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The Jungler's Handbook

40 2 168,437
by Subzero008 updated March 11, 2014

Smite God:

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Introduction

Hello. You might know me from my other guide, the Insane Jungler's Guide to Jungling. This, however, is not that.

This is intended to be a general guide on what a jungler does and does not do. So far, as of 10/18/13, there have been no guides like this yet. This is like tIJ'sGtJ's smarter younger brother whom you should consult before dating his sister.

Whether you jungle as often as possible or simply do it as a whim, I promise that this guide will be useful.

This guide will be extremely text-dense. This is not a flashy guide, this is all about information. If anyone can direct me to any useful images of the jungle, like maps, camps, and such, I would be grateful.

If you still have any questions about jungling after reading this, give this guide a downvote and put down what wasn't answered. If you don;t have your answer, this guide is a failure.





I would like to say here my thanks to BestMinionEver, who has been a massive help in making this guide, providing both excellent advice, images, and knowledge. *raises glass*

What Does a Jungler Do?

A Bit of Clarification



Jungling is not about getting kills.

Still with me? Good. Let's move on.


What a Jungler Does



To put it simply, a jungler supports his team. He can do this through several ways.

  • He defends or attacks lanes when the need arises, most often when a teammate recalls.

  • He ganks the enemy, exerting pressure and restricting their actions.

  • He clears buff camps to give them to his teammates, helping them.

  • He helps his mid gain gold and XP by sharing and guarding the mid furies, helping them gain a level and gold advantage.

  • He protects his teammates whenever the need arises, either by warding, attacking, or even dying, making sure they don't die.

  • He controls the jungle, either by controlling the actual camps, or directly fighting the enemy jungler, making the enemy less able to do these things.

What to Expect from a Jungler



Junglers can't do everything. Each jungler is specialized in their own way. Don't expect Arachne to save a tower, and don't expect Artemis to teleport to the other side of the map. Always keep this in mind.

Before You Begin: Routes and Builds

Routes and Their Importance



A common misconception is the incredible importance of a set jungling route. I will tell you that that such routes are incredibly overrated. The route is not important, but what you do is. A jungler's success is not wholly defined by his efficiency in farming or clearing buff camps, but his ability to assist his team in the best way he can.

Routes are a crutch, a framework you hold on to in hopes of support. They are useful for the baby steps in the beginning of your game, but you must outgrow them as the match progresses.

That said, it's still a good idea to ward your camps early and to take them in a timely manner. Just don't lose sight of what's important.


Starting Actions



1. Early warding of the mid camps, or in the enemy jungle, can give you an idea of the enemy's strategies and plans.

2. Invasion is possible, but risky, and depends on your level one team comp. A successful invasion makes it nearly impossible for the enemy jungler to recover, but keep in mind the risks, especially against a well-coordinated team.

3. Ward your side of the jungle, to detect invasions.

Build Guidelines



A jungler needs to both clear fast, move fast, and sustain himself. Focus on those aspects, and you can't go wrong.

That said, you need to understand when to build what. Early game, where everyone is in lane, the jungle itself provides protection. You can afford to forgo defenses, at least for a little while. Sustain also becomes important.

Late game, when you might run into one or more people in the jungle, and where a well-coordinated team can collapse on you, you'll have to build some kind of protections, depending on your playstyle and god. Sustain loses importance.

A Jungler's Starting Items

Firstly, unless you don't use mana, always get Bumba's Mask. The mana and health sustain is simply way too strong, and not getting it sacrifices too much gold and experience.

Gods who don't need Bumba's Mask: Thanatos. Short list, right?

Next is Hand of the Gods. Despite having a major nerf, this item is the best for speeding up early clear times, as well as securing the mid furies.

Lastly is a potion of physical might, or Potion of Magical Might for magical junglers. Yes, it's risky, but this item is simply way too good for you to pick anything else.

As much as it pains me to admit it, there's not a lot of flexiblity in the starting items for junglers. As cynical as it sounds, we're stuck with this system and we have to make the most of it.

Awareness and Wards

Why Awareness is Important



A jungler supports his team, and to be blunt, it is easier to do so when you aren't blind. If the enemy Ne Zha is trying to gank solo lane, you know you have time to do things without his interference, but only if you know where he is. Therefore, awareness is important.

