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, 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.

#### 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.

Physical Protection: 15
Magical Protection: 10
 Icon
Physical Power: 130 (+4)
Physical Protection: 30 (+1.5)
Magical Protection: 30 (+1)
 Icon
Physical Power: 120 (+2)
Physical Protection: 35 (+1.5)
Magical Protection: 35 (+1)
 Icon
Physical Power: 120 (+2)
Physical Protection: 35 (+1.5)
Magical Protection: 35 (+1)
 Icon
Physical Power: 120 (+4)
Physical Protection: 20 (+1.5)
Magical Protection: 20 (+1)
 Icon
Physical Power: 130
Physical Protection: 120
Magical Protection: 80
**Enhanced**
Health: 8275 (+350)
Physical Power: 150
Magical Power: 20
Physical Protection: 125
Magical Protection: 85
* Magma Blast: A line ability that slows by 80% for 1.5s, it then knocks up and deals 500 Magical damage.
* Ragnarok's Fury: An ability that summons several meteors at all gods in the area, dealing 81 (+1) Magical damage per boulder.
* Flames of Ragnarok: A permanent ability that surrounds the whole border with flames. Gods that walk through these flames will be dealt 26 (+1) Magical damage every 0.25s for 3s.
* Molten Pools: A ground target AoE created under each player that deals 225 Magical damage every 1s for 5s. (30s cooldown)

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.

 Icon
 Icon

### 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.

 Icon
 Icon
 Icon
 Icon

### 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.

 Icon
 Icon
 Icon
 Icon
 Icon
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.