- Camps 0:55 · Gromp and Krugs 1:07
- Scuttlers 2:55
- Buffs back 5:00 after a kill
- Smite upgrades at 15 treats
Seven stops, one decision: where does your clear end?
A blue-side full clear that starts at Red and finishes at the top-side Scuttle as it spawns. Mirror it for red side, or flip it to end bot side.
- Red Brambleback0:55
- Krugs1:07
- Raptors0:55
- Murk Wolves0:55
- Blue Sentinel0:55
- Gromp1:07
- Top-side Rift Scuttler — or gank top2:55
Schematic, not to scale. Spawn times: Riot's patch 26.1 notes, unchanged through 26.22. Smite damage and treat counts: patch 26.1. The route is BoostPirate's example.
Pathing is the part of jungling that happens before anyone sees you. Where you start, which camps you take, and where you finish your first clear decide which lane you can help, which Scuttle you can fight for and whether you're standing next to the drake pit or across the map when it spawns. Patch 26.1 reset the basics for 2026 — every camp spawns 35 seconds earlier, junglers take half damage from camps and Smite hits harder — and none of that changed in the patches up to 26.22 (3 November 2026). This guide gives you the current spawn clock, the camps on both sides, the three ways to open a game, how to choose between them in champion select, and how your path bends toward objectives once the laning phase ends.
- The 2026 clock: camps 0:55 and 1:07, Scuttlers 2:55, first drake 5:00, Voidgrubs 8:00.
- Path backwards from the finish: pick the lane or Scuttle you want at ~3:00, then start on the opposite side.
- Respawns: buffs 5:00, small camps 2:15, Scuttle 2:30 after the kill.
- Smite grows with your path: 600 → 1,000 at 15 treats → 1,400 at 35, where your Role Quest finishes.
- After 8:00, objectives draw the route — your camps are what you take on the way to them.
What jungle pathing is (and what it isn't)
A path is the order you take camps in, but the order is the least important part of it. What matters is where you are at the moments that count: when the Scuttlers spawn, when a lane's wave sits on your side, when the enemy jungler shows up somewhere you can punish, and when an epic monster spawns. Two junglers can take the same six camps and play completely different games because one finishes at the top Scuttle when top lane has a slow push going, and the other finishes at Gromp with nothing nearby to do.
Think of each clear as a sentence with a full stop at the end. The full stop is a decision — a gank, a Scuttle fight, an invade, a recall — and everything before it exists to make that decision good. That's why we recommend choosing the end of your clear first and only then the start. It's also why "the best path for champion X" lists only help so much: they assume the lanes don't matter, and in solo queue the lanes are most of what matters.
The 2026 spawn clock
Before patch 26.1 the first camps appeared at 1:30. Since 7 January 2026 they come 35 seconds earlier and the first minion wave arrives at 0:30 instead of 1:05. Riot's 2026 season preview gave the reason: jungle was "by far, the strongest role in the game", and the team wanted early clears slowed down slightly while lanes and jungle start together. These are the live timers on patch 26.22:
Big four
Blue Sentinel, Red Brambleback, Murk Wolves and Raptors. Your first camp is one of these.
Gromp and Krugs
Twelve seconds later. Starting on them means waiting, so most paths take them second or later.
Rift Scuttlers
One in each half of the river. Killing one leaves a shrine that gives vision and speed for 90 seconds.
And the respawns, which is what your second clear runs on: Blue Sentinel and Red Brambleback 5:00 after the kill, Wolves, Raptors, Gromp and Krugs 2:15, a Rift Scuttler 2:30. Since patch 25.17 you can show every camp timer at all times with the advanced view under Interface settings — turn it on. Our objective & jungle timer does the arithmetic if you'd rather type a kill time and read the respawn.
Know both jungles: which camp sits where
Summoner's Rift is split by the mid lane into a top side and a bot side, and by the river into your half and theirs. Each team's jungle has one buff in each side. The layout mirrors through the centre of the map, which is why a "red-side" jungler's buffs sit on the opposite sides from a "blue-side" jungler's:
Two practical consequences. First, the Raptors sit closest to mid lane on both teams, so a mid laner with priority is your best friend when you take or protect them. Second, the bot-side quadrant faces the drake pit and the top-side quadrant faces the Baron pit, where the Voidgrubs spawn at 8:00 and the Rift Herald at 15:00. Your path decides which of those you can reach first.
