League of Legends Jungle Guides 1- Plants & Camps

With the – Season coming to an end in less than two weeks, we offer you a quick guide through the LoL Jungle. Although the Summoner’s Rift map is something that all players have seen a few times, sometimes knowing the details can make all the difference. Off to the Jungle!

Ah, the Jungle of the Summoner’s Rift. One of the trickiest and most impressive parts on the map, but unfortunately also one of the least understood. Don’t worry, we’re here to help! Whether you’re a budding jungler or want to know what that … Person is doing when they’re not ganking your lane, read on! In this guide, we’ll summarize what you can see and expect on the map.

The Summoner’s Rift plant: color-coded, just for you!

Plants

While the Jungle has many plants in the background, only three of them have special effects. The Blast Cone, when attacked, will blow away anyone near it. This does no damage, but can fling everyone affected through the terrain – handy if you want to get over an obstacle to avoid a Ward or escape an enemy. Attacking the Scryer’s Bloom releases a wave of pollen that makes anyone in its path visible for a considerable distance, including invisible objects like Wards. Finally, when you attack Honeyfruits, it bursts into five melons. Moving across one of them restores 6% of your missing mana and either 3.5% of your maximum health or a fixed amount (14-116, depending on your level). Dead Plants respawn after 5 to 7 minutes. Depending on which element map you have, you can have more spawns of a plant type – an Infernal Rift has more Blast Cone, a Cloud Rift has more Scryer’s Blooms, and an Ocean Rift has more Honeyfruits.

Jungle Monster:

The Rift is green and full of monsters…. but luckily they tend to ignore you until they are attacked – and then they attack or chase the next best enemy. If they are unable to hit anyone for a certain amount of time (represented by their red patience bar), they start regenerating their health quickly and rush back to their spawn location. After being killed, they eventually respawn. For camps that have more than one monster, all of them must be killed for respawn time to begin – leaving only one enemy alive in a large camp is a good way to slow the enemy jungler’s progress. Monsters also level up, which increases their stats – and makes a jungler’s job even harder – especially if he was knocked back by an early invasion. Here are a few facts about the monsters you can expect:

  • Wolves: The wolf camp is home to two normal wolves and one larger Murk wolf. The trio is fairly easy to handle. The spawn is at 1:30 and the second spawn starts two minutes after the last wolf dies, as does the raptor camp. They are fast, but have weak Cupid stats and no magic resistance, plus they deal mediocre damage.
  • Raptors: This is the most numerous camp with one Crimson Raptor and five smaller Raptors. If you have AoE damage, this is especially useful here, as the Raptors have low health but can do quite a bit of damage together.
  • Krugs: This camp is one of the slower camps, but is very worthwhile for beginning and consists of one Ancient Krug and two Regular Krugs. An Ancient Krug splits into two Regular Krugs when killed, and each Regular Krug splits into two Mini Krugs. However, they are slow and their negative MR makes magic damage junglers like Elise very strong against them. The Krug camp spawns for the first time at 1:42 and respawns every 2 minutes.
  • Group: The Group is a large frog-like creature with quite a bit of life, but no armor and negative magic resistance. Unlike most other monsters, its own attacks deal magic damage and its first five attacks have higher speed and damage than later ones. The Gromp spawn follows the same pattern as the Krugs.
  • Blue Sentinel: The golem-like creature opposite the Gromp is a typical starting point for any Jungle champion, relying on abilities and cooldowns to clear camps. When defeated, their killer gains the Crest of Insight buff – commonly referred to simply as “Blue Buff”. This buff gives +10% cooldown reduction and a bonus to mana or energy regeneration for 120 seconds. However, if the champion is killed before the buff expires, the buff is transferred to the killer and the duration is reset. The Blue Sentinel spawns at 1:30 and every 5 minutes after it is killed.
  • Red Brambleback: The counterpart to the Blue Sentinel, the Brambleback gives the Crest of Cinders, also known as the “Red Buff” when killed. This buff gives a champion extra life regeneration outside of combat, and causes his autoattacks to slow the opponent and apply a damage-over-time effect. It has the same duration as the blue buff and also transfers if the champion is killed with it. The Red Brambleback has the same spawn pattern as the Blue Sentinel.
  • Rift Scuttler: The small crab-like monster that scurries about in the river is one of the more unusual denizens of the Rift. For starters, it is a staunch pacifist and will not attack anyone even if attacked, instead running away with increased movement speed. Any kind of CC like stun or root are particularly effective: they have a longer duration and take away her armor and magic resistance. Killing this defenseless lady gives the scuttler landing the final blow a bonus health and mana, and creates a 90-second zone in front of the dragon or baron pit where the scuttler’s team has visibility and gets a brief boost in movement speed. The Scuttler spawns at 3:15 in both halves of the river. Then a single Scuttler spawns two and a half minutes after the two killed; after that, there can only be one Scuttler on the map.


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