Arrr, VRC.LOL
Illustrated jungle map with neutral monster clearings and a river

Arrr, Summoner's Rift jungle

Study th' charts fer th' camps. Course th' first aboard clear th' deck.

See what lives in every camp, choose a course that fits th' champion and recognise when lanes, river or an prize have made that course unsafe.

Home port camps
Arrr, 6 per side
River
Arrr, 2 Scuttlers
Course templates
5
Arrr, queues separated
Arrr, standard / Swift

Afore th' first aboard clear th' deck

Three checks afore leaving base

Th' course begins in champion pick, nay when th' first aboard monster appears.

1

Arrr, confirm Jungle

Take Smite and th' jungle companion offered fer th' intended course. Assigned-position quests apply in queues that use assigned positions.

2

Pick th' finish side

Decide which course or river side ye want to reach after clearing. Starting Red does nay always mean finishing nigh Bot.

3

Watch th' entrances

Stand where an invade can be seen without taking a reckless fight. A spotted foe can change th' safer starting camp.

Th' role, plainly explained

Farm, lend a hand a course or take an prize?

Jungle be a repeating decision, nay an order to clear th' deck every camp or set sail every Dragon. Keep enough income to function, then leave th' course when a real crew play be worth more booty.

Camps fund th' roleYer most dependable doubloons, experience and quest progress.
Arrr, lanes create opportunitiesGank, countergank or cover when th' timing be real.
Prizes need th' crewSmite helps secure Dragon; it does nay make an unsafe set sail true to course.
Arrr, five useful choices

Pick what helps th' crew now

Nay fixed order, camp quota or compulsory Dragon timer.

These be options, nay commands. A Jungler can farm, visit a course, cover an ally, place vision, invade, reset th' course or prepare an prize. Th' best choice changes wit' th' sea chart.

  1. 1
    Arrr, one optionArrr, farm a camp

    Useful when no course needs immediate lend a hand, yer companion quest needs progress or ye need levels and an gear.

    Watch fer spending so long clearing that an obvious nigh th' ship play disappears.
  2. 2
    Arrr, one optionVisit a course

    Useful when an foe be reachable, an ally can follow or th' opposing Jungler may arrive soon.

    Watch fer staying after th' useful moment has ended and taking time or farm without a reason.
  3. 3
    Arrr, one optionMove betwixt lanes

    Top to Mid, Mid to Bot or another course be fine when th' next aboard course offers protection, pressure or a reachable play.

    Watch fer crossing th' sea chart repeatedly when camps, recalls or a shorter course would achieve more booty.
  4. 4
    Arrr, one optionPrepare an prize

    Place vision, clear th' deck nigh th' ship camps or move wit' crewmates afore Dragon, Baron or another available prize.

    Watch fer treating Smite as a reason to begin when nigh th' ship crewmates cannae safely move.
  5. 5
    Arrr, one optionTrade on th' other side

    If one area be unsafe, use th' time fer camps, vision, a course visit, a reset th' course or pressure somewhere else.

    Watch fer arriving late to a lost contest when a useful alternative be still available.

Arrr, a useful visit can end without a kill

Notice what changed, then choose th' next aboard course

Do nay remain only because ye already walked there.
Arrr, pressure createdAn foe lost hull, a spell or a Summoner Spell.
Peril preventedYe covered a dive, countergank, wave or vulnerable turret.
Ship's intelligence gainedYe spotted th' opposing Jungler or made an entrance safer.
Arrr, window closedReturn to camps, reset th' course, vision or th' next aboard reachable play.
1Arrr, default action

Arrr, keep a camp cycle alive

Clear th' deck large monsters to progress th' quest and retain income. Skipping one or two camps fer a useful play be normal; abandoning every returning camp to wait in a course be expensive.

  • Nay foe be safely reachable
  • Yer camps be returning now
  • Ye be astern o' in levels or gear progress
  • Th' nigh th' ship prize has no seaworthy setup
2Leave th' course

Lend a hand when th' course has a job

A successful visit be nay limited to a kill. Protecting a crashing wave, covering a turret, forcing a Summoner Spell or stopping th' opposing Jungler can justify th' time.

  • Th' foe be overextended
  • Yer ally has hull and useful cooldowns
  • A countergank be likely
  • Arrr, a vulnerable wave or turret needs cover
3Crew decision

Set sail Dragon only wit' a setup

Th' Jungler most often carries th' strongest secure tool, but Dragon belongs to th' whole crew. Nearby lanes must be able to move, th' pit must be survivable and th' foe response must be understood.

