Can you jungle in smite
One of the strongest monsters in Conquest. 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. The Gold Fury can break player deployables that block its path. 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. The Oni Fury can break player deployables that block its path.
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. The Primal Fury can break player deployables that block its path. This effect stacks up to 3 times. The strongest defensive monster 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. Entering combat will immediately remove this buff.
The strongest monster in Conquest. Flames of Ragnarok: A permanent ability that surrounds the whole border with flames. Molten Pools: A ground target AoE created under each player that deals Magical damage every 1s for 5s.
One of the three neutral monsters in Arena. Defeating it grants gold and experience and will cause it to drop a Mana buff. Defeating it grants gold and experience and will cause it to drop a Damage buff. Defeating it grants gold and experience and will cause it to drop an Attack Speed buff. Tigers are a jungle monster in Joust who deals melee Physical damage. Defeating it grants a 13 gold and 75 experience. Turtles are a jungle monster in Joust who can deal ranged Magical damage.
Defeating it grants a 6 gold and 16 experience. A stronger version of the regular Turtles. Defeating it grants 65 gold and experience and will cause it to drop a Mana buff. Defeating it grants a 13 gold and 22 experience. A stronger version of the regular Tigers. Defeating it grants 65 gold and experience and will cause it to drop a Damage buff. The strongest neutral monster in Joust. Its basic attacks are melee and do Physical damage. Tanks will also be able to jungle at this point, so long as they can output enough damage through their abilities to make the kill occur quickly.
After level 10, basically any god can go into the jungle to secure a buff. Players should be able to output enough damage quickly to secure a jungle buff within a few seconds.
A group of people can also consider taking down a Gold Fury at this point, so long as they have a tank around or have sufficient life leech. Arachne excels at this thanks to her life leeching.
At level 15 and above there should be nothing stopping your character from obtaining a jungle buff. Gold Fury will be soloable by many characters and the Fire Giant is doable in a group. At this point though, the buffs become less useful, as your items will already be giving you massive amounts of bonus stats that going out of your way to grab the buff may be a waste of time.
If you are passing by one that is up however, there is no reason to not grab it. Upon reaching level 20 every god in the game can easily jungle and secure any buff they want aside from Fire Giant. Fire Giant will still require a small group, or someone with high enough attack speed and life leech to counter the large amounts of damage they output. Hunter and assassin gods tend to be best at this.
Many others can pull it off as well. An easy test to see if you are ready, is to engage him and check to see if your leeching more health than he is taking away. If you are, then you can solo him just fine. If not, simply run away. So what do you really do in the jungle? It can't be as simple as just killing creeps and grabbing buffs. While there is a technique to it and it is fairly simple, it might not seem the most obvious at first.
For the most part, junglers should start near the shorter lane on the map, thus able to help out the solo lane grab a quick blue buff before the match — or start at one of the furies near the middle of the map to help your mid-lane partner grab some extra exp and gold. Afterwards, the route of the jungler will vary based upon the god you have chosen. Contesting the Mid Furies You can see how fights can easily occur at the mid furies. A competent mid will make sure that they never stay alive for long, even if you are away, but it is still very possible that the enemy mid and jungler will appear to fight you.
These fights you up to you. It all depends on the circumstances. Your skill and your mid's skill, you and your allies' health and mana level, possible reinforcements, god combinations and synergy, are all factors to take in. Remember, dying is always worse than losing farm. Typically, when one middle camp is alive, so is the other.
You could always simply take the other camp, and leave the confrontation as a draw. But if you're forced to leave them, just stop wasting time and try to get your farm somewhere else. Respawn Time Mid camps take 2 minutes to respawn.
Get them as often as you can. Mid camps are tricky yet are of utmost importance, and they will be the most common kind of camp you will fight for. However, you can also apply the rules for contesting mid camps to normal jungle camps. Honestly, your best bet is to hit the camps with a moderately damaging ability, use Hand of the Gods to instantly clear them, and run away. Fighting in the mid camps relies on so many variables you can't control that you're better off in most cases to not risk a confrontation.
And here is what happens most of the time: You get to a mid camp, attack it, HoG it, leave. Or if you're driven away or are slightly late, you get to the other one, HoG it, leave. No confrontation, nothing, because a draw is way safer than a potential double kill. That's my advice. Contesting mid camps? But if you absolutely have to, try to limit the enemy's options. If you manage to successfully attack or drive off the enemy mid or jungler or support, you got yourself one mid camp and potentially two.
For example, at the mark, the mid camps are set to respawn in about 15 seconds, so you attack the enemy mid. You can't kill him, but you make him recall as well as pushing the wave, maybe forcing the enemy jungler to go to the other mid camp, perhaps wasting his time, and potentially slowing him down so you can get over there and steal it.
Remember, there are two sets of mid camps, and two sets of three players to remember, the jungler, the mid, and the support. A preemptive strike on any of them will help you and your allies secure the mid camps Not many junglers can do this, and when it does happen, it's pretty rare. Basically, a tower is vulnerable and you are called to attack or defend it. This is fairly simple, if difficult, but you must play to your strengths.
