What to do when autofilled to Jungle
A lot of people say jungle is really hard, I don't think so but am bias, I am a 200k mastery points Shyvana main. This will include a little about champions but for more details on runes, masteries, strategies or items please see a guide for that champion.
#Champions for new junglers
These are not the best champions in the game, nor is jungling automatically easy playing them. But they can actually clear the camps without dying and each is pretty noob friendly in their overall kit... except Ivern.
These were picked specifically on my experience that they have fairly easy clear, that said each are good for different things and have some flaws. Shyvana will get a more detailed description since I main her, the rest I can only provide generic data.
Pros:
Excellent clear speed, permanent gold/exp advantage, easy to use kit, takes dragons easily, powerful in 1v1/1v2 situations.
Cons:
Destroyed by AS slows, Destroyed by CC, Destroyed by kiting, bad ganks, no crowd control, relies excessively on counterganking and counter jungling.
General Description: Shyvana is a Juggernaut(Darius/Illoai)/Diver(Vi/Aatrox) hybrid. She has strong burst and sustained damage when built correctly, she is moderately tanky and has decent AoE damage. Shyvana has no Crowd Control other than a small, unreliable push/drag effect when she ults. You do not play Shyvana when your team needs a primary tank. Shyvana is a decent counter jungler, her lack of pre-6 escape makes this harder to pull off than it seems. She clears extremely fast so focus on farming. Gank when enemies are overextended or countergank when the enemy jungler ganks. Shyvana gets bonus damage to dragons and can technically take it at lvl4 with two daggers and smite upgrade plus 1 potion. But you won't be doing that, wait until you get at least a recurve bow.
Build:
Starting items
can be used for a healthier AoE clear but since HM was buffed I recommend it.
Generic Final Build

Optional Items

Being familiar with League in general you should be able to figure out what you need to adapt to situations. For example, fed 4 AD enemy team you would want Ninja Tabi, Randuins and Thornmail.
Generally Shyvana loves: On-Hit, HP, Armor, Magic Resist, AD, Attack Speed, Movement Speed and Slows.
But Shyvana can use any stat except mana. I just recommend against Crit/AP unless you are experienced with her.
Summary: Don't play Shyvana if your team needs a tank. Shyvana is not a tank. She offers no reliable lockdown and if she initiates team fights she usually dies unless she builds pure defensive in which case... why are you playing Shyvana? Play Shyvana as a secondary carry, melee damage dealer. Her jobs are taking dragon, baron, towers, split pushing, flanking, DPS Off-tank, blowing up squishies and counter jungling.
Pros:
Easy jungle clear, ganks better than Shyvana, powerful dueling, good at picks, good at taking Dragon and Baron, really fun, Amazing tanking steroid.
Cons:
Clunky kit is hard to get use to, countered by Grevious Wounds, is not as high damage as you would expect, ult always misses, music.
General Description: Warwick use to be afk farm till 6 then R-Click somebody for a free kill. But otherwise was garbage. Now he is actually pretty good, some of his mechanics are a bit clunky so I suggest practicing him a couple times and reading up on his Q. Warwick clears the jungle well and does so with high HP remaining, his ganks overall are decent pre-6 and great post-6 if you manage to land his ult. Warwick's damage is not as high as some think, plus his most effective builds seem to be only taking Titanic Hydra for damage and otherwise going tank.
Pros: Please don't play this cha-... Amazing counter jungling, good clear, free second smite, fuck Nunu, Sucks the fun out of the game for your enemies.
Cons: Seriously don't, Nunu has an awkward playstyle, very reliant on stealing enemy camps, ganks are below average.
General Description:
I haven't played Nunu in a while because he is a tad outdated and his playstyle is weird. But basically if you want a free second smite, a snowball fight that freezes the fun out of the game, and pretty safe and healthy clear. Don't pick Nunu.
Pros: Strong ganks, Point and Click unstoppable CC, High burst, Fairly Tanky, Blows up Squishies while being a secondary tank.