Three ways to open a game
Full clear
All six camps, then the Scuttle, a gank or a recall. You hit level 4, collect the most gold and treats and have Smite charged for the Scuttle.
Pick it when your champion clears quickly and no lane is ready to be ganked before ~3:00.
Three-camp start
Both buffs plus one camp, then straight to a lane at level 3. Earlier pressure, fewer resources.
Pick it when a lane with crowd control will be pushing toward a weak opponent, or your champion is much stronger at level 3 than the enemy jungler.
Invade
Your team walks into the enemy jungle at the start to take a buff, ward or catch someone.
Pick it only when your team's level-1 fight is clearly stronger. The counter-jungling guide covers it.
The camp order inside a full clear is flexible. Starting at your Red Brambleback and taking Krugs next is popular because Red's slow and burn help on the following camps, but champions with weak early clears often start at the buff their kit likes best. Ask your laners for a leash only if you need it; in 2026 junglers take 50% damage from non-epic monsters, so many champions clear their first camp alone. What matters more is that the last camp of the clear sits next to the place you want to be at about three minutes.
Choosing your start in champion select
You have about a minute of champion select and the loading screen to plan. Our checklist, in the order we use it:
- Which lane can you play for? A laner with a stun, root or knock-up and a lane opponent with no escape is a gank target. Note it.
- Which way will the waves push? Ranged lanes and lanes with strong waveclear push early; the enemy in that lane will stand on your half of the map — the best place to gank.
- Where is the enemy jungler likely to start? If their champion is weak early, they will probably full clear. If they're strong at level 2–3, expect them near a lane or your buff.
- Which Scuttle do you want? The one beside the lane that will have priority at 2:55. Fighting for a Scuttle with no lane support is a coin flip.
- Then work backwards. Finish next to that lane or Scuttle, start on the opposite side, and decide whether you need all six camps on the way.
Two rules of thumb we teach new junglers. To play for bot lane and the first drake, start top side so the clear ends bot side just before 2:55 and the 5:00 drake. To play for top lane and the Voidgrubs, start bot side and finish top side — the route on the map above. If both sides look equal, play toward the side where your mid laner has priority, because mid can join a Scuttle or a skirmish faster than anyone.
The 2:55 Scuttle decision
Both Rift Scuttlers spawn at 2:55, which in 2026 is right around the end of a full clear. Patch 26.1 also stopped the Scuttler spawning one level lower than the other camps, so she's worth more than before. Killing one gives you gold, experience and a shrine in the river that grants vision and movement speed to your team for 90 seconds; she respawns 2:30 after the kill.
- the lanes next to it (mid plus top or bot) can move into the river before the enemy's;
- you've just finished your clear and the enemy jungler is on the far side of the map;
- your champion wins a short fight at your current level and has Smite ready.
- the enemy jungler arrives first with their laners close behind;
- you're low after the clear and a fight could cost Flash or your life;
- the other Scuttle is free — take that one instead and trade.
The "trade" option is underrated. If you see the enemy jungler on the top Scuttle, they can't be at the bottom one — or at their own bot-side camps. Losing one Scuttle and taking the other plus a camp is often the better deal than a 50-50 fight.
Recall and the second clear
Most junglers recall after the first clear and Scuttle with enough gold for a component. The next clear is where good pathing shows, because now you know the respawn times. Our method:
- Write down your buff kill times. +5:00 If you took Red at about 1:05, it's back at about 6:05. The small camps you took are back 2:15 after their kill.
- Overlay the objectives. 5:00 · 8:00 The first drake spawns at 5:00 and the next one 5:00 after it dies; the Voidgrubs come once at 8:00.
- Pick the order that passes the objective. If your bot-side camps respawn just before the drake, clear them and arrive at the pit with your bot lane. If the top side lines up with the grubs, path there.
- Don't wait on a camp that's 40 seconds away. Do something useful in between — ward, show in a lane to pull pressure, or take the camp the enemy jungler left behind.
- Recall on a wallet, not a timer. Go back when you can buy something that changes a fight, ideally with buffs and the next objective still a minute away.
The biggest second-clear mistake is starting it far from the next objective. If the drake spawns at 5:00 and your path ends at the other end of the map at 5:10, the enemy jungler takes it for free. Our recall timing guide covers when to leave lane or jungle for the shop.
