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. All neutral minions except those in the Mana camps, Demon King, and Fire Giant deal Physical damage with melee attacks.
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.
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Jungle camps[edit | edit source]
Jungle minions 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. These neutral minions 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 minions 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 Shrines[edit | edit source]
The Jungle Shrine is an objective unique to Conquest's jungle. Each team has their own, located between the speed buff camp and back harpy camp in their respective halves of the jungle. The shrines contain chalices that appear after every third jungle camp monster defeated by their team. Jungle camp monsters on the enemy's side of the jungle also contribute toward this, but at half the rate. Each shrine can hold up to seven chalices.
Players can use a basic attack on their shrine to break the chalices, granting 10 gold to each member of their team per chalice. The chalices can only be claimed by members of the team the shrine belongs to.
During the first 5 minutes of a match, the Jungle Shrines emit a large protective debuff aura around themselves. Enemies that enter the aura's radius will be affected by the "Invader's Curse" debuff, which lowers their healing, movement speed and attack speed by 30%. This debuff persists for five seconds after leaving the area.
Jungle monsters[edit | edit source]
Conquest[edit | edit source]
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 a rift 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.
Harpy | ||
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Icon | Stats | Description |
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Health: 155 + 75 per minute (with 6 Physical and 6 Magical Protections)
Physical Power: 4 |
One of the weaker monsters in Conquest. Aggressive. Defeating it grants 22 gold and 22 experience. |
Elder Harpy | ||
Icon | Stats | Description |
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Health: 485 + 125 per minute (with 9 Physical and 6 Magical Protections)
Physical Power: 4 |
A stronger version of the regular Harpies. Aggressive. Defeating it grants 30 gold and 34 experience. |
Alpha Harpy | ||
Icon | Stats | Description |
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Health: 630 + 150 per minute (with 12 Physical and 2 Magical Protections)
Physical Power: 20 |
The strongest version of Harpy. Aggressive. Has an Ability called Screech which applies a 15% Attack Speed debuff to its target that stacks twice, and lasts 6 seconds. Defeating it grants 33 gold and 71 experience. |
Manticore | ||
Icon | Stats | Description |
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Health: 140 + 110 per minute (with 7 Physical and 6 Magical Protections) | These jungle minions use melee Physical basic attacks and accompany the Damage Buff Holder. They are aggressive to anyone that enters their leash radius. Defeating them grants 18 gold and 31 experience. |
Centaur | ||
Icon | Stats | Description |
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Health: 140 + 110 per minute (with 7 Physical and 6 Magical Protections) | These jungle minions use melee Physical basic attacks and accompany the Speed Buff Holder. Defeating them grants 18 gold and 31 experience. |
Chimera | ||
Icon | Stats | Description |
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Health: 140 + 110 per minute (with 7 Physical and 6 Magical Protections) | These jungle minions use melee Physical basic attacks and accompany the Void Buff Holder. They are aggressive to anyone that enters their leash radius. Defeating them grants 18 gold and 31 experience. |
Jungle Camp Buff Holder | ||
Icon | Stats | Description |
Health: 550 + 180 per minute (with 9 Physical and 2 Magical Protections)
Physical Power: 15 |
A stronger version of the small Buff Camp minions. Damage and Void Buff Holders are aggressive to anyone that enters their leash radius. Defeating either of these grants 58 gold and 126 experience, and will cause them to drop a special buff. Each of these enemies has a unique ability:
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Totem of Ku | ||
Icon | Stats | Description |
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Health: 300 + 200 per time successfully taken | A neutral structure in Conquest. Defeating it grants +25 gold to all members of the killer's team and grant a buff to all allied structures that increase the movement speed by 5%, MP5 that scales from +20 to +30 from 0-15 min (does not spawn again after 15 min) and lasts 10 seconds after leaving an empowered structure. |
Oracle Fury | ||
Icon | Stats | Description |
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Health: 680 + 110 per minute | A special type of defensive Fury found in Conquest. They have an ability called Guarding Ritual that initiates a 3s channeled spell. The spell can be interrupted during its 3s channel time by stuns, silence, knockups, mesmerizes, and fears. The spell is a buff that they apply to themselves that reduces all incoming damage from all sources by 40%, and it lasts 5 seconds. Defeating it grants 33 gold and 40 experience. If a team defeats both Oracle Furies, they will be granted vision of the Gold Fury pit for 90 seconds. |
Gold Fury | ||
Icon | Stats | Description |
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Health: 3000 + 250 per minute (with 20 Physical and Magical Protections +1 per minute, and 50% reduction on the Lifesteal from attackers) | One of the strongest monsters in Conquest. It is aggressive, and will attack anyone entering its leash radius. It has the ability called Burden of Riches that channels a spell on a single target that applies a stacking debuff every 0.5s. Each stack applies 5% slow and +20 gold bounty if killed. The Gold Fury can break player deployables that bar its path. Defeating it grants 150 (+6 per minute, to a maximum of 350) gold and 100 (+5 per minute, to a maximum of 250) experience to each member of the team who lands the killing blow. |
