ResearchJUNGLE CLEAR LAB · PATCH 26.18

Start for where you need to finish.

The first clear is not a race from camp one to camp six. It is a route into your first real decision: contest, gank, invade, cover, or reset.

ESTABLISHEDCurrent jungle rules deliberately shape early clear speed and sustain.
COACHING INFERENCERoute toward the first decision your lanes can support.
PACKET SAMPLE35 champions clear the all-rank sample floor; rank splits remain withheld.
ROUTE PLANNER

Pressure-test the plan before the camps spawn.

This is a decision aid, not a statistical prediction. It uses your intended endpoint, relative practice tempo, and finish health. It does not invent a percentile.

Start side
Expected finish side
First intended decision
Compared with your own practiced route
bottom starttop rivertop decision
ROUTE READ

The route and first decision agree.

You are finishing near the intended play with usable health. Re-check lane movement and enemy information before treating Scuttle as guaranteed.

“Unusually slow” should eventually mean slower than the champion + route + patch distribution—not an arbitrary global clock.
PACKET-INFERRED SIX-CAMP CLEARS

Real replay clears, fastest to slowest.

Patch 16.17 ranked replays only. Every row is a champion median from decoded packet attacks and damage across at least 10 qualifying clears—not a practice-tool video.

01Karthusn = 112:45P25–P75 2:36–2:52 · mean 2:47 · median active clear 107s11
02Cho'Gathn = 222:52P25–P75 2:46–2:59 · mean 2:54 · median active clear 116s22
03Hecarimn = 312:53P25–P75 2:48–3:03 · mean 2:57 · median active clear 119s31
04Shacon = 322:54P25–P75 2:50–3:06 · mean 3:00 · median active clear 117s32
05Gravesn = 442:54P25–P75 2:46–3:09 · mean 2:59 · median active clear 122s44
06Sejuanin = 142:55P25–P75 2:51–3:00 · mean 2:59 · median active clear 119s14
07Shyvanan = 572:56P25–P75 2:52–3:07 · mean 3:01 · median active clear 121s57
08Qiyanan = 152:57P25–P75 2:50–3:01 · mean 2:57 · median active clear 122s15
09Lillian = 202:57P25–P75 2:53–3:24 · mean 3:08 · median active clear 122s20
10Viegon = 402:58P25–P75 2:53–3:05 · mean 3:02 · median active clear 122s40
11Vin = 212:59P25–P75 2:55–3:19 · mean 3:10 · median active clear 123s21
12Jarvan IVn = 192:59P25–P75 2:53–3:01 · mean 2:59 · median active clear 122s19
13Nunun = 132:59P25–P75 2:54–3:05 · mean 3:03 · median active clear 124s13
14Dianan = 182:59P25–P75 2:53–3:04 · mean 3:03 · median active clear 123s18
15Kaynn = 412:59P25–P75 2:56–3:15 · mean 3:04 · median active clear 123s41
CLEAR BENCHMARK EXPLORER

Every champion needs a different clock.

A Karthus six-camp clear and a Jarvan three-camp gank are different decisions. The correct comparison is champion × patch × route × rank—not one universal “good clear time.”

WITHHELD, NOT ZERO

Lee Sin · Platinum–Emerald · 6 camps

Median clear time, p25–p75, p10–p90, final HP, minimum HP, and lowest-health camp will appear only after the cohort passes sample-size, route-detection, and health-validation gates.

—median clear
—finish HP
—lowest HP

The all-rank packet chart above is released; the champion × rank × route cells here stay blank until each narrower cohort clears the same detection and sample-size gates.

THE HEALTH CURVE

Finish HP hides the dangerous camp.

A jungler can finish healthy after dropping into invade range two camps earlier. The study must preserve the full risk curve, not only its endpoint.

Record your lowest-health camp
YOUR AUDIT MARKER72% after the clear

Lowest point recorded at Raptors. Until packet health is validated, this remains your observation—not a replay-derived fact.

