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, Slash and Joust, apart from the standard buff camps, there is also the Fire Giant, Apophis or Bull 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 Bull 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. In Conquest however, these monsters can leave and/or can be engaged from beyond their boarder which is known as "roaming" and will follow players for a duration (10s maximum down to 3s) and can be re-engaged by attacking them while returning to their initial camp. In other game modes, they are immune to attacks from beyond their camp's border unless they are engaged in combat. These neutral will not attack until someone attacks them first. 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.
For a list of the jungle camps in each game mode, please visit their respective article: Game Modes
Jungle monsters[]
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.
Harpy | ||
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Icon | Stats | Description |
Health: 200 (+70)
|
One of the weaker monsters in Conquest. Defeating it grants 8 (+2) gold, 12 (+12) experience. | |
Elder Harpy | ||
Icon | Stats | Description |
Health: 600 (+90)
|
A stronger version of the regular Harpies. Defeating it grants 18 (+2) gold, 20 (+12) experience. | |
Buff Guards | ||
Icon | Stats | Description |
Health: 120 (+95)
|
Buff Guards use melee Physical basic attacks and accompany the Buff Holders. Defeating them grants 18 (+1.5) gold and 35 (+9) experience | |
Damage Buff Holder | ||
Icon | Stats | Description |
Health: 700 (+205)
|
The Manticore Damage Buff Holder has an ability called Berserk that triggers when it goes below 30% Health. This ability will cause it to begin attacking with increased Attack Speed, dealing 55% damage per hit and causing players to take more damage over time. This ability lasts 5s. Defeating it grants 50 (+1.5) gold and 130 (+12) experience and causes it to drop a Damage Buff orb. | |
Speed Buff Holder | ||
Icon | Stats | Description |
Health: 700 (+205)
|
The Centaur Speed Buff Holder has an Ability called Spear Thrust which initiates a wind up for a line attack that deals 3 times its basic attack to all enemies in range. Defeating it grants 50 (+1.5) gold and 130 (+12) experience and causes it to drop a Speed Buff orb. | |
Void Buff Holder | ||
Icon | Stats | Description |
Health: 700 (+205)
|
The Chimera Void Buff Holder has an ability called Void Sludge which fires a projectile that places a debuff on its target that reduces their Protections by 5% for 10s. This ability has a cooldown of 7s and can stack 3 times (applying up to 15% protection reduction). Defeating it grants 50 (+1.5) gold and 130 (+12) experience and causes it to drop a Void Buff orb. | |
Mana Buff Holder | ||
Icon | Stats | Description |
Health: 655 (+205)
|
A stronger version of the small Satyr buff camp minions. Defeating the Satyr Mana Buff Holder grants 52 (+4.5) gold and 95 (+36) experience and causes it to drop a Mana Buff orb. |
Jungle Objectives & Bosses[]
The following stat values feature the base value of each jungle boss (Fire Giant, Pyromancer and Gold/Oni/Primal Fury) 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.
Totem | ||
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Icon | Stats | Description |
Health: 300 +200 per time successfully taken
|
A passive structure in Conquest. Defeating it grants 25 gold to all members of the killer's team and enhances all allied towers until it respawns. The enhanced towers grants a buff to allies within the tower area until they leave it, after which the buff lasts for 10s. The buff increases movement speed by 5% and MP5 by 20 to 30, scaling over time with 3 tiers from 0-15 min. | |
Gold Fury | ||
Icon | Stats | Description |
Health: 2750 (+250)
|
One of the strongest monsters in Conquest. It is aggressive to anyone that enters its leash radius. It has the ability called Burden of Riches that channels a spell on a single target for 6s, which applies a stacking debuff every 0.5s that lasts for 5s. Each stack applies a 5% slow and 20 gold bounty when killed. The Gold Fury can break player deployables that block its path. Defeating it grants 130 (+6) gold and 55 (+5) experience to each member of the team who lands the killing blow. After it's defeat, whenever any members of the team that slain it will provide a buff to their structures that boosts it's Physical Power and reduce damage taken. | |
Oni Fury | ||
Icon | Stats | Description |
Health: 3750 (+250)
|
