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Jungling: Camps, Timings and When to Gank

The full jungle clear route, buff camp effects, Turtle and Lord timings, and how to decide between ganking and farming.

9 min read·1,233 words·Updated August 14, 2026

On this page
  1. 1The camp layout
  2. 2The standard clear route
  3. 3Turtle and Lord timings
  4. 4Who takes which objective
  5. 5When to gank versus when to farm
  6. 6Counter-jungling
  7. 7How not to lose your own camps
  8. 8Reading the enemy jungler's timing
  9. 9What to do next

Jungling is a resource-management problem before it's a combat problem. Every minute you spend ganking is a minute you're not clearing camps, and every minute you spend farming is a minute the enemy laner you could have killed keeps scaling. Good junglers read the map and pick the higher-value option every single time, not out of instinct but because they know the numbers behind both choices.

The camp layout

The jungle has two buff camps and a river-crab-style camp on each side of the map, plus the two big shared objectives in the river. The buff camps spawn around 0:30 and respawn roughly every 90 seconds:

  • The purple/blue buff grants cooldown reduction and mana regeneration to whoever kills it and picks it up.
  • The orange/red buff grants bonus physical attack and applies an on-hit slow.

Assassin junglers who need cooldowns to chain skills usually take purple; roamers whose kit is mana-hungry often contest it too, which is why junglers and roamers coordinate on who takes which buff rather than both wanting the same one. A basic-attack-reliant jungler or fighter takes red instead.

The river crab camp spawns a smaller version early (0:42) and a bigger version later (3:00), rewarding gold and leaving map vision behind after it dies, useful for tracking rotations through the river.

The standard clear route

A typical jungle clear for an Assassin jungler starting at 0:00: walk to the nearest buff camp, kill it with your first two skills plus the Retribution battle spell timed for the kill, then chain into the second buff camp or the small crab, using auto-attacks and remaining cooldowns to clear efficiently. By roughly 1:30 to 2:00 you should have both buffs, be close to level 4, and be positioned to contest the first Turtle spawn. Fast, sustain-heavy clearers like Ling or Hayabusa can finish this route ahead of a slower jungler, which is part of why they stay popular jungle picks; jungle-viable Fighters like Baxia, Aldous, or Barats clear more slowly but bring more durability into early skirmishes around Turtle.

Retribution is what makes this route work. It deals a true-damage nuke to a targeted jungle monster, "leveling up" the more you use it against monsters over the game, and is the standard tool for securing contested Turtle, Lord, or buff camps against an enemy jungler doing the same route. Almost every jungler runs Retribution instead of a combat spell for exactly this reason; giving it up means you lose contested objective fights by default. Jungle-oriented boots (any tier-3 boots picked up on your first back, typically Swift Boots or Tough Boots depending on the hero) speed up your clear and rotations equally.

Turtle and Lord timings

The Turtle spawns at 2:00 and respawns every 2:00 minutes in the early game. It's the first objective both teams fight over, and losing that fight while under-leveled can set your whole team back. Contest it with your roamer if your jungler is committed elsewhere, but don't send your gold laner to help unless the lane is genuinely safe to leave.

Lord spawns at 8:00 and respawns on a longer timer that shortens later in the game. Once killed, Lord pushes down whichever lane has the fewest remaining turrets, tanking hits and clearing waves for your team, and can deal a large burst of true damage to a turret if empowered late. Securing or denying Lord (a "Lord steal," using burst damage or Retribution to finish it out from under a team who was tanking it) is usually the single biggest mid-to-late-game trigger for a full team fight. Junglers and roamers should default to Lord over a skirmish elsewhere once it's up, because the gold and turret pressure it grants outweighs almost any single kill.

Who takes which objective

As a rule: the jungler leads the Turtle/Lord fight and lands the killing blow with Retribution when possible, since Retribution damage scales the fight in your favor and denies the enemy jungler a steal. The rest of the team's job is to hold the space around the objective and stop the enemy from interrupting or stealing it, not necessarily to deal damage to the monster itself.

When to gank versus when to farm

Gank when: a lane is clearly losing and a kill there swings the game, you have a full-HP hero and cooldowns available, and your own camps are already cleared or safely timed to respawn while you're away. A good gank costs you 20 to 30 seconds of clear time for a kill, a turret, or a forced recall from the enemy laner, all of which are worth more than one more camp clear.

Farm when: no lane is clearly ganked-able (everyone's healthy and near their turret), your own jungle camps are up and undefended, or you're behind in items and need the gold more than the map pressure a risky gank would buy. A jungler who ganks on cooldown regardless of whether the gank is likely to work ends up behind in both gold and kills, which is worse than just farming.

Counter-jungling

Counter-jungling means walking into the enemy's side of the jungle to either steal their camps, deny their clear timing, or catch their jungler off guard mid-clear. It's high risk (you're deep in enemy vision range) and high reward (a jungler who loses their own camps falls behind fast). The safest window to counter-jungle is right after you see the enemy jungler's icon show up on the opposite side of the map, since you know their camps are undefended for at least the next 20 to 30 seconds.

How not to lose your own camps

Ward or otherwise watch your own buff camps once you know the enemy jungler exists, especially after level 4 when ganks and counter-jungles both become viable. If your roamer has vision on your jungle entrance, a counter-jungling enemy shows up early enough for your jungler to either defend the camp or bait a bad trade. Losing your own buff camp twice in a row to an enemy counter-jungler is one of the fastest ways to fall behind as a jungler, since it costs you both the gold and the timing of your next objective control contest. A jungler with self-sustain like Baxia or one who can fight for a camp and win, like Yu Zhong, is naturally harder to counter-jungle than a pure burst Assassin.

Reading the enemy jungler's timing

You can often infer where the enemy jungler is without seeing them. If the enemy Turtle contest is weak or absent at 2:00, their jungler is either behind on clear or committed to a gank somewhere else, both of which are useful information. If your lane suddenly takes a two-hero gank around minute 3 to 4, that's usually the enemy jungler's first rotation off their own clear, and it tells you their camps are open for a counter-jungle right then. Good junglers build a mental model of the enemy's rhythm in the first five minutes and use it to predict, not just react to, the next few.

What to do next

Jungle timing only matters if the rest of the team plays around it. Roles and Lanes covers what everyone else owes the jungler in terms of vision and rotation, and Roaming explains the other role that shares objective duty with the jungler throughout the game.

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