- Flash: 300 s cooldown
- First Blood: +100 gold
- Outer plates: 120 gold each
- Stealth Ward: 90–120 s
The wave is on your side, Flash is down: go now.
A gank is a calculation, not a mood. Read the lane, count the checks, pick the approach the enemy hasn't warded.
A tri-brush · B river · C behind, through their side of the lane
- Wave pushed toward your turret
- Their Flash used at 6:10
- Your laner has a stun ready
- Enemy jungler seen top side
- Fresh ward in the river (B)
- Your Red buff respawns in 20 s
Example board. Cooldowns: Riot's Data Dragon summoner data (patch 26.21), before summoner haste. The six checks and the four-of-six rule are BoostPirate's coaching advice.
A gank is two or three players turning a lane into a short fight the enemy can't win. When it works, it's the fastest way for a jungler to make the map theirs: a kill, a Flash burned, a lane that has to play scared for the next five minutes. When it fails, you've walked across the map, lost a camp or two and maybe handed the enemy jungler a free drake. The difference is rarely mechanics. It's whether the lane state, the cooldowns and your route lined up before you committed. This guide shows how to read all three on patch 26.22, how to approach each lane, how to beat wards, and how to turn the kill into something that lasts.
- The wave decides the gank. A laner standing on your half of the lane is the best target in the game.
- Track Flash in chat: 300 seconds — used at 6:10 means back at 11:10.
- Wards expire: a Stealth Ward lasts 90–120 s; a ward placed at 3:00 is often gone before 5:00.
- Convert every kill: First Blood is +100 gold, plates 120 each and plates no longer fall off in 2026.
- A failed gank costs camps — four or more green checks, then go.
What makes a gank work
Every successful gank has the same three ingredients. Miss one and the odds drop fast:
They're far from safety
The enemy laner is standing on your half of the lane, or deep in it for a last hit. The further they are from their turret, the longer they have to run while you chase.
Their escape is down
Flash used, dash on cooldown, or a champion with no escape at all. Your crowd control and your laner's are both ready.
Your laner can join
Healthy enough to fight, close enough to add damage, and aware you're coming. A gank with a laner at 20% health is a one-versus-one.
Notice what's missing: your champion. Strong ganking champions make the window bigger — a long dash, a stun, invisibility — but no champion saves a gank into a full-health, Flash-up laner sitting at their turret. That's why the first thing to learn isn't a combo, it's the lane state.
Read the lane before you walk
Minion waves spawn every 30 seconds from 0:30 in 2026, and where two waves meet decides where the laners stand. Check the lane you want to gank before you leave your camp, because it can change in the 20 seconds it takes you to get there:
Pushed toward your turret
The enemy laner is on your half. They need many seconds to walk home. This is the gank to look for — often a freeze your laner is holding.
Even, in the middle
Works if Flash is down or your champion closes distance fast. Come from behind (route C) so they run into you.
Crashing into their turret
They're two steps from safety and their turret helps them. A dive is a different plan — see the tower diving guide.
You can help the lane state too. Ask your laner to let the wave push toward them for a minute before you arrive — they'll lose a little farm under their own turret but give you the perfect target. The wave management guide explains freezes and slow pushes from the laner's side.
Track summoner spells like a jungler
Summoner spells are the biggest swing in a gank, and they have long cooldowns you can track. These are the base cooldowns from Riot's Data Dragon data (patch 26.21); runes and items with summoner spell haste make them shorter:
The habit that pays most: when you see Flash used, type the time it comes back in team chat, or ping the enemy's Flash on the scoreboard so the time is shown. A Flash used at 6:10 is back at 11:10. That five-minute window is the best time to gank that lane — and the best time for your laner to play aggressively without you. Our summoner spells guide covers what each one does, and the pings and communication guide shows quick ways to share timers.
Approach routes for every lane
The same gank works or fails depending on the angle. As a rule, the best approach is the one that ends between the target and their turret, so their escape path runs through you. These are the routes we use most, by lane:
Two practical notes. Walk along the edges of the river and through brushes, not down the middle of it, where the enemy's wards and Scuttle shrine see you. And if your champion can cross walls, use them: the approach nobody expects is the one through terrain.
When to gank: levels, waves and spikes
- Level 2–3 ganks before 2:55 Good after a three-camp start, when the enemy jungler is still on their first clear and lanes haven't warded yet. The pathing guide shows how to end your clear next to the lane.
- On the cannon wave every 3rd wave Before 14:00 a cannon minion comes every third wave. A big wave crashing into the enemy turret drags the laner back; a cannon wave pushing toward your laner holds them forward — gank that one.
- After a recall wave + item When your laner comes back with an item and the enemy hasn't, your 2-versus-1 is even stronger. Ask in chat when they're back.
- At level 6 ultimates Many champions' ultimates make a gank. Count levels on the scoreboard — if your laner hits 6 first, that's a window.