One of the special types of furies in conquest. It has the ability called Burden of War that channels a spell on a single target for 6s, which applies a stacking debuff every 0.5s that lasts for 5s. Each stack increases the targets damage taken from all sources by 5%. The Oni Fury can break player deployables that block its path. Defeating it grants 120 (+5) gold and 55 (+5) experience to each member of the team who lands the killing blow. After its defeat, the next round of minions spawned in all 3 lanes are granted 75% bonus damage, 30% bonus health, increased Physical Protection by 50 and Magical Protection by 60. | |
Primal Fury | ||
Icon | Stats | Description |
Health: 3750 (+250)
|
One of the special types of furies in conquest. It has the ability called Burden of Dread that channels a spell on a single target for 6s, which applies a stacking debuff every 0.5s that lasts for 5s. Each stack reduces the targets damage dealt by 5%. The Primal Fury can break player deployables that block its path. Defeating it grants 120 (+5) gold and 55 (+5) experience to each member of the team who lands the killing blow, and grants every player on the killer's team a stacking 7% damage buff towards and 7% reduced damage from jungle camps and jungle bosses. This effect stacks up to 3 times. | |
Pyromancer | ||
Icon | Stats | Description |
Health: 2500 (+250)
|
One of the strongest monsters in Conquest. It has an ability called Infernal Ritual that initiates a 3s channeled spell. This channel can be interrupted by stuns, silences, knockups, mesmerizes, and fear. The spell is an AoE debuff that causes all nearby gods to take 15% increased damage from all sources for 10s. Defeating it grants 85 (+5) gold and 50 (+5) experience to each member of the team who lands the killing blow, and drops a pickup known as the " Runic Bomb" | |
Fire Giant | ||
Icon | Stats | Description |
Health: 6875 (+275)
Enhanced
|
The strongest monster in Conquest. This monster takes 20% reduced damage from crits and its Basic Attacks can be ranged or melee and apply a debuff, reducing the target's healing by 40% and damage by 20% for 3s. Its abilities include:
Defeating it grants 156 (+9) gold and 205 (+8) experience, and also grants the "Fire Giant's Might" buff to each living member of the team who landed the killing blow. After the 30 minute mark, the Fire Giant evolves into Enhanced Fire Giant, and grants the more powerful "Fire Giant's Rage" buff. |
Arena[]
While Arena has no jungle, it does feature some neutral buff camps at the edges of the map.
Basilisk | ||
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Icon | Stats | Description |
Health: - Damage: 32 |
One of the three neutral monsters in Arena. Defeating it grants gold and experience and will cause it to drop a Mana buff. | |
Lion | ||
Icon | Stats | Description |
Health: - Damage: 32 |
One of the three neutral monsters in Arena. Defeating it grants gold and experience and will cause it to drop a Damage buff. | |
Boar | ||
Icon | Stats | Description |
Health: - Damage: 32 |
One of the three neutral monsters in Arena. Defeating it grants gold and experience and will cause it to drop an Attack Speed buff. |
Joust[]
Joust has an assymetrical jungle on each side of the map - left side is big and contains two Blue Buff camps and the Bull Demon King camp in the middle of the jungle while right side is tiny and contains only one Red Buff camp.
Turtle | ||
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Icon | Stats | Description |
Health: 320 Damage: 5 |
Turtles are a jungle monster in Joust who can deal ranged Magical damage. Defeating it grants a 6 gold and 16 experience. | |
Turtle Buff Holder | ||
Icon | Stats | Description |
Health: 1130 Damage: 32 |
A stronger version of the regular Turtles. Defeating it grants 65 gold and 185 experience and will cause it to drop a Mana buff. | |
Tiger | ||
Icon | Stats | Description |
Health: 320 Damage: 5 |
Tigers are a jungle monster in Joust who deals melee Physical damage. Defeating it grants a 13 gold and 22 experience. | |
Tiger Buff Holder | ||
Icon | Stats | Description |
Health: 1130 Damage: 32 |
A stronger version of the regular Tigers. Defeating it grants 65 gold and 185 experience and will cause it to drop a Damage buff (Void buff for camp across from BDK). | |
Demon King | ||
Icon | Stats | Description |
Health: 3844 + 216 per minute. Damage: 140 |
The strongest neutral monster in Joust. This monster has 25 Physical and Magical Protections and 75% reduction on Lifesteal from attackers. Its basic attacks are melee, do Physical damage and apply a debuff reducing the target's healing by 40% and damage by 20% for 3s. Defeating it grants the “Bull Demon King's Might” buff to each living member of the team, granting +4% health regen per 5 seconds and +2% mana regen per 5 seconds, as well as disabling the first defending structure of the enemy team for 90s. In 1v1 Duel, this monster has 600 less health and 7 less Protections. |
Slash[]
Slash has moderate jungles between the lanes, as well as wild juggernaut camps on the outside of each lane and at the back of each jungle behind each team's bases.
