before the enemy can respond. You build it through fast clears, clean resets (recalls that don't leave camps sitting idle), and good information. A handy habit: every time you finish a camp, ask yourself what you're doing in the next ten seconds. If you can't answer fast, default to clearing toward the lane you want to influence. What wrecks tempo is the obvious stuff. Hovering near lanes, forcing low-percentage ganks, recalling at awkward times with camps still alive, or chasing a kill for twenty seconds while the map falls apart on the other side.
When You're the Weaker Early Champ
When you're the weaker early pick (say a scaling jungler against an early bully), you can't just walk in and steal. Play smarter. Mirror the enemy's path only when you've got lane support nearby for a countergank. Trade cross-map: the moment they commit to one side, take their camps on the opposite side so they can't be everywhere at once. Protect your own camps with vision, and wait for your level breakpoints before you try to contest anything head-on. Patience here usually pays off, because most early-bully champs fall off as the game goes longer.
If You're Getting Invaded
If you suspect you're the one getting invaded, the rules flip. Track where the enemy jungler probably is, then take their camps on the opposite side as payment. Ping your laners for help instead of trying to 1v1 a champ that beats you. And whatever you do, don't face-check your own camps when the enemy jungler is unaccounted for. Walking blindly into your Red brush to check if it's still there is exactly how you hand over a kill and your buff.
The whole loop, clear then play then reset, keeps everything flowing. You clear a path of camps, you make whatever play is actually on the table (an objective, a gank, an invade when the enemy shows on the far side), then you reset when you've got gold for a component or you're too low to keep going. Show up to objectives with full resources by buying first, then walking there. That steady rhythm, more than any single flashy invade, is what keeps a jungler ahead over the course of a game.