The Full Clearing Situation Is CRAZY...

Perry Norman breaks down why junglers should full clear, using Riot's patch history and EXP math. A level-8 Gromp gives 260 EXP, and Gromp plus Wolves combined yield roughly 500 EXP, far more than most ganks. Shared kills are nerfed hard, making solo camps more valuable than assists.
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There's a video going around on Twitter where someone is saying that you should stop perma full clearing if you want to win games. Now, LS responded with a 14-minute video explaining why this is not true. Agurin also responded to this saying, "In this example, taking dragon is bad and you should full clear." Okay? Full clearing is great. VeigarV2 even responded with, "This is the worst video I've ever seen. W, Agurin." Okay, so what I've also done here, guys, is I have also gone ahead and spent hours looking through the LoLWiki, and I've gotten the actual EXP amounts for numerous things that just completely disprove what this guy is saying. Full clearing and getting EXP through camps is the most broken thing you can do as a jungler, and it's because Riot has changed so many things with the history of League of Legends. I'm going to show you why he's sort of right, but ultimately what's wrong with his deduction. First off, guys, I want to be fair to Griffin. I don't want to just dunk on him. He has a massive block of text here. You guys can pause and read this if you want. I'm going to tell you guys in short what Griffin is trying to say. So first things first, he's trying to say that once you get your first item, gold from farming becomes less valuable because percentages make enemy gold more efficient when you're ahead. Okay. He's also trying to say that full clearing gives the enemy breathing space. And lastly, proactive map plays generate more impact than the gold/exp from a camp clear. Now, some of this is actually partially true. If there's a free dragon on the map, there's a free drake, there's a free Herald, you do want to look and make that happen. But the generic advice he's trying to say of, hey, proactive plays and doing stuff and not giving the enemy room, breathing space, stop bull clearing, is not great advice. And ultimately, you know, some part of this is true. Yes, look for things, but it needs to make complete sense and it needs to yield in a lot of gold and exp. and I'm gonna show you guys what I'm talking about. The plays you're making must be worth a lot because you're sacrificing so much gold and EXP from skipping your camps. Alright guys, so this is the first table I want to show you guys here. So Gromp gives you 120 EXP at level 1 and then 180 EXP at level 8. It's very important to understand that it's capped at level 8 and it does not give you more than 180 EXP just from the Gromp alone. Okay. So this levels up based off of the average level of the game. So you add every single player's level up and then you divide that and you get the average, and that's what the monster's level is going to be based off of. So the monster won't level up until it respawns. So you need to kill the monster and it'll respawn, and the, the average level of the game is going to increase, and then the monster will then give you more EXP. It's very important to understand that this is the base value of Gromp. But what people are missing out on here is it's not just 120 to 180. The little pet gives you just straight up an extra 80 bonus experience at all times, just because. So if you kill a camp, you get 80 bonus EXP. It doesn't matter which camp you're clearing— blue Gromp, wolf, blue Raptor, red Krug, Scuttle Crab— you're getting a bonus 80 experience Okay, so you need to understand that like at level 8 you're not getting 180 XP, you're getting 260. And to make things better, the role quest also gives us 10 bonus EXP. So now we're getting a bonus 90 EXP from the Gustwalker and the role quest. Okay guys, and if you were to compare this to previous patches, Hailblade back in the day gave you 60 bonus EXP. Hunter's Talisman back in the day also gave you 60 bonus EXP. So they've bumped that up by around 20 EXP per camp, which is a lot of EXP in the grand scheme of things. Like, per camp, that's a lot. That's around 150 EXP per clear that you're now getting more of compared to before. Now that you guys know the number of what a camp is worth, if you're deciding level 8, do I want to gank or do I play for this Gromp that's giving me 260 EXP? That's the equation. But it's not just your Gromp, it's your Gromp and your wolves. Both of those combined is worth around 500 EXP. Are you willing to drop the Wolf and the Gromp for a gank that you might not even successfully make? Now, if you successfully make the gank, that's great, but what you guys might not know is how much EXP are you actually getting from the assist, and we're going to break that down too. All right guys, so the first thing we need to look at here to decide is the shared kill worth it— I just got an assist, or I got the kill, but but I had teammates around me. What we need to look at— go back 5 years to Season 10, 10.8. This is where ganking got really, really, really