  1. Per-camp entry HPSeparates a bad transition from a dangerous camp.
  2. Minimum HP and timestampMeasures the invade window the final value erases.
  3. Smite, potion, and level-up healingExplains recovery rather than crediting “clean kiting.”
  4. HP at river decisionConnects PvE execution to the contest that follows.
WHAT THE STUDY MUST ANSWER

One clear, five consequence chains.

Each question has a denominator, a comparison group, and a line we will not cross without evidence.

01 · START SIDE

Does the route end near the right play?

Compare endpoint, lane priority, first interaction, and recall—not blue-side versus red-side starts in isolation.

02 · CAMP CADENCE

How often do ranks actually recycle camps?

Measure time-to-reclear, camps per minute, and alive-but-untaken camp time. Raw CS/min cannot distinguish good sequencing from lane taxation.

03 · SCUTTLE

Can the atypical crab rescue a slow clear?

Define “slow” within champion + route + patch. Compare uncontested capture, death, reset timing, and next-cycle tempo while acknowledging the choice is not random.

04 · FIRST DRAGON

What is Dragon’s actual lifespan?

Measure spawn-to-first-damage, first-damage-to-kill, and spawn-to-kill separately. Start side matters through endpoint, recall, bot/mid priority, and information.

05 · REST OF GAME

Does a fast clear predict anything durable?

Relate relative clear speed to level, gold, and CS at 5/10/15; first gank and objective; and win. Report adjusted associations, not “seconds cause wins.”

THE SLOW-CLEAR RECOVERY TREE

Do not defend the original plan after its assumptions break.

This is a coaching hypothesis awaiting replay validation.

  1. 01
    Are you actually slow for this route?

    Compare against your practiced route now; later, against a champion + patch + route cohort.

  2. 02
    Can the nearby lanes move first?

    If no, “standard Scuttle” is not yours simply because your path ended there.

  3. 03
    Was the enemy jungler seen?

    Opposite Scuttle is a recovery route only when information makes it safer—not because atypical means uncontested.

  4. 04
    What preserves the second cycle?

    Take the free crab, cover a lane, or reset. The goal is to prevent one slow clear from becoming a death plus a late respawn cycle.

METHOD & RELEASE GATES

How this becomes a real benchmark.

Published September 2026. Strategic field guide live; population estimates withheld.

Required unit of analysis

One first-clear episode per eligible jungler in ranked Summoner’s Rift. The episode begins at first camp damage and ends at the first of: the planned camp count, river interaction, champion combat, invade, recall, or a fixed maximum window. Leashes, invades, disconnects, nonstandard role assignments, and incomplete packet coverage must be labeled—not silently mixed.

Benchmark release rules

Publish median, p25–p75, and p10–p90 with cohort n. Split by champion, patch, route shape, and rank only when the route detector and health reconstruction pass independent review and the cell clears a predeclared sample floor. Means and win rates need uncertainty intervals.

Why Match-v5 is not enough for HP curves

Riot timeline frames support coarse game-state analysis, while camp-by-camp health and exact clear transitions require higher-frequency replay evidence. This repository’s current public event fixture identifies epic-monster kills but does not provide a validated first-clear camp/health sequence.

Confounding and causal language

Champion, route length, patch, rank, map side, leash, invade, lane priority proxies, early kills, recall timing, and first action all influence both clear speed and outcomes. Results must say observed or associated unless a defensible identification strategy supports stronger language.

Official sources

Riot Games: Patch 26.1 jungle adjustments — early clears were intentionally slowed while post-camp healing was made more forgiving. Patch 26.16 and Patch 26.17 show why champion and system benchmarks must be patch-specific. Riot Developer Portal documents Match-v5, routing, and Data Dragon.

THE RULE TO TAKE INTO QUEUE

Choose your first decision. Route backward from it.

Speed matters only after the route has a job. Health matters at the moment someone can punish you. Scuttle and Dragon are consequences of the plan—not proof the starting side was correct.

Test a routeInspect benchmark status