Jungle

Jungle in SMITE is the name given to the areas found inbetween/around the lanes, that allow players to travel around the map with ease. This area usually contains neutral monster camps that will grant players different bonuses after defeating them.

There are a few special camps that are present in almost all Game Modes commonly called "buff camps." Once slain, the bigger monster in the group will drop a unique buff on the ground, where the killer or one of their allies can pick it up, with a maximum of one dropped buff per holder. In Conquest, Clash and Joust, apart from the standard buff camps, there is also the Fire Giant, Apophis or Demon King, respectively. These are very strong neutral bosses that, once slain, will grant every person in the killer's team a powerful buff that stacks with any other buff. With a few exceptions, all neutral monsters deal Physical damage with melee attacks (the Mana camp monsters deal Magical damage instead while the Demon King and Fire Giant can do both).

The act of roaming the jungle and slaying neutral monsters without staying in a single lane is called "jungling." Jungling allows a team to have a higher gold and XP gain as well as a permanent ganker. Gods ideal for jungling are those with abilities allow them to quickly clear camps and move around the jungle and/or sustain themselves while doing so.

The Jungle is the most noticeable place that features an aspect called "fog of war", which hides gods from vision across differing distances, and is amplified as soon the lane and base is left. This hides gods from view but does not hide effects such as abilities or the use of Relics.

Jungle camps
Jungle monsters spawn in groups at specific locations ("camps") and will not leave their area, which is usually marked with a line on the ground around them. They are immune to attacks from beyond their camp's border unless they are engaged in combat. Generally, neutral monsters will not attack until someone attacks them first, the exception being certain camps found in Conquest who may attack anyone that enters their area. They will continue to attack their target until it dies or leaves the area, in which case they will switch to the next valid target. If no targets are left in their area, the jungle monsters will walk back to their starting position and start to gradually restore their health. Defeating these camps will always reward gold and experience. Each camp has a unique respawn time, which will not start until all units in the camps have been killed. Most jungle monsters deal physical damage, and both their stats and rewards increase as time goes by.

During the first minute of a match, the Jungle buff camps emit a protective debuff aura around themselves called the "Invader's Curse" that only affects players from the opposing half of the map (players from the Order half will be debuffed while in the Chaos side and vice versa). Invader's Curse lowers the victim's healing, movement speed and attack speed by 30%. This debuff persists for five seconds after leaving the area.

For a list of the jungle camps in each game mode, please visit their respective article: Game Modes

Conquest
Conquest has its jungle divided in two halves, one on either side of the middle lane. The map is perfectly symmetrical along the horizontal axis, divided into two halves by cracks and brooks down the center, providing a clear reference for players crossing into enemy territory.

Major locations like the Gold Fury and Fire Giant have elements that are located higher than other map features, giving players clear landmarks while moving through the more narrow and windy Jungle. Fog of War in the Jungle limits sight distance.

Jungle Camps
The following stat values feature the base value of each jungle camp when the game starts, plus the scaling value by which the stat is increased every 3 minutes.

Jungle Objectives & Bosses
The following stat values feature the base value of each jungle boss (Fire Giant, Pyromancer, Gold/Oni/Primal Fury and Greater Scorpion) when the game starts, plus the scaling value by which the stat is increased every 1 minute. All jungle bosses have a 50% resistance to all forms of lifesteal.

Arena
While Arena has no jungle, it does feature some neutral buff camps at the edges of the map.

Joust
Joust has a symmetrical jungle with a Mana Buff, Damage Buff and Speed Buff camp on each side of the map. The following stat values feature the base value of each jungle camp when the game starts, plus the scaling value by which the stat is increased every 2 minutes.

Siege
Siege's jungle is located in between its two lanes. Beyond their looks, both sections of the jungle are exactly the same.

Clash
Clash has small jungles on the outside of each lane, as well as a small jungle between the lanes.

Jungle buffs
All buff camps come with one buff-holding monster. Once defeated, this monster will drop their buff on the ground, where whoever landed the killing blow or one of their allies can pick it up within 30 seconds. The exceptions are the Fire Giant in Conquest, Apophis in Clash, and Demon King in Joust, who will automatically grant their special buff to everyone still alive on the team that defeated them.

Some jungle buffs have "enhanced" versions that grant the holder a more potent buff. These buffs become stronger after a set amount of time has passed in the match; with Clash's jungle camps enhancing after ten minutes, Shadow of Apophis enhancing after twenty minutes, and Fire Giant's Might enhancing after thirty minutes.