  • Smite be shipshape or returning in time
  • Mid or Bot can move first aboard
  • Fit fer th' captain's eye enemies be visible or unable to contest
  • Yer crew has hull, damage and an exit
Arrr, do I have to kill every jungle monster?

Nay. Camps be th' reliable baseline, nay a compulsory checklist. Riot's 2026 notes explicitly describe skipping a camp or two fer a crew prize as a trade-off th' Jungle system sailor records fer.

Am I responsible fer every Dragon?

Ye be fit fer th' captain's eye because Smite helps finish th' prize securely, but ye be nay forced to set sail it. Ping th' peril and trade elsewhere when lanes cannae move, enemies control th' river or yer crew cannae survive th' contest.

Can I camp or repeatedly assist one course?

Aye, when each visit creates something useful: protection, pressure, a forced cooldown, a countergank or a wave reset th' course. Repeating a failed wait while camps remain alive gives th' opposing Jungler time to gain levels and control th' other side.

Does Swiftplay change th' choice?

It changes th' pace, nay th' principle. Swiftplay has faster camp returns and a shorter companion quest, and Riot describes room to farm or gank. It also removes Void Grubs and Rift Herald, so course choices 'round those prizes do nay apply there.

First aboard-clear th' deck planner

Set yer set sail, then choose a line on th' sea chart

Pick yer starting buff and sea chart spy here. Course, territory and crossing choices sit together directly above th' sea chart.

Arrr, 1. Starting buff
2. Sea chart spy
Sea chart orientationBlue crewChanging th' spy ne'er renumbers th' course
Course territoryYer jungleNormal clear th' deck from yer side o' th' Rift
Crossing perilNay crossingYer picked course remains inside one jungle
Arrr, step 1Arrr, red BramblebackTh' picked starting buff be always number one
FinishArrr, red BramblebackReassess afore forcing th' next aboard play
Course tales

Pick a starting pattern, then change it when hull, clear th' deck speed, course pressure or an invade makes th' next aboard camp unsafe.

1. Pick a starting patternTh' bright line be an tale order
2. Pick th' sea chart sideMost often yer jungle
3. Pick a crossingOnly fer moored invade
Arrr, red base Blue base · yer spy 1 Step Active course Camp Prize

Use th' focus controls or swipe th' detailed sea chart. Every camp and both prize sides remain available.

6Yer jungle camps6Arrr, opposing camps2Arrr, rift Scuttlers2Prize pits

Both sides be equal on this sea chart. Arrr, opposing camps use a red ring so they remain distinct without becoming smaller or harder to read. Arrr, top pit: Arrr, void Grubs, Rift Herald and Baron Nashor. Arrr, dragon pit: Arrr, elemental Dragons and Elder Dragon.

Th' bright numbered line be yer active course. Fainter routes remain as comparison paths, nay extra instructions.

Picked course

Full clear th' deck

Loadout dependable experience and pet progress, then choose betwixt river, a nigh th' ship course or a reset th' course.

  1. 1Arrr, red BramblebackPull it toward Krugs or Raptors and decide th' next aboard camp afore it dies.
  2. 2KrugsStay until th' split forms be cleared, then move toward course or Raptors.
  3. 3RaptorsGroup th' small raptors afore spending area tricks; clear th' deck th' whole camp.
  4. 4Arrr, murk WolvesFocus th' large wolf while area damage clears th' two smaller wolves.
  5. 5Arrr, blue SentinelPull it toward Gromp or Wolves so th' walk to camp two be shorter.
  6. 6GrompArrr, use strong single-target damage and finish moving toward Blue or Wolves.

An tale, nay a universal true to course order. Hull, champion clear th' deck strengths, an invade, a nigh th' ship countergank or a seaworthy prize can make a different next aboard move better.

Arrr, camp atlas

Every home port camp and river monster

Th' six home port camps repeat on both sides o' th' Rift. Th' cards name what be inside each camp, when it first aboard appears and what changes betwixt standard play and Swiftplay.

