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For the plants, see Jungle Plants.

The jungle (engl. Jungle) in League of Legends denotes the neutral area that does not belong to the lanes or the bases of the two teams. Players whose style of play revolves around the jungle and its monsters are called Jungle (engl. Jungler). You rely on the neutrals To kill monsters in the jungle Gold and Experience. In a standard 5v5 game on the Summoner's Rift, four players play on one of the lanes, the fifth being the jungle.


A monster is a specific class of unit. In contrast to Are vassals Monsters neutral, their level is based on the average level of all champions and they only attack when they are attacked themselves. Gold reward and experience as well as damage caused and defensive stats increase with your level. Junglers rely on killing monsters for gold and experience; thus they do not have a constant income like the lane players. With the exception of the boss monsters, the monsters only rise in level when they are killed and then reappear. Some monsters grant larger rewards, such as an upgrade or a global reward. Some upgrades carry over when the wearer is killed.

Monsters do not move from the place of their appearance (so-called camps, engl. Camps) away unless they take damage. In this case, the monster moves towards the next champion and starts attacking him. Every monster owns  patience, for large monsters this is indicated by a bar above the monster. A monster loses patience if it moves too far from its camp, if it takes damage without champions nearby, or if it changes its target. When patience runs out, the monster stops fighting and runs back to camp while quickly restoring life and patience. It won't start fighting again until the patient bar is full again.

The Rift Crawler is the only monster that does no damage and just runs away. In contrast is Baron Nashor the only monster that cannot walk. Since monsters always attack the nearest champion, a long range attack can reveal a hidden enemy.

Monsters don't instantly "forget" a champion when it turns into a Bush moves, they will try to run into the bush and keep attacking. A monster that can see a champion allows all other monsters in the respective camp to see that champion.

When a champion is killed by a monster, allies are informed that a champion has been "executed". The opposing team only receives information about this if they had sight of the champion. If a timer with a timer (Red Thornback, Blue Guardian, Dragon, Baron Nashor, Herald of the Rift) appears in less than 60 seconds, a gray timer for both teams is displayed on the minimap, which turns yellow if the monster is in less than 20 seconds appears.

Basics of the jungle

The most important reason to play jungle is to optimize resource allocation. The monsters in the jungle grant a lot of gold and experience. If you were to play without the jungle (two duo lanes instead of one), you would share the experience and gold of one lane, while the resources in the jungle are not used.

Since jungle people have to move around the map all the time, they also have the option of "ganking" the lanes. This creates an outnumber situation that increases the chance of a champion killing. Without being tied to a lane, they can also reveal important points on the map and kill vassals when the lane player is not in the lane. It should be noted here that all of these points are strategic and must therefore be used depending on the situation.

Another task is to kill the epic monsters Baron Nashor, Dragon and Herald of the Chasm. Since these monsters can decide the game in many cases, it is among other things the task of the jungler to declare the fight against these monsters. They also have the summoner spell Smash is a great way to kill one of these monsters or steal the kill from your opponents.

Jungle overview

In the Summoner's Rift, there are 16 jungle camps, with the red and blue sides being the same size and containing the same non-boss monsters. The jungle is symmetrical around the center of the map, with the exception of the boss monsters (Dragon, Herald of the Divide and Baron Nashor), which live uniquely in indentations on the river (baron and herald tend to be on the red side, dragons tend to be on the blue side).

The technique of "leashing" a monster when they first appear is an important aid to most jungle enthusiasts. When leashing, other players on the team help their own jungle kill their first monster by attacking it. When the monster's life gets close to zero, the helpers move away from the monster and towards their lane so that the jungle can kill the monster. A good "leash" is important for most jungle enthusiasts, otherwise they will run around with little life in the jungle and no longer be able to gank effectively.

The reappearance timer does not start to count down until all monsters in a camp have been killed. If you want to steal a camp from your opponent, you can take advantage of that by letting a little monster live.

Champions in the jungle

Most champions who work well in the jungle can be categorized into one of the play styles listed below. Some champions can adapt multiple play styles, although those champions usually work better in one of the play styles. Knowing which champion adapts which play style can help a lane and jungle player to better anticipate the opponent's actions.

In general, a distinction is made between the following styles:

A gank jungler primarily focuses on putting pressure on the opposing lane players by ganking a lot. This is to build a leadership that is to be converted into a victory. Since they spend little time killing monsters in the jungle (compared to the other play styles), they usually have little gold and experience from the monsters, which is why they rely on the ganks to work. Gank Junglers can either have a lot of crowd control or mobility, which allows them to get at and / or pin down enemies for a kill. They are also good against farming jungles, as the likelihood of a counter-gank is very low here. Classic gank junglers are Jarvan IV. And Lee Sin.

A farming jungle spends most of their time in the jungle killing monsters; sometimes he also intercepts waves of vassals from lanes. This type of jungle mostly leaves their lanes to themselves in the early game, only to become a threat themselves in the middle and late game with lots of gold and high levels. Farming jungles are usually champions with high damage and good late-game scaling. They get along well against Control Junglers, as they are unable to keep up with the high pace of killing monsters, which means that the Farming Jungler often scales better and earlier. Classic farming jungles are Udyr and Master Yi.

Control jungles focus specifically on keeping the opposing jungle small ("controlling") and making sure that he has as little influence in the game as possible. They are also particularly good at playing contested play objects like the Kill dragons early and steal camps from the enemy. Control jungles are usually either excellent duelists, which allows them to fight the opposing jungle even in their jungle half, or they hold out particularly well in the jungle, which allows them to stay in the jungle much longer than the opponent. Since they are camps for their opponent and because their counter ganks are usually particularly strong, they are good against gank junglers, as their ganks no longer work as well as a result and because many camps are stolen from them, which means they go further than normal falling behind in gold and experience. Classic Control Junglers are Nunu & Willump and Trundle.


The following runes have an effect on jungle monsters or in the jungle:


Junglers always start with either Hunter's machete or Hunter's talisman and 3 potions or one Refillable potion. The jungle item increases experience gained from monsters and improves the speed at which monster camps are killed. In addition, the potions grant a lot of extra life.

Since you walk around a lot as a jungler, you can Boots of agility can be helpful, as they minimize the amount of time you spend walking around. Other common shoes are Mercury's shoes and Ninja tabis.

Historical jungle objects

Jungle objects have been changed, exchanged and revised over and over again.

In season one, the jungle was a profitable source of gold, so that some jungle players owned more gold than the lane players. However, the jungle monsters were much more dangerous at the time, so there were very few champions who were even able to make it through the jungle. Most of the jungle had to go Cloth armor and 5 Begin healing potions.

The jungle was redesigned at the start of Season Two to reduce the difficulty, gold and experience granted. This should allow more champions to get by in the jungle. Due to the reduced gold, it was no longer efficient to be permanently in the jungle and kill monsters (=> farming jungle), so that many jungles had to look for alternatives (for example the early purchase of gold-generating items such as Philosopher's Stone and Heart of Gold), while champions whose items required a large amount of gold barely worked.

The jungle in season three tried to strike a balance between the high farm of season one and the low difficulty of the jungle of season two. The introduction of Hunter's machete