
Outposts and Watchers
Free XP, vision, and the map control people skip for a jungle camp.
Outposts grant team experience and vision when captured. Watchers are extra vision tools on a cooldown. Taking the enemy outpost after a won fight is often worth more than chasing one more kill into their T2. Defending your own outpost stops them from snowballing XP. Call which outpost and whether it is capturable yet.
- Payoff
- Team XP + vision
- When
- After they become capturable — then after every won fight
- Fail
- Five people channeling while the other team smokes mid
Key spots
Your outpost
Defend it if they are walking. A lost outpost is a hidden gold disadvantage.
Enemy outpost
Take it when you have numbers. Do not 1v4 a channel.
Watchers
Click them when you rotate. Free vision people forget exists.
Wisdom rune corners
Near outpost jungle. Path a support through them on the timer.
T2 nearby
Outpost control and T2 pressure travel together. Ward both.
Play notes
- If a fight ends near an outpost, someone should be capturing while others pick up runes.
- Watchers expire. Re-click on a rotate; do not assume last fight's watcher still sees.
- XP from outposts is team-wide. It is not 'support farming' to take one.