drastically nerfed. So this new effect right here says that shared champion kill experience is now 66.6% at level 1, 82% level 7, and then 100% level 9 based on your level of the solo kill experience instead of always 100%. So what this means is before, if the EXP that you would get from a kill is 100, we would split that 50/50. So I have an ally here, you get 50, I get 50. If there's 3 people, 33, 33, 33. Great. But now the value of that kill, if you share it together, immediately it just dropped by 66%. So now it's out of 66, I I'm getting 33, you're getting 33. And if you divide that by 3, I don't know the numbers to that, but you get the point. That is a huge nerf to shared EXP. To make matters worse, at some point in the future, what happened is they made it not just 100%, they made it down to 90%. So shared kills are just always nerfed. So if you get a kill with your ally, you're not pulling from the full champion kill pool you're pulling from a smaller pool. So that's going to make a little bit more sense when I show you this table right here. This table should explain everything. So you have the solo bounty EXP right here. So this is all EXP. All of this kind of shows you how much XP you're getting based on the enemy level right here. What, what matters here, what comes in play, is your level and the enemy's level. But we'll jump into that in the next table. For now, what I want you to look at is how much EXP you're actually getting from levels 1 all the way to levels 8. You can see how you're getting a 18% reduction here and then a 33.3% reduction right here. So from levels 1 to 6, if you spam kill lanes, you are getting literally 78 EXP if you kill the enemy laner and you share with one person. Now if you share that with 3 people, the number looks even worse. You're looking around 50 exp if you're sharing that with, you know, your, your bot lane, your ADC and support. So now it's like, okay, I could farm a camp, get way more exp by like 5 times, or I could gank here, get a kill, get 2, and just get significantly less exp. Okay, so just based off the pure numbers, it doesn't feel as good. All right guys, now the thing we are not accounting for here is We're not getting plates, we're not denying waves, we're not like getting pressure on the map. But based off a pure math equation, this is what you're judging whether or not your play is going to be something worth a value. Now, we're not jumping into shared EXP on minions, but I'm telling you guys, shared EXP on minions is nerfed, and then junglers get less EXP from minions as well. I'm not jumping into that right now, but I want you guys to know that it, it does not get any better with sharing EXP on waves or getting the EXP at all as a jungler on waves. It just gets worse. But now what I want to talk to you guys about is that one point that Griffin made where he's like, "If I'm ahead, I wanna kill them more. I wanna pressure them." That actually is not the case because it gets worse. So this table shows when you're 2 levels ahead of the enemy and you're sharing it with one teammate. So now what happens is if you are ahead of the enemies by 2 levels, 3 levels, and 4 levels, you get reduced amounts of EXP. So I'm going to show you this, this table first. Very, very simple. This table should show you perfectly. If you are 2 levels up, you get a 20% EXP reduction on top of everything. If you are 3 levels up, 40%. 60 levels— or 4 levels up, 60% is the max. Okay, but this is really, really, really detrimental. It's like, if I'm up 2 levels on you and I'm killing you in your jungle, it, it literally gives me like literally no gold. It's actually better to just secure the camp. The camp is genuinely worth more than some kills because levels just— the EXP just does not give you as much as the camp would. And it's really important to understand this. To add on, we're not talking about gold yet, but gold also gets diminished if they're dying on repeat over and over and over again. So now you're getting less gold and EXP if you're repeat killing them. So pressuring them is good as long as you're playing for the actual turrets, for the actual camps, for the dragons, for the objectives, and you're making sure that that's the main reason why you're doing things. And at the same time, you are clearing your own camps. That's what you should be doing when you're looking to pressure the enemies. All right, back to our other table here. Let's look at how bad it is when we are up 2 levels on the enemy jungler. So let's say we're level 9, the enemy jungler is level 7, and we're invading him and we feel good and we want to go take that camp. The kill with an ally with you is 111 XP. That camp alone is literally 2 to 3x that kill. So if you're deciding whether I want to kill him or chunk him and then get the camp, you should always look to chunk him to get the camp. This is why I always teach when I coach to play for the chunks and then get the actual camps and the resources, the guaranteed EXP, because that's what matters. That's what's actually going to get you further ahead and stronger in the game. Now, if you can kill for free, kill for free, great. But this