Treats, Smite and the Role Quest along the way
Every jungler buys one of three pets — Scorchclaw Pup, Gustwalker Hatchling or Mosstomper Seedling — and feeds it treats as they clear. Since patch 26.1, Smite evolves sooner: the first upgrade at 15 treats (it was 20) raises Smite from 600 to 1,000 damage, and the jungle Role Quest finishes at 35 (it was 40) with Primal Smite at 1,400 damage.
Finishing the quest also gives +10 gold and +10 experience per large monster and 4% movement speed in the jungle and river (8% out of combat). That speed matters for pathing more than it looks: you reach camps and pits sooner and can fit one more camp between two objectives. Treats come from clearing, so a clean, on-time path completes the quest faster than a game of failed ganks. The quest follows the role you're assigned in champion select — swap roles and you swap quests; our Role Quests guide has every role's version.
Pathing after 8:00: objectives draw the route
Once the Voidgrubs spawn at 8:00, pathing changes character. You stop asking "which camp next?" and start asking "which objective next, and which camps can I take on the way?" The sequence on patch 26.22 is:
Voidgrubs · 8:00
Three grubs, once, in the top-side pit; gone at 14:45. Path top side around 7:30 if your top and mid can join.
Drakes · every 5:00
Bot-side pit. Each kill starts a new 5:00 timer — arrange your bot-side camps around it.
Herald · 15:00
Once, in the Baron pit, gone at 19:45. Often traded against the second or third drake.
Baron · 20:00
Then every 6:00 after a kill. From here your path is vision plus side camps between fights.
A simple habit: about a minute before any spawn, take the camps nearest that pit and ward its entrance, so you finish your farm standing where the fight will be. The deep dives are in the Dragon Soul guide and the Baron, Herald and Voidgrubs guide; the full list of timers is in LoL objective timers.
Pathing mistakes we see every day
- Decide where your clear ends before the game loads.
- Turn on the advanced camp timer view (Interface settings) and read it every time you pass a camp.
- Note each buff kill time — it's back 5:00 later.
- Trade Scuttles when the enemy jungler is on the other one.
- Finish a clear next to the next objective a minute before it spawns.
- Run the same path every game regardless of the lanes.
- Start a camp with 20 seconds to go before a drake on the other side of the map.
- Fight for a Scuttle your lanes can't reach.
- Leave camps up for the enemy jungler to take on their way past.
- Gank a lane whose wave is crashing into the enemy turret just because your path ended there.
How to practise pathing
Pathing is the easiest jungle skill to practise alone. Our suggestions:
- Practice Tool clears. Run your champion's full clear five times and note the game time when you finish each one. Learn your own number — it's the one that matters for your Scuttle plans.
- Both starts. Practise starting on each buff so you can end on either side without thinking.
- Replay the first five minutes. In your replays, pause at 3:00 and ask: was I next to a lane or Scuttle I could use? Our VOD review guide shows how.
- Then add ganks. Once your clears are automatic, the ganking guide is the next step, and how to climb as jungle ties it together.
Want your paths reviewed? A Master+ coach can go through your first clears with you, or pick Jungle on the Solo/Duo boost (from $3.25 a division) and a verified booster plays it for you.
- Riot Games — Patch 26.1 notes (7 Jan 2026: camp and minion spawn times, Scuttle level, junglers take 50% damage from camps, Smite 600 / 1,000 / 1,400, treats 15 and 35, Role Quest rewards) · /dev: 2026 Season One gameplay preview (1 Dec 2025) · Patch 25.17 notes (26 Aug 2025: camp timer views) · Patch notes 26.19 (22 Sep 2026), 26.20 (6 Oct 2026), 26.21 (20 Oct 2026) and 26.22 (3 November 2026) — no jungle-system changes
- Official League of Legends wiki — Blue Sentinel, Raptors, Gromp (respawn timers), Role Quests (read 8 Nov 2026)
- Riftpatchnotes — Rift Scuttler (respawn and shrine, through 26.1) · jungle system history (26.14 Blue buff, 26.16 pets)
- Routes, checklists and advice: BoostPirate's own. Checked 8 November 2026 on patch 26.22; patch 26.23 is due 18 November 2026 — check its notes.
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Common questions
When do jungle camps spawn in League of Legends 2026?
Should I full clear or gank early as a jungler?
Which side should I start my jungle clear on?
How long do jungle camps take to respawn?
How does the jungle Role Quest change my path?
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