Part of this extends to your team. Pay attention to their calls and actions.


Why Ward?



Wards are incredibly important, because they are your main source of awareness.

They help keep your team safe. They help keep you safe. They keep track of the enemy jungler's movements. They help you keep track of the camps. They help you respond to an invasion attempt, they help you react to a sudden grouping of the enemy team, or any sudden rotations.

I don't care if you're the jungler, warding is important, and everyone should ward.

Basically, wards give information. Information is power. Never forget that.


Ways of Warding



Defensive Warding

shield of regrowth

- Safest way to ward
- Best for protection purposes

Defensive warding is the practice of warding, leaning toward your side of the map. This applies to the mid furies and all lanes. You can see ganks coming from a mile away, make it harder for enemy invasions, and is simply less risky.
Offensive Warding


- Best for pushing/counter-jungling
- Sentry wards often catch enemy wards

This is the warding you should do when pushing a tower, stealing buff camps, and for wasting the enemy's time. If you want to play in a very aggressive, taking-the-first-move manner, then this is the warding you would use.


Eye or No Eye?



Buying an Eye of Providence sacrifices your sole remaining active item slot, but it is the best source of consistent and efficient warding. Yeah, you have to use it six times for it to be gold efficient, but once you rank it up, you pretty much have permanent ward advantage, with the added benefit of destroying enemy wards.

Despite this, I only recommend purchasing this if survivability isn't an issue. Wards cost only 50 gold now, and you can easily afford to drop a few along the course of a match. Just don't forget that this is an option.

Mid Camps

Importance of the Mid Furies


The mid camps are stupidly important.

To be blunt, they give a lot of gold and XP, and not taking them will almost always put you a a level behind the enemy jungler. Yes, they give that much gold and XP.

These mid camps aren't just for you. You should also share them with your mid and/or support, if possible. A competent support will rotate to secure the mid camps when they can, and they will help you get the ones on their side.

Your job is to take them, also preventing the enemy from taking them.

This is probably the most important job of a jungler, because controlling the mid camps doesn't just mean more gold and XP for you, but it also affects your mid, your support, as well as the enemy jungler, enemy mid, and enemy support. Ward and guard them.


Contesting the Mid Furies



You can see how fights can easily occur at the mid furies. A competent mid will make sure that they never stay alive for long, even if you are away, but it is still very possible that the enemy mid and jungler will appear to fight you.

These fights you up to you. It all depends on the circumstances. Your skill and your mid's skill, you and your allies' health and mana level, possible reinforcements, god combinations and synergy, are all factors to take in. Remember, dying is always worse than losing farm.

Typically, when one middle camp is alive, so is the other. You could always simply take the other camp, and leave the confrontation as a draw. But if you're forced to leave them, just stop wasting time and try to get your farm somewhere else.


Respawn Time



Mid camps take 2 minutes to respawn. Get them as often as you can.

Contesting Mid Camps

Mid camps are tricky yet are of utmost importance, and they will be the most common kind of camp you will fight for. However, you can also apply the rules for contesting mid camps to normal jungle camps.

Honestly, your best bet is to hit the camps with a moderately damaging ability, use Hand of the Gods to instantly clear them, and run away. Fighting in the mid camps relies on so many variables you can't control that you're better off in most cases to not risk a confrontation.

And here is what happens most of the time: You get to a mid camp, attack it, HoG it, leave. Or if you're driven away or are slightly late, you get to the other one, HoG it, leave. No confrontation, nothing, because a draw is way safer than a potential double kill.

That's my advice. Contesting mid camps? Don't.

But if you absolutely have to, try to limit the enemy's options. If you manage to successfully attack or drive off the enemy mid or jungler or support, you got yourself one mid camp and potentially two.

For example, at the 2:00 mark, the mid camps are set to respawn in about 15 seconds, so you attack the enemy mid. You can't kill him, but you make him recall as well as pushing the wave, maybe forcing the enemy jungler to go to the other mid camp, perhaps wasting his time, and potentially slowing him down so you can get over there and steal it.

Remember, there are two sets of mid camps, and two sets of three players to remember, the jungler, the mid, and the support. A preemptive strike on any of them will help you and your allies secure the mid camps...maybe.

Ugh.

Defending/Attacking Towers

Not many junglers can do this, and when it does happen, it's pretty rare.