Cons: Early ganks are entirely depending on hitting your Q, she isn't nearly as strong late game, predictable one-trick-pony in team fights.
General Description: Vi is a strong pick all around just due to reliability. Even when she is numerically weak she is still good to choose just because of her kit. Her ult being such a strong point and click ultimate and her Q being intuitive mobility with CC is very good overall. Build her Warrior>Triforce>Tank most games and you are set.
Pros: Solid ganks, great teamfight initiation, strong CC, decent clear, is a tank.
Cons: Currently a bit weak, crappy tanking steroid, low follow-up on her initiations, easily countered by Armor Pen.
General Description: Sejauni was a solid tank for a while then Riot nerfed her as she was far too reliable at what she did. Unfortunately after nerfing items she used they never rebuffed her. Sejauni is still good if you need a tank, the reason I did not pick Nautilus, Poppy or Maokai is they are generally played top. I didn't pick Zac because he is a tad harder to use. Always start Hunters Talisman on her for mana and HP return, please build Cinderhulk into tank, I see too many Sejauni's get stomped doing some silly full AP build. It is fun in normals but if you are reading this I assume you want serious options. I love Sejauni and hope her rework does her justice.
Go read a guide on him, I have been told over and over he is great for people who don't jungle due to his clear mechanic. But I have never played him myself.
#Items, Runes and Masteries Runes: Always take 9 Armor Seals, as in general every single jungler(that I know of) benefits most from these while clearing camps. Camps do physical damage, and a lot of it. Armor Seals is the difference between clearing decently and dying on the third camp.
Marks are often AS marks in the jungle as it just purely boosts clear speed, every champion I play takes AS marks except Shyvana, as I take AS Quints on her and Precision Marks.
Glyphs will usually be either MR/lvl(as even a lvl 3 gank you will be halfway to their equal value), CDR or AP. This is champion dependant, if unsure just take MR/lvl as defense is always good.
Quints are extremely champion dependant, on Shyvana it is AS, but on many champions it is AD, AP, Armor, AS, CDR and so forth. Pick a champion that closely matches what you have available for Quints.
Masteries: Important jungling masteries are Savagery and Tough Skin, get either or both depending on what trees you are using. Some experienced junglers on specific champions may not take these, but if unfamiliar with jungle that make a huge difference. For example, vs chickens tough skin reduces each wave of attacks by 12. Since there are 6 enemies in the camp total. (This is a generic example I know it is more complex than that...).
Other than that masteries are extremely champion dependant. If going up the resolve tree the Insight mastery is great as well. Feast can be decent if you have trouble staying healthy. And Fury is generally good because AS works well in the jungle(especially with Savagery and/or Hunters Machete).
Items:
If your champion is going to be AAing fast or has effects that give them multiple AA hits(like Shyvana's Q or Yi's Passive).
If your champion needs mana and/or has AoE clearing tools.
#Smite
DO NOT forget this, you will not clear the jungle without it, you will be behind in gold and exp without it, you cannot buy your jungle items without it and you will not be able to secure Dragon/Baron without it. Smite does true-damage based on your level to minions and monsters, on smiting monsters it heals you. You can only smite big monsters. Smite's primary purpose is getting you through your first clear or two and securing Dragon/Baron, do not waste it just to clear camps quicker mid/late game.
Smite items allow you to smite champions(if you have not taken the warding option). Take Chilling Smite. While Challenging smite is amazing, it is easier to waste and harder to use it effectively, since you were autofilled to jungle you want simple. Chilling Simply allows you to smite enemy champions slowing them and dealing a reduced amount of damage. It is important you know when to use this. Chilling Smite is great for very close DPS fights to assure your win, chasing, ganking and escaping. That said, you want to use it sparingly, smite is an important CD that lets you secure buffs, Baron, Dragon and Elder Dragon. Don't waste it at the wrong time then not have it for Dragon.