Oni Fury | ||
Icon | Stats | Description |
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Health: 3000 + 250 per minute (with 20 Physical and Magical Protections +1 per minute, and 50% reduction on the Lifesteal from attackers) | One of the special types of furies in conquest. It is aggressive, and will attack anyone entering its leash radius. It has the ability called Burden of War that channels a spell on a single target that applies a stacking debuff every 0.5s. Each stack applies 5% increased damage from all sources. The Oni Fury can break player deployables that bar its path. Defeating it grants 115 (+5 per minute, to a maximum of 285) gold and 100 (+5 per minute, to a maximum of 250) 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 Protections by 50, and Magical Protections by 60. |
Primal Fury | ||
Icon | Stats | Description |
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Health: 3000 + 250 per minute (with 20 Physical and Magical Protections +1 per minute, and 50% reduction on the Lifesteal from attackers) | One of the special types of furies in conquest. It is aggressive, and will attack anyone entering its leash radius. It has the ability called Burden of Dread that channels a spell on a single target that applies a stacking debuff every 0.5s. Each stack applies 5% reduced damage dealt. The Primal Fury can break player deployables that bar its path. Defeating it grants 115 (+5 per minute, to a maximum of 285) gold and 100 (+5 per minute, to a maximum of 250) 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. (stacks 3 times) |
Pyromancer | ||
Icon | Stats | Description |
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Health: 2250 + 250 per minute | The strongest defensive monsters in Conquest. It has an ability called Infernal Ritual that begins a 3s channeled spell. This spell can be interrupted during the 3s channel time by stuns, silence, 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 100 gold (+3 per minute) and 100 experience (+5 per minute) to each member of the team who lands the killing blow, and provides a fountain buff for 90s (upon exiting the Fountain, players gain +40% Movement Speed for 15s. Entering combat will immediately remove this buff). |
Fire Giant | ||
Icon | Stats | Description |
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Health: 7000 + 275 per minute (with 90 Physical Protection, 50 Magical Protection, and a 50% reduction on the Lifesteal from attackers)
8000 + 275 per minute (Enhanced) |
The strongest monster in Conquest. Its Basic Attacks can be ranged or melee and apply a debuff, reducing the target's healing by 40% and damage by 20%. Its abilities include:
Defeating it grants 150 gold (+6 per minute) and 200 experience (+5 per minute), 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 a more powerful "Fire Giant's Rage" buff. |
Arena[edit | edit source]
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 |
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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 |
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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 |
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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[edit | edit source]
Joust has an assymetrical jungle on each side of the map - left side is big and contains two Blue Buff camps , one XP camp and the Demon King camp in the middle of the jungle while right side contains one Red Buff camp, two Speed Buff camps and two XP camps.
Tree Demon | ||
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Icon | Stats | Description |
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Health: 320, 400 (xp camp) Damage: 5 |
Tree Demons are a jungle monster in Joust who can deal melee Physical damage. Defeating it grants a 6 gold and 16 experience, and 50 gold and 75 experience (XP camp). |
Tree Demon Buff Holder | ||
Icon | Stats | Description |
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Health: 1130 Damage: 32 |
A stronger version of the regular Tree Demons. Defeating it grants 65 gold and 185 experience and will cause it to drop a Speed Buff. |
Turtle | ||
Icon | Stats | Description |
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Health: 320 Damage: 5 |
Turtles are a jungle monster in Joust who can deal melee Magical damage. Defeating it grants a 6 gold and 16 experience. |
Turtle Buff Holder | ||
Icon | Stats | Description |
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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 |
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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. (75 experience xp camp total 150) |
Tiger Buff Holder | ||
Icon | Stats | Description |
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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. |
Demon King | ||
Icon | Stats | Description |
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Health: 2250 + 340 per minute. Damage: 140 |
The strongest neutral monster in Joust. This monster has 45 Physical Protections, 30 Magical Protections, and 75% reduction on Lifesteal from attackers. Its basic attacks are melee and do Physical damage. Defeating it grants the “Demon King's Might” buff to each living member of the team and will also disable the first defending structure of the enemy team for 90s. In 1v1 Duel, this monster has 600 less health and 7 less Protections. |
Siege[edit | edit source]
Siege's jungle is located in between its two lanes. Beyond their looks, both sections of the jungle are exactly the same.
