
Scorchclaw Pup
450 goldProvides Smite progression and the attack-oriented Jungle companion.
Jungle · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Xin Zhao has an established clear and map plan that can function without lane income while contesting camps and objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides Smite progression and the attack-oriented Jungle companion.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17; change it when the opposing damage or crowd control calls for a different defence.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

Completes the six-item inventory with health and out-of-combat recovery after enough bonus health is established.
Complete build choices
Recommendation review pending
Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.
Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Runes and summoner spells
Reach the fight with control available and absorb the first response.
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
Early duelling and direct pressure can prevent a scaling jungle from choosing every fight.
Early to midLook for lane pressure, first recalls and early objectives before scaling carries complete several items.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Determination is an automatic part of the kit involving damage. Track when its condition is active instead of treating every fight the same way.
Three Talon Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 7/6.5/6/5.5/5 · Cost 30 · Listed range 375Wind Becomes Lightning contributes a slowing effect. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 12/11/10/9/8 · Cost 60 · Listed range 1000Audacious Charge contributes a slowing effect and basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 11 · Cost 60 · Listed range 650Crescent Guard contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 120/110/100 · Cost 100 · Listed range 500Illumination is an automatic part of the kit involving movement or repositioning and damage. Track when its condition is active instead of treating every fight the same way.
Light Binding contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10 · Cost 50 · Listed range 1175Prismatic Barrier is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 12/11.5/11/10.5/10 · Cost 60/65/70/75/80 · Listed range 1150Lucent Singularity is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 10/9.5/9/8.5/8 · Cost 70/80/90/100/110 · Listed range 1100Final Spark is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 60/50/40 · Cost 100 · Listed range 3340Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.