#Camps and First Clear Blue Buff http://leagueoflegends.wikia.com/wiki/Blue_Sentinel This camp is a single target DPS fight, when killed it provides a buff that gives you(or an ally) with 10% CDR and boosted mana regen for 2 minutes. After your first 1-2 clears you can optionally give it to your mid laner or another CDR benefitting mana champion, to help them win lane. However if you feel you need the buff/gold/exp don't be afraid to take it for yourself.
Gromp http://leagueoflegends.wikia.com/wiki/Gromp A tough to crack monster that starts with an attack speed buff, his attacks slow as the fight goes on.
Wolves http://leagueoflegends.wikia.com/wiki/Greater_Murk_Wolf and http://leagueoflegends.wikia.com/wiki/Murk_Wolf One big wolf and two smaller wolves. The big one takes longer to kill and deals more damage.
Chickens http://leagueoflegends.wikia.com/wiki/Crimson_Raptor and http://leagueoflegends.wikia.com/wiki/Raptor A camp with one big chicken and five little chickens. They kick your ass and most champions cannot clear them on the first clear.
Red Buff http://leagueoflegends.wikia.com/wiki/Red_Brambleback Another large single target DPS fight, when killed it provides a buff that give you(or an ally) HP regen and a true damage DoT that applies on basic attacks, the DoT also slows. The DoT last for 3 seconds and scales with level. This buff is best on champions who use basic attacks, and while the slow is reduced on ranged champions, it is often given to the Marksman after your first 1-2 clears. However some junglers need this buff until they buy Mallet or other slowing items.
Krugs http://leagueoflegends.wikia.com/wiki/Ancient_Krug This fight is unusual, it starts as one big monster and one little one. The big one splits into two little ones, those and the other little one split into tiny ones when killed. This camp is tedious and dull to kill.
Scuttle Crab http://leagueoflegends.wikia.com/wiki/Rift_Scuttler A very valuable camp, kill this whenever it is convenient or when setting up for Dragon, Baron or Rift Herald. It takes a little time to kill and runs from you, so don't lose clear speed or gank chances over it. But it does provide gold/exp, but more important it goes to the center of that side river and creates a little spot of vision and movement speed for your team for 75 seconds. Scuttle takes bonus damage when crowd controlled, and permanently loses 50 armor and magic resist when CC'd, CC last twice as long vs Scuttle. After Scuttle despawns a new one will respawn with restored armor and MR 300 seconds(5 minutes) later. This free ward plus movement speed on the Scuttle Shrine is great for your entire team.
Clear Path: Almost all junglers will find it easiest to clear Blue>Gromp>Wolves>Red>Krugs>Back. You shouldn't even attempt Chickens if you are new to Jungle, until your second clear. When clearing Chickens you need smite up or to be a full HP AoE clear champion with potions. Keep in mind it is always better to back than be executed. Being executed means the enemy learns your position, knows you died, knows how and where to counter jungle you and lowers your team moral. While backing only costs you the same amount of time being executed would have.
Dragon, Baron and Elder Drake: (Skip this if you are familiar with the basic objectives in LoL) http://leagueoflegends.wikia.com/wiki/Dragon Dragons spawn starting at 2:30, Dragons provide powerful, permanent team buffs when killed. You may get a maximum of 3 of a kind. The kinds of Drakes are Inferno(Red), Wind(White), Ocean(Teal), Mountain(Orange). Inferno provides bonus AD/AP, Wind provides out of combat movement speed, Ocean provides HP/Mana regen out of combat, Mountain provides bonus damage to structures/dragon/baron. Dragon spawn type and timer is indicated in the top bar where the other timers are, and also the type is shown on the side of the dragon pit. These are arguably the most contested objective in the game.
Early game you should go for dragon after successful ganks in bot, successful skirmishes or times when it can be snuck in. Keep it warded and contest it with your team if enemies try to do the same. Measure dragon value vs team deaths. How many deaths are worth getting that dragon. Depending on team comp, value is usually Inferno>Stone>Ocean>Wind or Inferno>Stone>Wind>Ocean. This is general and some people may disagree on that order.
