Low-MMR gameplay does not apply to the things I understand about the game. SoloQ does not follow the "rules" of competitive play since a soloQ team will never punish a poor or inefficient decision.As for jungle pathing - it's mostly an experience thing. Over time you start to notice what different paths are useful for.For example going Camp Buff Buff will get you level 3 and you can gank with double buffs at around 3:00. This is a high-impact path and will net you an early lead if you can turn your level 3 double-buff powerspike into a kill, blow summoners or in general find a way to positively impact a lane.On the other hand, going Camp Buff Buff is not efficient in terms of using the available time and resources (buff duration, health, mana etc.) to gain the most amount of gold and experience possible within a certain time frame. In an ideal world with no laners, the most efficient way to a jungler to clear is literally just top to bottom (or reverse). The balance is always identifying when the jungler could be the most efficient in terms of experience/gold generation (usually by clearing adjacent camps consecutively) and also having the most impact on the map (vision, ganks, pressure, objective control).The pathing is also influenced by the availability of pressure in lanes. If a lane has pressure it opens up alternative paths that include invades since your laners can back you up and create a numbers advantage inside the enemy jungle. On the flip side, if your enemy has pressure your path is altered equally as much since you have to respect the fact that the enemy could potentially invade you and thus it is better (and often more efficient) to take your own buffs before the enemy has a chance to steal them.What ultimately you end up watching is a contest between 2 junglers who both understand the most efficient pathing available and it becomes a competition of who can out mindgame the opponent. Trying to predict how they'll path based on efficiency and punishability.There's a lot of factors.

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