is the benchmark of what you're deciding on when you're trying to like decide, do I kill him? Do I, do I not kill him? Do I, do I skip camps or not? You're, you're judging it based off of this. Now, past a certain point Okay, the game is progressively getting later and later. You're going to get more, more XP because they're worth more as they level up. Okay, that's when you start dropping camps and that makes more sense because now the equation is if I kill them, I get to get a lot of XP even if I'm ahead and I get to pressure Baron, turrets and more and potentially end the game. Here's the part that should reframe the entire argument, guys. None of this is a coincidence. This is all systematically done by Riot Games. They decided to change the EXP values from camp kills step by step here. So let's take a look. Back in the day, 10 years ago, Season 5, a, a camp bonus would give you 15 EXP. Then they realized, okay, we need to do some changes. It was 50 for around a few seasons. This is like 4 years of time. And then it went to 60. So this is when, you know, they got the Talisman in there and they're like, okay, the Talisman, the machete these items are giving us 60 XP. The Ember Knife stayed the same, 60 bonus XP per camp. And then they decided with the pets, let's give them 75, so they increased it by 15. And then finally, for some reason, within the last year, they decided to give us even more EXP by giving us 5 more bonus EXP. To make things better, they added 10 after you get your pet completion, which is the, the quest completion, um for the, the new season kind of role, role buffs. So guys, you are literally seeing the history here of why EXP on camps are so, so, so, so, so important to just understand that this is what you're trading off. This is not considering the, the base value of a camp. This is the bonus you get after you— like, like after the camp value itself. This is extra, okay? So I hope this really makes sense to you guys and you see that Riot has decided to push this full clearing onto us. I, as a coach, I'm not telling people to full clear because I think it's easier. I think it's, I think it's just like more fun, simpler. I— it's literally what Riot is trying to teach us in a way. If Riot made shared EXP give us more EXP, if Riot made shared minion EXP give us more EXP, if Riot nerfed how much EXP camps gave us, then I'd be teaching a a whole different style of League of Legends. The advice to stop full clearing, guys, is literally fighting 10 years worth of Riot Games' systematic changes. They are the ones who decided that this is the way jungle needs to be played. So realistically, guys, the jungler who decides to full clear or focus on their camps and understands these numbers is the jungler that's going to win. Alright guys, with all that being said, there are still scenarios where dropping camps does make sense. You still need to understand that if there's a Raptor camp up but there's a free Dragon, your bot lanes can move, and maybe there's a free invade, maybe there's a free dive, gank, anything, anything going on here is completely free, and you can definitely, definitely make sure it works and it's going to be in your favor. I wouldn't mind you taking that as long as you've cleared, let's say, a quadrant of your camps. So the general rule of thumb is have a quadrant cleared. And then the play that you make must not only be guaranteed, but it must be worth that trade of 240 EXP that you're sacrificing when you skip this camp. If I skip this camp, go mid lane, and get nothing, then you've— what have you traded that EXP that you're missing out on for? What's super important is every time you clear a camp, you refresh the respawn, and that is very important to like, just keep refreshing them so you can keep killing them and keep generating that EXP. You generate so much EXP in a League of Legends game as a jungler. If you just reset your camps. Consistently reset them on spawn and you will get really fed in your games. All that being said, you can still look for plays, you just need to evaluate whether or not that's worth it. Look guys, everything I broke down in this video is about 50% of what is actually going on with EXP in the jungle. There's like this 70% reduction that you get from EXP, there's gold reduction, there's repeat kills that are nerfing everything. There's a lot more going on with League of Legends, with EXP and how this works. If you guys want to learn more about the game, you guys want to learn more about specifically the EXP, take a look at the Jungle Kingdom down below. I'm doing consistent coaching in there. I'm doing consistent updates. We have a brand new game, the League Knowledge Trainer, coming out very, very, very soon. You should see some videos about it shortly. It's my premium community. I want you guys to get better at the game. I want you to learn more fun things like this in the game. Anyways, if you guys enjoyed this video, learned a thing or two, and can use this in your games to dominate more, start full clearing and understanding why, please leave a like, comment, subscribe, and I'll see you guys next time. Peace, peace.