Arrr, buff camp · three monsters

Arrr, blue Sentinel

First aboard spawn 0:55
Arrr, inside this campBlue Sentinel wit' two small guards
Arrr, what it gives
Mana or energy support and trick haste
Clear th' deck course
Pull it toward Gromp or Wolves so th' walk to camp two be shorter.
Arrr, why take it
Useful early fer champions whose clear th' deck depends on repeated tricks.
Arrr, leave or reorder when
Do nay delay a safer course cover or prize merely to protect th' buff.
Arrr, respawn after clearing
Arrr, 5:00 standard · 4:30 Swiftplay
Arrr, single-monster camp

Gromp

First aboard spawn 1:07
Arrr, inside this campArrr, one durable Gromp
Arrr, what it gives
Doubloons, experience and companion progress
Clear th' deck course
Arrr, use strong single-target damage and finish moving toward Blue or Wolves.
Arrr, why take it
Arrr, a compact single-target camp beside Blue Sentinel.
Arrr, leave or reorder when
Area-damage champions may clear th' deck it less efficiently than grouped camps.
Arrr, respawn after clearing
Arrr, 2:15 standard · 2:00 Swiftplay
Arrr, pack camp · three monsters

Arrr, murk Wolves

First aboard spawn 0:55
Arrr, inside this campOne large wolf wit' two smaller wolves
Arrr, what it gives
Doubloons, experience and companion progress
Clear th' deck course
Focus th' large wolf while area damage clears th' two smaller wolves.
Arrr, why take it
Connects th' Blue quadrant to Mid and th' opposite half o' th' jungle.
Arrr, leave or reorder when
Exit toward th' side o' Mid that keeps th' next aboard camp or river course seaworthy.
Arrr, respawn after clearing
Arrr, 2:15 standard · 2:00 Swiftplay
Arrr, flock camp · six monsters

Raptors

First aboard spawn 0:55
Arrr, inside this campOne large raptor wit' five smaller raptors
Arrr, what it gives
Doubloons, experience and companion progress
Clear th' deck course
Group th' small raptors afore spending area tricks; clear th' deck th' whole camp.
Arrr, why take it
Arrr, rewards reliable area damage and connects Red to Mid.
Arrr, leave or reorder when
Weak early area damage can meet defeat too much hull here. Change th' order if needed.
Arrr, respawn after clearing
Arrr, 2:15 standard · 2:00 Swiftplay
Arrr, buff camp · three monsters

Arrr, red Brambleback

First aboard spawn 0:55
Arrr, inside this campRed Brambleback wit' two small guards
Arrr, what it gives
Arrr, attack burn, slow and regeneration
Clear th' deck course
Pull it toward Krugs or Raptors and decide th' next aboard camp afore it dies.
Arrr, why take it
Supports belay-range clearing, duelling and early course pressure.
Arrr, leave or reorder when
Use th' temporary buff while moving wit' purpose rather than awaiting in brush.
Arrr, respawn after clearing
Arrr, 5:00 standard · 4:30 Swiftplay
Arrr, splitting camp · many monsters

Krugs

First aboard spawn 1:07
Arrr, inside this campArrr, large forms split into smaller Krugs when defeated
Arrr, what it gives
Doubloons, experience and companion progress
Clear th' deck course
Stay until th' split forms be cleared, then move toward course or Raptors.
Arrr, why take it
A high-count camp beside a side course, useful at either end o' a quadrant.
Arrr, leave or reorder when
Leaving after th' first aboard monster dies abandons part o' th' camp and its value.
Arrr, respawn after clearing
Arrr, 2:15 standard · 2:00 Swiftplay
Arrr, river monster

Arrr, rift Scuttler

First aboard spawn 2:55
Arrr, inside this campArrr, one non-hostile river monster on each side
Arrr, what it gives
Doubloons, experience, speed and river vision
Clear th' deck course
Inspect both nearest lanes and th' opposing Jungler afore entering river.
Arrr, why take it
A river reward when nigh th' ship lanes can move and th' contest be seaworthy.
Arrr, leave or reorder when
Scuttle be optional. Give it up when th' other crew reaches th' river first aboard.
Arrr, respawn after clearing
Use th' present in-battle river timer

Beyond th' first aboard clear th' deck

Every epic monster that changes th' course

These be nay extra home port camps. They be crew prizes that should change where ye clear th' deck only when lanes can cover th' approach.

1Void Grubs icon

Arrr, void Grubs

Three separate monsters that loadout structure pressure fer th' crew.

Arrr, draft / Ranked
Arrr, spawn once at 8:00
Arrr, Swiftplay
Nay present
2Rift Herald icon

Arrr, rift Herald

A turret-pressure prize whose Eye can become a summoned Herald.