Don't expect Mercury to save a tower, but he sure as hell can take one down. Athena is a bit better at clearing, and decent at attacking if she gets Polynomicon. It's usually better to prevent this kind of situation from happening in the first place. Generally speaking, if someone is losing a tower, go and help that lane. Simple as that. Jungling requires the ability to keep up in terms of levels and gold gain while also assisting your team whenever you can.
You will move a lot, which is why it is extremely important to be fast. Clear fast, move fast, gank fast. Moving fast is especially important, not only because you will give the enemy less time to react if they spot you, but because part of jungling is putting pressure on the lanes. The goal, metaphorically speaking, is to make them scared of a vague threat to keep them from putting a hand in the cookie jar.
In other words, SMITE is exactly like preschool, complete with screaming children and public urination. If they know that you are as slow as a slug, them will not fear you.
The jungler is debatably the most difficult position on the team. You have to juggle the needs of all three lanes while making the most efficient use of your time as possible. It's a high-stress job, no doubt about it. Do not take your teammates' requests as commands. You are not a gofer, you are a jungler who has better things to do than babysit. Use your best judgement, and keep a cool head.
You will encounter raised tempers and awful teammates. However, you will not lose your temper or hamper their game. If worst comes to worst, do not mute them and help them like you would any member of your team. Nothing is worse for a team than a lack of cooperation and communication. Communication is incredibly important.
You need to make sure that your team understands what you are doing, and every second you type a message in all caps in chat in hopes of them paying attention is another second where you could be farming or ganking or whatnot. The Purpose of Ganking Despite what you may think, ganking does not always mean killing an enemy god.
The entire point of ganking is to put pressure on the enemy team. Yes, you often do this by killing them, and killing them is often the best possible result, but sometimes, you might just lower their health enough to scare them into recalling. Either result accomplishes the goal of slowing their farm and restricting their actions.
Types of Ganking Defensive Ganking : This kind of ganking is a response to enemy action. Let's say the enemy is getting frisky on the duo lane's tower; that's your cue to get over there and kill them.
Or maybe Bakasura was seen headed to solo lane, get there quickly, and you can turn the tables on him after he burned all of his abilities on your solo laner. This is the safest kind of ganking.
Offensive Ganking : This is the complete opposite of defensive ganking. You want to push but the enemy has put too much pressure on your lane. Your job is to remove that pressure by going to that lane and killing as many people as you can, freeing your team to do stuff.
This is pretty risky. Both types are ganking are similar, but have different purposes. Some gods are better with one type of ganking than others. For example, Fenrir is really good at offensive ganking, but Guan Yu excels at defensive ganking. When and When Not to Gank Ganking is inherently risky; if you do not accomplish anything, you have wasted your time and are falling even further behind the rest of the team.
So ideally, I'd like to say that you should gank only when you think you can secure a kill. Quite simply, if you think you will lose that confrontation, don't do it. I don't care if you will stall a tower's demise for a few seconds, don't walk into almost-guaranteed death and become a liability to your team.
However, there are times where you will not be likely to secure a kill, and success comes with a coin toss. Like fighting an enemy with full health, or harassing the solo lane while they are a few levels higher than you. In this situation, there is little advice I can give except to play well and use your best judgement. Just ignore them.
It's better to have than Keep your chin up and remember that taking care of these morons is your responsibility. Dealing with Wards Wards are a major pain to a prospective ganker. If they can see you coming, your chances of success are drastically reduced.
The problem lies with dealing with these wards, which might not even exist! Firstly, take a look at your target's kit. If they have an Eye of Providence, you can be assured that there are at least a few wards. But often, countering wards is quite risky. You can buy a Sentry Ward, and place it, only for nothing to result of it. This is the most painful part - you must rely solely on your intuition, experience, and the reactions of your enemies.
If the enemy seems to react directly to your presence, then there is a good chance there might be an enemy ward or two. The best way to deal with this short of a Sentry Ward is forcing the enemy to go forward. Tell the your allied laner to fall back, or to stop pushing. This will force the enemy to either lose experience or go forward, forcing them further from their tower and giving your a larger opportunity to gank. What if I Can't Gank?
Don't worry, there are other ways of putting pressure on lanes. For mid lane, you can try to control the mid camps by sitting there and instagibbing them the moment they respawn. Untested Idea For the side lanes, you can camp the lane. Just go there and make a half-hearted pass.
Then, in a few moments, do it again. Create a free Team What is Teams? Learn more. How do you jungle in Smite? Ask Question. Asked 6 years, 5 months ago. Active 5 years, 2 months ago. Viewed 4k times. Some information I'm looking for is: Starting strategy Things to keep an eye out for Mid-game role Late-game role Tactics to handle team fights Anything else worth mentioning. Improve this question. Community Bot 1. Ellesedil Ellesedil 4, 7 7 gold badges 42 42 silver badges 80 80 bronze badges.
Just a question, are you taking out there lanes so they cant get it or are you taking out your buffs so your team doesnt need to spend time to get the buff by kill the monster who stands with the buff? Add a comment. Active Oldest Votes. What do do as jungler? Its also your task to call for a Gold Fury or Fire Giant attempt. I am sure there are a lot of other approaches but these are the most common ones. Item build Your build is important too, some people start with a gold item and a damage potion which is gold.
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