Glossary
Glossary
Short, framework-aligned definitions. If a term affects a decision branch, it belongs here.
Core Macro
Priority (Prio)
Ability for a lane to move first without losing too much CS/XP/HP. Prio creates safe windows for invades, Scuttle, objectives, and dives.
Tempo
How efficiently you chain actions: Clear → Play → Reset → Re-enter. Good tempo means you are present for spawns, fights, and objectives on time.
Reset
Intentional recall to convert gold into stats and return to the map on a timing (usually after a clear, play, or objective).
Cycle
One repeatable loop of tempo: clear a quadrant → take an action → reset → re-enter as camps/objectives spawn.
Window
A short time where a play is “allowed” (enemy waves pushed, summoners down, enemy jungler seen elsewhere).
Win Condition (Wincon)
The most reliable way your team wins (scale, split, teamfight, pick, snowball one lane). Your routes should serve this.
Map Side Concepts
Strong-side
The side of the map where you have more support (prio, winning lane, better matchup). Safer for aggressive plays.
Weak-side
The side where you’re more likely to lose a 2v2/3v3 (no prio, losing lane). Prefer safer clears, cover/counterganks, or trades.
Cross-map
Responding to a play on the opposite side: enemy ganks bot → you invade top / take Herald / pressure tower.
Trade
Giving something up but taking something else immediately (Drake ↔ Herald, kills ↔ camps, pressure ↔ vision).
Information & Vision
Tracking
Predicting enemy jungler location using wards, last seen, camp timers, lane states, and CS.
CS Tracking (Jungle)
Jungle camps count as 4 CS each. A sudden +8 CS often indicates two camps taken.
Deep Ward
A ward placed inside enemy jungle to reveal routes (raptors, wolves, entrances). Used to “make information” when path is unknown.
Sweep / Clearing Vision
Removing wards to create uncertainty and safe paths for invades or objectives.
Information Advantage
You know where they are (or aren’t). This makes risky plays become safe plays.
Pathing & Clearing
Full Clear
Taking all 6 camps on one side-to-side route before first major play. Default when uncertain.
3-Camp Path (Level 3 Path)
Taking 3 camps to hit level 3 quickly and attempt a high-probability gank or invade (only if setup exists).
Quadrant
One side of the jungle: three camps + the adjacent buff area (top/bot “half” of your jungle).
Sequencing
The order you clear camps to maximize time, health, and map presence.
Leash
A laner helping the jungler at the first buff. You can often infer enemy start from who arrives late to lane.
Vertical Jungling
You take enemy camps on one side while they take yours on the other. Common when one side becomes unsafe.
Plays & Reactions
Gank
A coordinated lane attack. High-probability ganks usually require: wave state + ally follow-up (CC/damage) + enemy vulnerability.
Countergank
You arrive to a lane where the enemy gank is about to happen and turn the fight. Often higher value than forcing a proactive gank.
Hover / Cover
Positioning near a lane to discourage dives/ganks or to be ready to counter. You’re not committing—just threatening presence.
Dive
Killing under tower. Requires wave crash, health, cooldowns, and typically numbers advantage.
Invade
Entering enemy jungle to steal camps, force a fight, or place vision. “Allowed” when you have info + prio + survivable exit.
Overstay
Remaining on the map too long with unspent gold/low HP, causing you to lose tempo and die to collapses.
Objectives & Control
Scuttle (Rift Scuttler)
Early vision/river control objective. Contest only when you have support (prio) or enemy jungler is known elsewhere.
Voidgrubs
Early objective that rewards tower pressure. Often traded against Drake depending on lanes and tempo.
Herald
Objective for tower damage and plate gold. Usually tied to top/mid priority.
Drake
Scaling objective. Often “allowed” when bot/mid can move and you have vision control.
Setup
Vision + wave states + position created before starting an objective. Most objective losses happen because setup was skipped.
50/50
Starting an objective without control where both junglers can Smite contest. Avoid unless you must flip.
Lane/Wave Terms (Jungle-Relevant)
Pushed Lane
Enemy is advanced toward your tower. Often gankable if your laner can help.
Crashing
A large wave hitting tower. Common dive window because the wave denies CS if the enemy dies/recalls.
Lane Volatility
How likely a lane is to fight soon (low HP, stacked wave, ignite/flash down, aggressive matchup). Volatile lanes are countergank targets.
Resource Management
Gold Conversion
The idea that gold in your inventory is weaker than items on the map. Resets convert gold into stats.
Power Spike
A timing where your champion gets much stronger (level 6, first item, upgraded Smite). Use spikes to choose aggressive branches.
Summoner Window
A period where Flash/Heal/Cleanse are down and a lane becomes much easier to punish.
Framework Phrases
“Allowed” Play
A play that passes the checklist: info + prio + state (HP/items) + exit.
“Never free value”
If the enemy gets something (kills/objective), you should immediately seek a trade (camps/tower/other objective/vision).
Info → Risk → Tempo
A priority order for decision quality: confirm what’s happening, choose the safest high-value option, then preserve timing.