Cyclops Brute | ||
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Icon | Stats | Description |
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Health: 90 + 65 per minute. | These are cyclops who use melee Physical basic attacks. Defeating them grants 20 gold and 40 experience. |
Cyclops Thief | ||
Icon | Stats | Description |
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Health: 90 + 65 per minute. | These are cyclops who use melee Physical basic attacks. Defeating them grants 20 gold and 40 experience. |
Cyclops Mage | ||
Icon | Stats | Description |
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Health: 90 + 65 per minute. | These are cyclops who use ranged Magical basic attacks. Defeating them grants 20 gold and 40 experience. |
Cyclops Buff Holder | ||
Icon | Stats | Description |
Health: 790 + 120 per minute. | A stronger version of the regular Cyclops. Defeating it grants 60 gold and 160 experience and will cause it to drop a special buff. | |
Wild Juggernaut | ||
Icon | Stats | Description |
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Health: - Damage: - |
The strongest neutral monster in Siege. Defeating it grants gold and experience to each member of the team who landed the killing blow. This will spawn a friendly Siege Juggernaut for that team. |
Clash[edit | edit source]
Clash has small jungles on the outside of each lane, as well as a small jungle between the lanes.
Baboon Mage | ||
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Icon | Stats | Description |
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Health: 180 Damage: 5 |
These are baboon who use melee Magical basic attacks. Defeating them grants 20 gold and 30 experience. |
Hyena Brute | ||
Icon | Stats | Description |
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Health: 180 Damage: 5 |
These are hyenas who use melee Physical basic attacks. Defeating them grants 20 gold and 30 experience. |
Baboon/Hyena 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. | |
Apophis | ||
Icon | Stats | Description |
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Health: 5600 Health per Min: 145/175 Damage: 140 |
The strongest neutral monster in Clash. This monster has 35 Physical and Magical Protections, a 50% reduction on the Lifesteal from attackers, and can break player deployables that bar 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[edit | edit source]
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.
Jungle Buff - Mana and Cooldown | |
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This buff grants +25 MP5 and 10% cooldown reduction.
This buff grants +15 MP5, 10% cooldown reduction and hitting an enemy god restores 2% of your missing mana once per ability. (Conquest) This buff grants +20 MP5 and 10% cooldown reduction. (Joust)
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Jungle Buff - Damage | |
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This buff increases Physical and Magical damage by 20%, +10 Magical Power and +5 Physical Power.
This buff increases Physical and Magical damage by 10%, +10 Magical Power and +5 Physical Power. (Conquest and Joust) This buff increases Physical and Magical damage by 25%, +20 Magical Power and +10 Physical Power. (Clash after 10 minutes)
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Jungle Buff - Speed | |
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This buff increases movement speed by 15%.
This buff increases movement speed by 5%, crowd control reduction by 10%, and provides a stacking 2% movement speed per jungle minion kill/assist. Stacks 3 times and last 15s. (Conquest)
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Jungle Buff - Void | |
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This buff reduces nearby enemy God's protections by 10 and provides 10% Attack Speed.
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Jungle Buff - Attack Speed | |
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This buff increases Attack Speed by 15%, Magical Basic Attack Damage by 15, and Physical Basic Attack Damage by 12.
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Shadow of Apophis | |
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This buff grants +50 Magical Power, +30 Physical Power, 4% HP5 and 2% MP5. Enemy gods hit by your abilities take damage equal to 2% of their max health over 4 seconds.
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Veil of Apophis | |
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This buff grants +70 Magical Power, +50 Physical Power, 4% HP5 and 2% MP5. Enemy gods hit by your abilities take damage equal to 3% of their max health over 4 seconds.
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Fire Giant's Might | |
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This buff grants +70 Magical Power, +50 Physical Power, 4% HP5 and 2% MP5, and also increases damage versus Towers and Phoenixes by 25%.
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Fire Giant's Rage | |
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This buff grants +100 Magical Power, +65 Physical Power and Regen 4% of your health and 2% of your mana every 5 seconds for the buff duration. Your damage versus Towers and Phoenixes is increased by 30% and you ignore 75% of Backdoor Protections.
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Demon King's Might | |
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This buff grants 4% HP5 and 2% MP5.
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