- Before an objective ~1:00 before A kill or a Flash 60 seconds before the drake at 5:00 or the grubs at 8:00 gives your team the numbers to take it.
Beating wards
Most ganks that "should have worked" were seen coming. In 2026 the vision basics are:
Stealth Ward
How long a trinket ward lasts. Lanes get 2 charges. Note when you saw the laner ward — it expires.
Control Ward
Reveals and disables wards; only 1 per player on the map at a time. Look for the one near the lane brush.
Oracle Lens
Since patch 26.1 it reveals and disables wards around you for 8 seconds. Sweep the brush you'll walk through, not the whole river.
Three tricks we teach: gank from behind after a lane push, since wards usually cover the river side; wait for the ward to expire when you saw it placed — the 90–120 s lifetime is your clock; and show yourself on the opposite side of the map first, so the enemy relaxes before you arrive. If the lane is warded with a Control Ward you can't avoid, it's often better to path elsewhere than to walk into a seen gank. The vision and warding guide has the full ward rules.
The gank, step by step
- Check, then commit. Run the six checks from the board above. If it's four green or more and nothing red on the wave or the enemy jungler, go.
- Tell your laner. Ping "on my way" when you leave the camp so they don't back off or recall. A laner who knows you're coming holds the wave forward.
- Get behind them if you can. The engage that works best is the one that cuts off the path home. Wait in brush until the enemy steps forward for a last hit.
- Use crowd control in sequence. Your stun, then your laner's — not both at once — so the enemy is held for as long as possible. Save your Smite for the champion only if it's upgraded and adds the damage you need.
- Know when to stop. If they Flash over a wall at full health, let them go. Chasing under their turret for a kill you can't secure is how a won gank turns into a double kill for them.
- Reset the plan. Kill or not, decide your next move within five seconds: push, objective, camp or recall.
After the gank: cash it in
A kill is a start, not a result. Patch 26.1 made early leads pay out in more places, so the follow-up matters more than ever:
First Blood
The first kill of the game pays 100 extra gold again since patch 26.1.
Each outer plate
Plates fall at 10 / 25 / 45 / 70 / 100% missing health. Since 26.1 they never drop off, though outer plates lose 10 gold a minute from 11:00 (down 40 at most).
First turret
The first turret of the game shares 300 gold among nearby players — a gank plus a push can win it.
The objective
A bot-side kill near 5:00 means a drake; a top-side kill near 8:00 means Voidgrubs. Two players dead is a free one.
If no objective is up, push the wave into the turret with your laner so they can recall without losing minions, and take the plates that fall. Then go back to your camps. The worst thing you can do after a successful gank is stand in lane doing nothing while your buffs wait.
Counter-ganking and covering
Every gank has a mirror: the enemy jungler ganking your lanes. Two habits turn that into your advantage. Counter-gank — if you know the enemy jungler started on the side that ends next to your bot lane, be nearby when they arrive; a 3-versus-2 in your favour is the best fight in the early game. And cover — when your laner is pushed up with no Flash, stay near them for a wave instead of farming the other side. The counter-jungling guide explains how to track the enemy jungler from their first sighting.
Ganking mistakes
- Look at the lane before you leave your camp — and again on the way.
- Type Flash timers in chat the moment you see them used.
- Approach from behind or through brush, not down the middle of the river.
- Follow every kill with plates, a drake, grubs or a reset.
- Gank the lane that will win you an objective, not the one you like.
- Gank a wave that's crashing into the enemy turret.
- Walk into a lane you saw warded a minute ago.
- Chase a full-health laner who just Flashed over a wall.
- Gank without pinging — your laner may be about to recall.
- Let your buffs sit for a minute after the gank while you stand in lane.
Ganking well takes repetition and honest review. In your replays, pause every time you left a camp to gank and ask whether the six checks were green; the VOD review guide shows how to keep it quick. For the whole role, see how to climb as jungle.
Learn ganking with a pro. A Master+ jungle coach reviews your gank timing with you, or pick Jungle on the Solo/Duo boost (from $3.25 a division) for a verified booster.
- Riot Games — Patch 26.1 notes (7 Jan 2026: First Blood +100 gold, plates on every turret, outer plate 120 gold and decay from 11:00, first turret 300 gold, Oracle Lens 8 s, minions from 0:30) · Data Dragon summoner.json 16.21.1 (summoner spell cooldowns, patch 26.21) · Patch 26.19 notes (22 Sep 2026: Unleashed Teleport cooldowns) · Patch 26.22 notes (3 November 2026)
- Official League of Legends wiki — Stealth Ward (90–120 s), Control Ward, Minion (wave timing and cannon waves; read 8 Nov 2026)
- Ganking advice, the six checks and the four-of-six rule: BoostPirate's own. Checked 8 November 2026 on patch 26.22; patch 26.23 is due 18 November 2026.
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