Basically, a tower is vulnerable and you are called to attack or defend it. This is fairly simple, if difficult, but you must play to your strengths.

Don't expect Mercury to save a tower, but he sure as hell can take one down.

Athena is a bit better at clearing, and decent at attacking if she gets Polynomicon.

It's usually better to prevent this kind of situation from happening in the first place. Generally speaking, if someone is losing a tower, go and help that lane. Simple as that.

The Importance of Mobility

Jungling requires the ability to keep up in terms of levels and gold gain while also assisting your team whenever you can. You will move a lot, which is why it is extremely important to be fast. Clear fast, move fast, gank fast.

Moving fast is especially important, not only because you will give the enemy less time to react if they spot you, but because part of jungling is putting pressure on the lanes. The goal, metaphorically speaking, is to make them scared of a vague threat to keep them from putting a hand in the cookie jar. In other words, SMITE is exactly like preschool, complete with screaming children and public urination. If they know that you are as slow as a slug, them will not fear you.

Ettiquete and Communication

The jungler is debatably the most difficult position on the team. You have to juggle the needs of all three lanes while making the most efficient use of your time as possible. It's a high-stress job, no doubt about it.

Do not take your teammates' requests as commands. You are not a gofer, you are a jungler who has better things to do than babysit. Use your best judgement, and keep a cool head.

You will encounter raised tempers and awful teammates. However, you will not lose your temper or hamper their game. If worst comes to worst, do not mute them and help them like you would any member of your team. Nothing is worse for a team than a lack of cooperation and communication.

Communication is incredibly important. You need to make sure that your team understands what you are doing, and every second you type a message in all caps in chat in hopes of them paying attention is another second where you could be farming or ganking or whatnot.

Ganking

The Purpose of Ganking



Despite what you may think, ganking does not always mean killing an enemy god. The entire point of ganking is to put pressure on the enemy team. Yes, you often do this by killing them, and killing them is often the best possible result, but sometimes, you might just lower their health enough to scare them into recalling. Either result accomplishes the goal of slowing their farm and restricting their actions.


Types of Ganking



Defensive Ganking: This kind of ganking is a response to enemy action. Let's say the enemy is getting frisky on the duo lane's tower; that's your cue to get over there and kill them. Or maybe Bakasura was seen headed to solo lane, get there quickly, and you can turn the tables on him after he burned all of his abilities on your solo laner. This is the safest kind of ganking.

Offensive Ganking: This is the complete opposite of defensive ganking. You want to push but the enemy has put too much pressure on your lane. Your job is to remove that pressure by going to that lane and killing as many people as you can, freeing your team to do stuff. This is pretty risky.

Both types are ganking are similar, but have different purposes. Some gods are better with one type of ganking than others. For example, Fenrir is really good at offensive ganking, but Guan Yu excels at defensive ganking.


When and When Not to Gank



Ganking is inherently risky; if you do not accomplish anything, you have wasted your time and are falling even further behind the rest of the team.

So ideally, I'd like to say that you should gank only when you think you can secure a kill. Quite simply, if you think you will lose that confrontation, don't do it. I don't care if you will stall a tower's demise for a few seconds, don't walk into almost-guaranteed death and become a liability to your team.

However, there are times where you will not be likely to secure a kill, and success comes with a coin toss. Like fighting an enemy with full health, or harassing the solo lane while they are a few levels higher than you. In this situation, there is little advice I can give except to play well and use your best judgement.

You will get some **** for not constantly ganking. Just ignore them. It's better to have 0-0-1 than 1-2-0. Keep your chin up and remember that taking care of these morons is your responsibility.


Dealing with Wards



Wards are a major pain to a prospective ganker. If they can see you coming, your chances of success are drastically reduced. The problem lies with dealing with these wards, which might not even exist!

Firstly, take a look at your target's kit. If they have an Eye of Providence, you can be assured that there are at least a few wards.

But often, countering wards is quite risky. You can buy a Sentry Ward, and place it, only for nothing to result of it. This is the most painful part - you must rely solely on your intuition, experience, and the reactions of your enemies. If the enemy seems to react directly to your presence, then there is a good chance there might be an enemy ward or two.