Baboon Mage | ||
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Icon | Stats | Description |
Health: 180 Damage: 5 |
These are baboons who use melee Magical basic attacks. Defeating them grants 20 gold and 30 experience. | |
Hyena Brute | ||
Icon | Stats | Description |
Health: 180 Damage: 5 |
These are hyenas who use melee Physical basic attacks. Defeating them grants 20 gold and 30 experience. | |
Jaguar | ||
Icon | Stats | Description |
Health: 180 Damage: 5 |
These are jaguars who use melee Physical basic attacks. Defeating them grants 20 gold and 30 experience. | |
Baboon/Hyena/Jaguar Buff Holder | ||
Icon | Stats | Description |
Health: 960 Health / 3 mins: 65 Damage: 32 |
A stronger version of the regular jungle monsters. Defeating it grants 60 gold and 150 experience and will cause it to drop a special buff. | |
Wild Juggernaut | ||
Icon | Stats | Description |
Health: 1500 Health / 2 mins: 250 Damage: 50 Damage / 2 mins: 6 |
One of the strongest neutral monsters in Slash. Defeating it grants 50 gold, 150 expierence and will spawn a friendly juggernaut for the team that landed the killing blow. | |
Apophis | ||
Icon | Stats | Description |
Health: 4850 Health per Min: 145/175 Damage: 120 |
The strongest neutral monster in Slash. This monster has 50 Physical and Magical Protection, a 50% reduction on the Lifesteal from attackers, and can break player deployables that block its path. Defeating it grants 100 (150 at later stages of the game) gold, 50 (100 at later stages of the game) experience and also grants a special buff to each living member of the team who landed the killing blow. It restores 0.8% of your Maximum Health every second (4% HP5)
and 0.4% of your Maximum Mana every second (2% MP5) |
Jungle buffs[]
Jungle buffs are a temporary enhancement that players can obtain from defeating jungle enemies from marked jungle camps, which are usually refered to as Buff Camps. Once a leader of these camps is defeated, it will drop their buff as a glowing rune on the ground, where whoever landed the killing blow or one of their allies can pick it up. The rune will last for 30s before it dissapears. The Fire Giant in Conquest, Apophis in Slash, and Bull Demon King in Joust won't drop their buffs on the ground and will instead grant their special buff to everyone currently alive on the team that defeated them automatically.
Some jungle buffs have "enhanced" versions that provide an additional buff on top of the normal buff.
- In Conquest, Fire Giant's Might is enhanced after thirty minutes from minion's spawning.
- In Slash, mana and speed camps are enhanced after ten minutes from minion's spawning, and center (damage) camp enhancing after five minutes, with Shadow of Apophis being enhanced after twenty minutes have passed.
Jungle Buff - Mana and Cooldown | |
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Duration: 2 minutes (120 seconds) Conquest
Slash
Arena
Joust
| |
Jungle Buff - Damage | |
Duration: 2 minutes (120 seconds) Conquest
Slash
Arena and Joust
| |
Jungle Buff - Speed | |
Duration: 2 minutes (120 seconds) Conquest
Slash
| |
Jungle Buff - Cooldown | |
Duration: 1 minute (60 seconds) Conquest
| |
Jungle Buff - Shield | |
Duration: 1 minute (60 seconds) Conquest
| |
Jungle Buff - Void | |
Duration: 2 minutes (120 seconds) Conquest
Joust
| |
Jungle Buff - Support | |
Duration: 2 minutes (120 seconds) Conquest
| |
Jungle Buff - Attack Speed | |
Duration: 2 minutes (120 seconds) Arena
| |
Veil of Apophis | |
Duration: 2 minutes (120 seconds) Slash
| |
Shadow of Apophis | |
Duration: 2 minutes (120 seconds) Slash
| |
Demon King's Might | |
Duration: 90 seconds Joust
| |
Enhanced Demon King's Might | |
Duration: 90 seconds Joust
| |
Primal Fury Buff | |
Duration: Permanent (stacks up to 3 times) Conquest
| |
Fire Giant's Might | |
Duration: 4 minutes (180 seconds) Conquest
| |
Fire Giant's Rage | |
Duration: 4 minutes (180 seconds) Conquest
| |
Erinye's Vengeance | |
Duration: 4 minutes (240 seconds) Conquest
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