Mistakes Every Jungler Makes When Planning a Gank
Every jungler wants to turn a gank into a free kill, but most failed ganks are ruined before the jungler even steps into…
Table of Contents
Ignoring the Minion Wave Before You Commit
The single most common mistake in gank planning is starting a gank while the minion wave is in the wrong place. If the enemy laner has a full wave stacked near your tower, they are in a dangerous position—but that does not mean it is a good gank. Your laner will have to push through a massive wave to reach the enemy, taking minion aggro and losing trades while fighting around your gank. Worse, if the wave is slow-pushing toward the enemy, that enemy can easily walk back under his tower the moment he sees you appear. Many junglers look only at the enemy’s health and flash, but completely ignore how many minions are currently fighting each other. The correct approach is to read the wave three or four seconds before you move: if the enemy’s wave is bigger and crashing into your ally’s tower, wait for your ally to clear it first, forcing the enemy to stay extended. If the wave is resetting in the middle, that is often the best window because the enemy will have to walk forward to farm. You should also consider whether your laner can actually follow up. If your mid laner is trapped under tower trying to catch a giant cannon wave, he cannot rotate to help you. Plan your gank around the wave’s direction, not around the enemy’s position alone. This single fix will save you more wasted time and unnecessary deaths than any other change.
Failing to Track the Enemy Jungler’s Counter-Gank Window
Even a perfectly timed gank becomes a disaster if the enemy jungler is already waiting in the bush behind the victim. Before you reveal yourself, ask one simple question: where is the enemy jungler right now? Most junglers plan their own gank based entirely on their own path—they see a pushed top laner, they click there immediately—but they never think about whether the enemy jungler is doing the exact same thing. If both bot lanes are low and the enemy jungler is a Lee Sin with red buff, walking into that lane is like walking into a 1v2 trap. You must track his start, his path, and his likely current quadrant. If he showed on the map 15 seconds ago in the opposite river, you have a small window; if he is unaccounted for, treat the gank as a "risk gank" and always keep your escape ability ready. Also, think about what the enemy jungler’s next move would be. If your lane has been pushed in for two waves, any decent enemy jungler will also see that as a gank opportunity. That means the counter-gank window is not just possible—it is likely. The best junglers often use their own laner as bait, waiting two seconds longer to see if the enemy jungler will show up before they commit. If you only plan for the lane and not for the opposing jungler, your gank can easily give over a double kill. So before you ping "on the way," check your wards, check the last known location, and check your own timing. If you cannot confirm where the enemy jungler is, assume he is five seconds away from the same lane—because he probably is.
Forgetting to Check Summoner Spells and Ultimate Cooldowns
How many times have you ganked a laner who suddenly flashes away, making you waste your own flash and then getting killed by the enemy jungler mid-attempt? This happens because you planned the gank without checking the summoner spell cooldowns. Knowing whether the enemy has Flash up is not optional information—it changes your entire route and combo order. If they have Flash, you cannot rely on a simple skillshot to land; you need to either bait it out first, use your own flash to gap-close, or wait for your laner to force the flash before you follow up. If they do not have Flash, you should consider that an invitation to camp that lane. However, junglers often only check Flash and completely forget about the enemy’s ultimate. An enemy Garen with Flash down is still safe if he has his ultimate ready, because he can output enough burst to turn the trade. A Malphite with his R ready will not die to a simple two-person gank; he will simply press R at the last moment and escape, or even kill your laner under his own tower. Similarly, do not forget your own champion’s limitations. Be honest about whether your combo is enough to kill through the enemy’s escape abilities, shields, or heals. If you are playing a low-damage tank jungler and you gank a Fizz who has his E up and Flash up, you will not kill him—you will just show yourself on the map for no reward. Good junglers take two seconds to press Tab, hover the enemy mid laner, and check the small icons near the scoreboard. That simple habit should be part of your pre-gank checklist, just like drinking a ward or checking if your red buff is still alive. Never leave that lane to chance. If you cannot guarantee a kill because of a summoner spell or ultimate, then your "gank" is actually just revealing your position and wasting your tempo.
Overcommitting to a Gank Without an Exit Plan
A failed gank is not a tragedy; a failed gank that costs two deaths and your entire camps losing nothing is a tragedy. Yet so many junglers keep fighting long after the initial plan has broken down. They dive, they chase, they tower-dive too late, or they refuse to leave when the enemy jungler appears. The root cause is that they had no exit plan before the gank even started. You should always know, before you walk into the lane, exactly what makes you leave. For example: "If we do not get this kill within three seconds after I use my gap-closer, I will leave." Or "If the enemy flashes out, I will not chase past the river." Having a pre-set condition prevents emotional decision-making during the heat of battle. It also helps you manage your own HP and mana budget. When you gank as a full Vi with your R and Flash available, your exit plan is easy: you kill the target or you walk away if the target survives. But when you play a squishy assassin like Kha’Zix, you must never jump in first unless you have a map-tracking escape plan. Overcommitting also happens when you dive the enemy tower without checking the number of minions, the enemy’s health, your laner’s cooldowns, and the enemy jungler’s position. One of the most punishing mistakes is diving with your laner at half HP while the enemy jungler just cleared the top-side camps—you are not just giving one kill, you are giving two kills and a wave that your team cannot recover from. The best junglers treat every gank like a small business transaction: they invest only when the expected reward is high, and they cut losses immediately if the conditions fail. If the gank is turning bad, ping back, disengage, and go back to farming. There will always be another chance. The gank that you successfully retreat from is better than the gank that you force into a double kill for the enemy. Remember: the goal is not to make a play; the goal is to gain an advantage without giving one away.
