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Riftback
  • Blue BuffBlue Buff
  • WightWight
  • GolemsGolems
  • Red BuffRed Buff

Map guide

League Classic jungle camps and first-clear decisions

Learn all six camps, the live 26.19 respawn rules and how to choose a safe first-clear objective without copying a modern route.

Updated
2026-09-23
jungleWightWraithsGolemsfirst clearSmite
In this guide12 chapters
  1. 01Quick answer: six regular camps live on each side
  2. 02Translate the names before copying a route
  3. 03A camp respawns only after its listed clear condition
  4. 04Machete and five potions are the safe Riftback baseline
  5. 05Treat the leash as a trade-off, not a ritual
  6. 06Choose the route's objective before the first camp
  7. 07Wight is a real first-clear branch
  8. 08Smite is 490 plus 30 damage per champion level
  9. 09The first recall follows the champion's clear engine
  10. 10Counter-jungling depends on completing or denying the camp
  11. 11Patch 26.16 changes later clears, not the opener
  12. 12The 20-second first-clear check

Chapter 01

Quick answer: six regular camps live on each side

League Classic 26.19 has Blue Buff, Wolves, Wight, Wraiths, Red Buff and Golems on each team's jungle side; Dragon and Baron are separate river objectives. This is a greatest-hits map rather than a frozen Season 3 patch. Patch 26.16 leaves the first clear unchanged, so opening practice still transfers, but later non-epic camps now scale to more Health.

  • Blue Buff

  • Wolves

  • Wight

    Separate single monster

  • Wraiths

  • Red Buff

  • Golems

Chapter 02

Translate the names before copying a route

Modern Raptors are the Wraith camp here, while modern Krugs are called Golems. Blue's large monster is the Ancient Golem and Red's is the Lizard Elder; neither name means the separate Golem camp. Wight is its own single-monster stop. Say Blue-team side or Red-team side for map position, and Blue Buff start or Red Buff start for the first camp: those are different decisions.

  • Wraiths

    Modern name: Raptors

  • Golems

    Modern name: Krugs

  • Ancient Golem

    The Blue Buff monster

  • Lizard Elder

    The Red Buff monster

Chapter 03

A camp respawns only after its listed clear condition

The current enemy tooltips say Wolves, Wraiths and Golems respawn 75 seconds after every monster in that camp is killed. Leaving one small monster alive therefore prevents that countdown from starting. Wight is a single monster and respawns 50 seconds after its death. The live HUD lists 5 minutes for Blue and Red Buff. For Dragon and Baron the same HUD points at two Classic-only lines that the shipped text file does not contain, so this mode's objective timers go unpublished rather than borrowed from Summoner's Rift; current first-spawn times are not exposed, so Riftback leaves them unknown. Modern jungle timers, always on the minimap, won the first Council vote in 26.18 and had not shipped by 26.19.

  • Wolves · 1:15

    Kill the entire camp

  • Wight · 0:50

    Single-monster trigger

  • Buffs · 5:00

  • Baron · not stated

    Dragon: not stated

Chapter 04

Machete and five potions are the safe Riftback baseline

Every currently documented Riftback jungle baseline starts Hunter's Machete, five Health Potions and Smite. Machete costs 300 gold, adds 10 magic damage to monster attacks On-Hit and increases all damage dealt to monsters by 10%. Each 35-gold potion restores 150 Health over 15 seconds. That 475-gold package is a safe reference, not a law for every possible champion or tested specialty clear.

  1. Machete · 300g

    Monster damage

  2. 5× Potion · 175g

    150 Health over 15s each

  3. Smite

    Plan the first cast

Chapter 05

Treat the leash as a trade-off, not a ritual

A leash can preserve the jungler's Health and speed the opening camp, but it also delays the laners, reveals likely starting information and can create a last-hit mistake. Agree on the exit before the pull, let the jungler secure the monster, and give damage-over-time effects extra margin. If the route is designed to start alone, the lane should not sacrifice its opening merely because a modern habit says every buff must be leashed.