Elder Dragon Spawns after 35 minutes, and provides a 50% buff to all the dragons your team has for 2 minutes when slain. It also provides a true damage dot of immense power that scales based on number of dragons slain.
http://leagueoflegends.wikia.com/wiki/Baron_Nashor Baron Nashor spawns at 20 minutes and respawns 7 minutes after being killed. It is a powerful raidboss that requires a lot of damage, sustain and tankiness to kill. Usually 3-5 players are needed in a normal game to kill it. Baron when killed provides a buff that last 3:30, and reduces recall cast time to 4 seconds, provides 40 AP and AD, and immensely buffs nearby minions.
#Ganking Don't gank! :D fuck laners... JK, Riot removed AFK mode in S6.
But seriously, if you are new to jungle and have been auto filled into it, do not force ganks. Gank when you are nearby and A: The enemy is over extended(past the middle point of the lane), B: The enemy is vulnerable in river or jungle, C: The enemy jungler is ganking and you feel you can turn the gank on them. Forced ganks and tower dives take a lot of experience, skill and planning to do correctly, a new jungler shouldn't be attempting them.
Also DO NOT gank when the enemy has a huge wave of minions, minions do huge damage early game and will nearly solokill both you and your laner giving a free double.
Do not gank if the enemy laner is in a favorable position and is currently ahead. Nothing better than turning Darius 1 kill 15 farm lead into a 3 kill 50 farm lead.
Be extremely mindful of HP bars and Mana bars when ganking, your laner may not be in a position to help you. In that case if you die trying to gank a 3/4ths HP, full mana Darius in his minion wave while your Fiora has no mana and 1/3rd HP and was cowering under her tower, it is not Fiora's fault and in fact Darius having another kill is your fault. Mana is just as important as HP, don't gank your no mana Ashe and Soraka, then spam "?" pings when you get no Ashe ult or Soraka heals.
Spam "On my way" pings when you are coming in, your laner may or may not have good map awareness, don't just expect them to know you are coming. Conversely if you are canceling a gank spam the shit out of the "Fall Back" ping to make sure they know clearly your intentions and don't go in 1v1 in a bad position.
Do not gank when your laner isn't in lane unless it is a clear, easy and assured kill AND you are sure the enemy doesn't have backup coming around the corner. Otherwise if your laner dies/backs just clear any waves under his tower and then back off leaving the waves as neutral or stalled as possible as they return. If the enemy also left lane, and you feel you can shove to their tower do so. Tell your laner "Resetting the lane". But make sure you actually DO reset it. If the enemy or your ally are going to TP immediately back to lane don't bother.
Taxing is fine, if you ganked and burnt summoner spells or long CDs, pushed the enemy out of lane or got your laner a kill, take 1-4 minions. Only time you should take more is if you and your laner are going to reset the wave or take the tower, then shove like mad. Also if you fail a gank, either don't tax or tax less, because if you didn't even burn a summoner spell, you did nothing worth taxing. If you took the kill(either necessary or by mistake), try to either not tax or tax less. You already got the kill gold, don't be greedy.
If you plan on resetting any waves either while the lane is empty or after a successful gank, be ready to very quickly type "reset" and ping it. So they know what is up.
While your laner is often just as responsible for the outcome of ganks, and winning their own lane regardless of ganks. If you do stupid shit and feed their laner, be ready to accept blame for them losing lane. While blaming Jungler for everything is bad, acting like you are blameless for anything just because you are a support jungler is just as bad. Everyone has their share of blame.
#Conclusion I hope this is enough, I am no LoL expect, but I figured it would help people who get auto filled to better understand the jungle role. Since it is different to laning. If you have suggestions for further instructions, or if you want to write your own info on champions/strategies you think auto-filled junglers could use, write them below!
With the best intentions - Mira Arya Enthe


mid and try that jungle or even better
lol but I always trade when people are in uncomfortable roles
. Easy, little to no mechanics, snowballs easily. I use him when I'm feeling lazy.