
Jungle
Stacks, neutrals, and the camps you should not steal from your carry.
The jungle is a farm overlay, not a fifth lane you pick in the draft. Small, medium, large, and ancient camps exist so cores can recover when a lane dies and so supports can pull. Neutral items drop on a timer. If you jungle from 0:00 on a hero that has a lane, you are throwing XP. If you farm the ancient camp at 8 minutes while a wave dies under your T1, you are also throwing. Call camp names and which side of the map you are on.
- Who farms it
- Cores after a timing, supports only to pull or stack
- Stack timing
- Near :53–:55 depending on camp
- Steal rule
- Do not take the camp the pos 1 walked to
Key spots
Ancient camp
For cores with cleave or a clear. Supports taking ancients at 12 minutes is a report waiting to happen.
Easy camp (pull)
The safelane reset tool. Learn the pull before you learn a new hero.
Hard camp (offlane)
Block with a ward as pos 5. The offlaner wants this camp to exist.
Triangle
Safe jungle for the winning carry. Ward it when you take the enemy triangle.
Outpost jungle
Wisdom runes spawn in the corners. Walking there 4v1 is how you donate a core.
Play notes
- Stack for the hero who can clear. A stack the pos 5 cannot farm is still useful if the carry is 20 seconds away.
- Neutral item ticks are not a reason to miss a wave. Waves print more gold.
- If three cores are in one jungle, someone should be on a wave. The map has two side lanes for a reason.