  1. 01

    Help briefly

  2. 02

    Protect the HP budget

  3. 03

    Jungler secures

  4. 04

    Laners leave on time

Chapter 06

Choose the route's objective before the first camp

A route is an ordered answer to one goal: reach an early lane with two buffs, complete all six camps for farm, recall before the dangerous camp, or contest the enemy jungle with a champion-specific tool. The client's default recommendation is Blue → Wolves → Wraiths → Red → Golems on both team sides and omits Wight; treat it as a navigation baseline, not a universal match plan. Reassess Health, mana, Smite, nearby waves and enemy-start information after every camp.

  1. 01

    1 · Choose a start

  2. 02

    2 · Check HP / mana

  3. 03

    3 · Recheck the lane

  4. 04

    4 · Gank, farm or recall

Chapter 07

Wight is a real first-clear branch

The live Wight is a single monster with 1,400 base Health, 60 Attack Damage, 65 gold and 170 experience. It appears in both jungles but is absent from the client's default Blue-to-Golems recommendation path. A champion with poor single-target damage or a damaged first clear may postpone it; a six-camp plan includes it. Do not turn either choice into a universal rule without the champion's route and current Health state.

  • Wight

    1,400 HP · single monster

  • Low after camp 2?

    Postpone or recall

  • Healthy clear?

    Follow the sourced route

Chapter 08

Smite is 490 plus 30 damage per champion level

Classic Smite has a 70-second cooldown and 760 cast range. It deals 490 true damage at level 1, gains 30 damage per champion level and reaches 1,000 at level 18. Summoner's Resolve adds 10 gold per cast. Decide before the pull whether the next Smite buys survival, secures a buff or objective, or remains available for an invade; copy an exact camp timing only when the route source documents it.

  • Level 1 · 490

  • +30 per level

    Secure the planned camp

  • Level 18 · 1,000

Chapter 09

The first recall follows the champion's clear engine

Hunter's Machete is the shared documented start, not a shared finished build. Madred's Razors is the attack-oriented branch used by champions whose clears lean on repeated attacks and On-Hit effects; Spirit Stone leads into the spell-oriented Spirit items. Recall when the next camp, lane or invade cannot be taken safely, then use the champion page to choose the branch instead of forcing one upgrade onto every jungler.

  1. Machete

  2. Attack branch

  3. Spell branch

  4. Wriggle's

    Transforms into Feral Flare

Chapter 10

Counter-jungling depends on completing or denying the camp

Killing the large Wraith, Wolf or Golem while leaving a small member alive takes the immediate reward but prevents that camp's 75-second respawn countdown from beginning. Clearing every member starts the next cycle; Wight offers no leave-one option because it is a single monster. Either line still needs enemy-location information and a safe exit. A denied camp is not worth dying for or abandoning a stronger lane play.

  1. 01

    1 · Track the owner

  2. 02

    2 · Take the reward

  3. 03

    3 · Clear or leave one

  4. 04

    4 · Keep an exit

Chapter 11

Patch 26.16 changes later clears, not the opener

Riot explicitly says the first clear is unaffected. From the mid game onward, non-epic camps carry roughly 5–25% more Health than before and their maximum Health scaling rises from 250% to 315%. The patch also fixes Ancient Golem's Attack Damage being lower than intended; its current base value is 65. Re-evaluate whether one more camp still fits before a recall, but do not rewrite a proven opening only because of the late-scaling change.

  • First clear

    Unchanged · Ancient Golem AD fixed

  • Later non-epic camps

    +5–25% Health

  • Scaling ceiling

    250% → 315%

Chapter 12

The 20-second first-clear check

Before loading in, name the map side, the first buff, the route's purpose and the first Smite target. Confirm the champion's rune, mastery and item baseline, decide whether the leash is helpful, and identify the Health or mana threshold that sends you to base instead of the next camp. Treat current first-spawn times and unusual reset behavior as live-client checks rather than importing a historical video or a modern jungle path.

  • Map side and buff start are named separately.
  • Route goal, Wight decision and Smite use are explicit.
  • After each camp, reassess Health, mana, nearby waves and enemy information.
  1. 01

    1 · Name the start

  2. 02

    2 · Decide on Wight

  3. 03

    3 · Assign Smite

  4. 04

    4 · Set the stop rule

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