The best way to deal with this short of a Sentry Ward is forcing the enemy to go forward. Tell the your allied laner to fall back, or to stop pushing. This will force the enemy to either lose experience or go forward, forcing them further from their tower and giving your a larger opportunity to gank.


What if I Can't Gank?



Don't worry, there are other ways of putting pressure on lanes.

For mid lane, you can try to control the mid camps by sitting there and instagibbing them the moment they respawn.

Untested Idea

Buff Camps

Orange or Red?



As a general rule, a jungler does not need the blue buff at the start, as he has plenty of sustain through Bumba's Mask. And seriously, a jungler that uses so much mana that they need the blue buff, honestly should not be jungling.

This is actually a silly question, because most of the time, you shouldn't have your choice of jungle camps. But just in case, here's the comparison anyway:

Speed

sprint

- Increases mobility
- Increases damage slightly
- Wastes less time

The orange buff is best for gods who lack mobility or need more of it, like Hel or Arachne. This is also a good option for those who are fed and do not require a power boost. So for some, starting on the orange buff may be a good option.
Power


- Increases damage
- Good for ganking
- Wastes less time

If your jungler has a terrible early clear speed and needs a nudge, this is a classic and useful option. Remember, you can never go wrong with more power. Just keep in mind that clearing this camp takes longer than clearing the speed camp.


Donating Buff Camps


It is certainly possible to donate buff camps to your team, which can be extremely helpful. The blue camps go to your team by default anyway, so your concern is the orange and red buff.

Uh, it's pretty rare that both are open at once, but if they are, you can just take one and give the other. To whomever, like your mid or ADC or even the support tank.

The question is: Why would you ever give a buff? (Especially important if only one buff is left.)

Well, sometimes, you just don't need it. Maybe you've built Heartseeker stacks; well, more power if just overkill and it's probably better to give the power buff to your mid instead. Maybe you're simply fed, and don't need any more help from a buff camp. Or hell, maybe you just stole the enemy's speed buff and would rather give your own to your team.

Yeah, these situations are rare, but don't forget that jungling is helping your team. Sometimes, giving a buff can have a greater effect than taking it yourself.


A Starting Note



Don't let more than 2 of your team help you with clearing, or you will lose way too much XP and will fall behind.


Respawn Time



4 minutes. Chop chop!

Counter-Jungling

The Ways of Counter-Jungling



Counter-jungling is pretty damn simple. It's basically reducing the effectiveness of the enemy jungler.

As a jungler, there are three ways you can counterjungle.
  1. Ward. Simple as that, and doesn't need an explanation.

  2. Control mid camps.

  3. Taking enemy camps.

Warding has been explained, mid camps have been explained. (I know, I'm frustrated at the lack of options too.) See below for the "taking enemy camps" thing.

Invasion (aka "Counterjungling")

Invasion is a powerful tactic. The best thing a prospective counterjungler can do is to take an enemy's camp, preferably an important one like the power buff or mana buff. But clearly, this isn't as easy as it looks.

The enemy has three lines of defense that you must bypass:

Wards: Anyone who plays seriously will devote some gold for purchasing wards. This vision makes it extremely difficult for you to take a camp undetected, and if they see you, even the most incompetent player will come to redecorate your face.

shell
Team Presence: The fact is, the enemy jungle is being constantly watched. Enemy laners will often pass through a jungle path to enter a lane, the enemy jungler will be making his rotations, and all the laners will be making rotations sooner or later.

The Jungler: The enemy jungler is your nemesis. He will be the closest to you in strength, and you will be attacking his turf. Even if you don't see him, you will essentially be trying to clear his camps faster than he can reach them.

Countering Wards


This one is tricky. Any team worth their salt will be buying wards sooner or later, and they can doom your invasion plan before it starts.

However, warders tend to place their wards in predictable places. Such as the corners next to the blue buff, or in the crossroads next to the mid camps. A sentry ward is a good way to destroy those problems.

Alternatively, you can try to simply avoid crossing the wards in the first place. This method isn't always possible, but there is always at least one person on the enemy team who doesn't buy wards. You can go to their side of the map and try to go from there. (Or if you have stealth, just feel free to slip right past them.)

Countering Enemy Presence


To put it simply, this one is not a problem that you can destroy. The key to solving this problem is awareness.

The first part of the solution is communication. If your team can keep the enemy in their lanes, you do not have to fear an enemy solo checking the camps. But the fact is, enemy laners leave their lanes sooner or later, and that's why you must pay attention and maintain good awareness with your team.

