How to win the jungle race as Naafiri against Locke · Matchup data reviewed on patch 26.15
Read from Naafiri's seat: the race windows this plan plays for against Locke.
| Stage | Read | Why |
|---|---|---|
| Level 1 Clear | Naafiri Favoured | Packmates plus the Darkin Daggers bleed win the level-1 numbers game. Locke can make it awkward — a stacked nail string into the blink-through consume deletes half a health bar — but not before either of you has a second camp down. Trade, then walk away with a camp and a chunk of their health bar. |
| Level 2 Skirmish | Naafiri Favoured | The Hounds' Pursuit dash trade chunks anyone contesting your second buff. The margin is thin: the blink-auto mark consume chunks hard, but spending E in a duel spends the escape too, and one slow camp on your side hands the window straight back, so keep the trade short. Fight him at full marks-zero and punish the ten seconds after his blink — E is his only exit. |
| Level 3 Route | Naafiri Favoured | The full pack with W dash and Q reset bleed is a real early kill threat. W's grey-health refund makes his short trades cheaper than they look — full clears cost him real HP, so this is an edge and not a blowout — take the level-3 river fight only with the HP and cooldown lead. |
| Levels 4-5 Macro | Naafiri Favoured — Take Duels | You hold the edge at 4-5, not a blowout. He uses 4-5 to bank marks at range, then blinks in the moment the nail count says the kill is there, so meet them where the camps are, not where their laners are. |
| Level 6 Breakpoint | The Call of the Pack Favoured | The Call of the Pack shields the dive while the hounds finish whoever you touch. Locke's six is not empty — Purgatory executes anyone who fights below the floor inside his totem — 'almost dead' becomes dead. Take the duel from even health rather than from behind, and leave the totem zone above the threshold and kill him while E is down — his execute can't chase. |
| First Item Spike | Lich Bane / Shadowflame Spike | His Lich Bane spike is real: the blink-consume chunk one-shots chipped squishies. Respect the first-item window, then note his E is still a one-way door — punish every spent blink. Locke's first item makes the mark consume hit for a real chunk, which is when the blink stops being a poke tool. |
| 2+ Items Scaling | Even Scaling — Prep Decides | Late-game Locke scales with his seal count, not his items — deny executes and his floor never rises. Focus him when E is down and never let "almost dead" linger inside Purgatory. |
Standard start — his level-1 clear is ranged but mana-hungry and his duel is honest at best; you dictate the early tempo, not him. Locke clears at range with Ritual Nails and banks marks while doing it, so his first scuttle arrives with stacks up.
Ranked by the race windows in Naafiri's plans — the jungle race carries no win-rate sample.
The full Naafiri vs Locke report continues with scuttle & dragon rules, invade windows and safety boundaries, the top-side objective fight, macro rotations and the win condition — plus the live enemy-jungle tracker that shows their start, clear and gank timers in game.
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Naafiri's race plan controls 6 of the 7 windows — Naafiri holds the tempo advantage in this jungle matchup.
Not exactly — Naafiri's race plan controls 6 of the 7 windows, so Locke is playing catch-up and has to lean on the map.
Playing the other side? Locke vs Naafiri guide →
All Naafiri jungle matchups →
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