Arrr, draft / Ranked
Arrr, spawns at 15:00
Arrr, Swiftplay
Nay present
3Elemental Drakes icon

Arrr, elemental Drakes

Permanent crew power that changes wit' th' drake element and can lead to Dragon Soul.

Arrr, draft / Ranked
First aboard crew to four receives Soul
Arrr, Swiftplay
Only two can spawn; th' same crew must kill both fer Soul
4Elder Dragon icon

Arrr, elder Dragon

A temporary combat buff intended to belay late battles.

Arrr, draft / Ranked
Late-battle dragon prize
Arrr, Swiftplay
Arrr, can spawn from 15:00
5Baron Nashor icon

Arrr, baron Nashor

A powerful pushing buff, global experience and a course toward ending th' battle.

Arrr, draft / Ranked
Arrr, spawns at 20:00
Arrr, Swiftplay
Arrr, spawns at 12:00
×
Atakhan be nay lost overboard

Riot removed Atakhan and Blood Roses from Summoner's Rift fer th' 2026 season. They should nay appear in a present course.

Unfurl th' full prizes chart

Sea chart tools, nay camps

Arrr, three plants that alter movement and vision

Plants do nay grant jungle companion progress, but they can make an prize entrance, escape or gank course safer.

1

Arrr, blast Cone

Arrr, cross walls or create distance

Inspect where every nigh th' ship champion will land afore striking it.

2

Arrr, scryer's Bloom

Arrr, reveal a long jungle corridor

Aim through entrances, prizes and likely ward lines afore walking forward.

3

Honeyfruit

Restore hull and mana in th' river

Th' slow can make a hurried escape worse, so collect it afore th' contest when possible.

Do nay mix queue timings

Arrr, draft / Ranked and Swiftplay

Swiftplay begins faster and returns camps sooner. A course can be structurally similar while its recall and repeat-clear th' deck timing changes.

Standard clear th' deck

Arrr, draft / Ranked

Arrr, starting level
Arrr, level 1
Starting doubloons
Arrr, standard opening budget
Arrr, buff respawn
5 minutes after clear th' deck
Arrr, other camp respawn
Arrr, 2 minutes 15 seconds
Quest
Arrr, assigned Jungle quest in position queues
Accelerated clear th' deck

Arrr, Swiftplay

Arrr, starting level
Arrr, level 3
Starting doubloons
1,400 doubloons
Arrr, buff respawn
Arrr, 4 minutes 30 seconds
Arrr, other camp respawn
Arrr, 2 minutes
Quest
25 treats fer completion

Arrr, Swiftplay Dragon Soul: Only two Elemental Drakes can spawn. Th' same crew must secure both to receive Soul; if each crew takes one, neither crew receives Soul. Swiftplay also has no Void Grubs or Rift Herald, Baron arrives at 12:00, and Elder can arrive from 15:00. Treat th' in-battle timer as final when a later patch changes.

Arrr, jungle system

Smite and th' companion

  1. 1Clear th' deck large monstersYer companion progresses as th' Jungle quest advances.
  2. 2Arrr, use Smite deliberatelyIt speeds camps and secures neutral monsters, but having Smite does nay make an unsafe prize contest true to course.
  3. 3Finish th' questTh' companion evolves as its required progress be completed. Swiftplay reaches completion sooner.

Afore entering a course

Arrr, is there actually a gank?

  • Arrr, reachable targetTh' foe be far across th' waters enough forward and has nay already escaped.
  • Arrr, ally can followYer laner has hull, resources and a course into th' play.
  • Arrr, useful cooldownsTh' control or damage needed fer th' attempt be available.
  • Arrr, known exitYe be nay walking through unwarded terrain into th' opposing Jungler.

If two checks fail, keep yer tempo. Continue th' clear th' deck, cover a wave, establish vision or reset th' course instead o' awaiting in a visible brush.

After th' first aboard clear th' deck

Arrr, pathing becomes a repeated decision

Track which camps be returning, which lanes can move and which side contains th' next aboard useful prize. A course be a course fer movement, nay a promise to fight.

Unfurl th' prizes chartRead Jungle articlesPick a Jungle champion

Rules checked fer 2026

Official references astern o' this chart

Routes be learning templates written by VRC.LOL. Spawn times and queue differences be checked agin' Riot's season and Swiftplay notes.

Arrr, riot Patch 26.1 notesArrr, riot Swiftplay overview