The second part is warding. As you are taking the camps, place a ward nearby. As long as you have adequate warning, you have a chance to escape.

One tactic is to tell your team to push the enemy lanes hard, or even go there and push yourself. That way, if the enemy leaves his lane, he'll either take damage to his tower, or lose the buff. And now that you can see the enemy jungle timers, it is easier to do this: Just gank or push the lane, take buff when it respawns in a few seconds.

Countering the Enemy Jungler


This part depends on the strengths and weaknesses of your jungler and the enemy's. You have to accurately understand your own capabilities as well as the enemy jungler's, and this is not something I can teach you through a guide. Any jungling guide should give its own strategies for counterjungling. But as a general guide, I can only show you the methods:

Force: In other words, simply fighting the enemy jungler and driving him off and killing him. If your jungler is a strong duelist, this is a good method. The hard part is finding him, but the mid camps are always good for that.

fog
Deception: Despite the dramatic-sounding title, this method is quite simple. If the enemy jungler is ganking left when a right buff is open, you have a free pass at it. If you have stealth, use that stealth to walk past a ward, abusing the enemy's confidence. Hell, even a leap over a jungle wall to avoid a ward would suffice. Stuff like that. Utility-based gods with unique capabilities, like Nu Wa or Loki are good at this.

sprint
Mobility: If the enemy jungler can't chase you and you reach his buffs before he can, then there's nothing he can do, regardless of how good of a duelist he is. This method is recommended for those who are fast. The main problem with this method is that it relies on knowing the enemy's jungle clear times better than he does, as well as clearing quickly enough in the gap of time you created for him.

Not all of these methods work for all gods. Remember, stick to your strengths and don't expect the impossible.

Conclusion

I hope you have enjoyed reading this guide as much as I enjoyed writing it. Good luck on your adventures in the jungle.

-Sub

Update Log

12/31/13: Contesting Camps Section Added. Also added an Invasion overview. I'm trying to slowly expand the counterjungling section, basically.

3/6/14: Christ, this guide was stale as hell. I updated this guide, rewording and reworking pretty much everything, making some info more concise, expanding others. If you are reading this, and you still have a question about jungling, this guide is a failure. If so, please downvote and put down what I missed in the comments section.

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1
Kampfjager | June 20, 2020 11:18pm
Im new to the game and was wondering who are the junglers? Does it matter really who it is or are there set gods that are best for it? Like i said im very new to the game only.play 1 or two games and i was looking for information to help me understand more about it.
1
Kriega1 (143) | June 21, 2020 4:09am
Well there isn’t exactly a set list, but I would say gods that can be played there: All Assassins (except maybe Loki), Some Warrior’s (e.g Vamana, Achilles, Erlang, Nike), some mages (He Bo, Poseidon, Ao Kuang), and maybe a few guardians (Cabrakan, Ymir).
1
SkyPirateShini (4) | June 20, 2020 11:56pm
First, welcome to the site and the game. Hope you'll enjoy your time in both. Se3cond, this is an old guide that's not updated at all, something that would help more is the Overarching Conquest guide. Third, the assassins are usually your go to junglers. There are niche picks in other classes that can work in jungle, but most of those are for more experienced players. So, if you're going to jungle, pick an assassin 9 times out of 10.
1
Devampi (105) | June 21, 2020 4:12am
To add on to this the niche picks that can jungle usually gods that can clear the jungle well, have good mobility, and usually have decent burst to kill someone in the surprise window.
1
Okajin | May 27, 2014 6:04am
I didn't see anything answering this question. Perhaps it's a silly one but it's said that there's no silly question !

When do you have to back to buy stuff or your first wards? How do you know that it's time to do a back without being too risky to lose a tower or having a lane ganked?
1
Leadpaintchips | May 17, 2014 6:15am
It's a nice guide, but I do have some questions regarding jungling. I'm an expirenced jungler from LoL and I've dabbled in the jungle in DotA 2, so most of this guide is pretty familiar. Where do you normally start in the jungle? I know you said routes are pretty overrated, but in the beginning where you have to be careful which camps you hit up and which camps can wipe you, where do you start, and where do you work towards? The basic items I get, but what do you upgrade them to when there's an option? What also would be helpful would be a list of (your opinion) which gods can jungle and which shouldn't, and what roles they play (ie: gank focused, jungle farmer, tanky, etc). Ward placement would be pretty good, if you can screen capture where are common wards (and maybe paintshop in their range). Other than that, it's a very solid guide. Only downvoted because of those questions and what you said in your opening.
1
Devampi (105) | May 12, 2014 12:42pm
Good guide +1. This guide certainly will help new people/experienced people (including myself) to be a better jungler. Because the not warding jungler is a bit of how I play I saw some basic important points (I just see to many people leaving the mid camps alone or taking it sometime)

I will be warding more in the future (because how hard it is jungling is fun to do) because at least 2 players of the group I normally pay with (adc and/or solo and/or mid) don't ward the adc is a bit understandable because the support has eye of providence. I have told the solo laner to ward but he forgets it a lot of times. Bur now I know warding is also a junglers job (warding except the gold fury and fire giant) thanks for that sir.
1
GoldKoiFish (1) | May 7, 2014 9:40pm
Thank you for this guide. It is helping A LOT a newbie like me. I do not jungle myself because I am pretty new to Smite, conquest and MOBA altogether, mostly playing middle lane mage or duo but this helped me understand what to expect (and not expect) from the jungler and what I can do to help him and the team. Maybe later I will put your guide into action for I am pretty good with bastet ;).

I did not know middle camps were that important nor the true use of Bumba's mask. One thing still confuse me : Where is it best to put the wards?

Anyway for the knowledge (and power) this guide provided it is a +1.
1
Okajin | April 28, 2014 6:30am
Thanks for this guide, It'll be useful to keep it open while I'll jungle. I tried only once because there wasn't any other jungle and I totally throw my game :(

I'll see if it helps a totally newbie like me in this role (I usually don't play jungle because I just don't know how to do it well). I'll upvote it or downvote it when I'll have more experience as asked in the guide and say why ;)
1
Grimskull (4) | January 22, 2014 9:55am
Great guide, upvote! Needs update though. Also, when am I going to get one of those sexy reviews for my guide?
1
TheZodiacWolf (23) | January 21, 2014 5:01pm
Legit Guide for Legit Jungling +1
1
M4XiiMUS (30) | December 30, 2013 1:30am
Oh dear god yes this is what I need.
1
oFreekify | December 27, 2013 12:30pm
+1 no doubt
1
Subzero008 (112) | December 12, 2013 1:35pm
Woohoo, my first five bars!

Ugh, I know I need to update this, but I keep procrastinating.
1
MetaCow | November 19, 2013 2:45pm
Definitely a great guide for a beginner jungler, or even a jungler with plenty of experience. It touches on almost everything I could think of to be an effective jungler. There are a few things I would add though, I really only had time for a quick skim of this guide though, so there might be more, but here is what I saw right now:
  • I'm not really sure if you could legitimately define the two kinds of ganking in the way that you did, for example, I've had plenty of times where I have told laners to back off a lane that was pushed so I could gank to allow them to push more, which I would consider more of an offensive type of gank. However, if you are going to separate two kinds of ganking like that, I would point out that there are junglers that pull off offensive type ganks way more effectively, and there are junglers that cannot even dream of ganking in that style. For example, junglers like Fenrir and Arachne are much more suited for an offensive gank, as they can easily pull the enemy laner away from the safety of their tower.

  • I really like how you touch on warding in this guide, I have seen many a jungler not ward at all, or say "It's not my job". But a few things to point out is that in the last patch (I think it was last patch) they limited the number of wards placed per player to 3, making the whole "You have only three wards, max." downside you point out about Eye not a problem anymore, because even if you just buy consumable wards you can still only place 3. Of course they don't have to wait a minute between wards, but it's still something that makes Eye a lot better than just consumables. Also, in the "Dealing with Wards" subsection in the "Ganking" section, you say that you can buy sentry wards to deal with enemy wards, but it can be risky because there might not be any wards. However, if you buy the third upgrade of Eye, you get free sentry wards, which is great if you have to do a lot of counter-warding, just something to consider.

I might come back and give this guide a more thorough read at some point in the future, but for now this will have to do. Definitely one of the best guides for a newbie jungler however, and there should be more general guides that follow this formula.
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