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Deity Da ji Jungle

Jungler Conquest
5 0 111
8.3
by lestimics updated August 24, 2026

Smite God: Da Ji

Build Guide Discussion 0 More Guides
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Da Ji Build

Started build

Notes Bumba's Cudgel provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 0,75 second.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bumba's Cudgel provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 0,75 second.

Health Potion HP sustain for the jungle and enemy poke.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bumba's Cudgel Bumba's Cudgel
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Bumba's Hammer provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 1 second. It's really good for making combos with your skills and basic attacks.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Barbed Carver is a very aggressive item that gives you a lot of strength, lifesteal and extra ability damage.

Heartseeker Pure item to do a lot of damage, giving you more damage the more strength you have.

Titan's Bane is a very important item for damaging tanks and gods with a lot of defense.

Blinking Abyss You can teleport in front of you, perfect to do an engage or escape quickly.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Notes

Bumba's Hammer provides you with health and damage, in addition to its passive which makes your next basic attack after an ability deal more damage and reduces the cooldown of your abilities by 1 second. It's really good for making combos with your skills and basic attacks.

Jotunn's Revenge is very important thanks to the strength and cooldown reduction it offers, allowing you to use your abilities more often.

Hydra's Lament gives you a lot of strength, but most importantly, the passive ability makes your basic attacks do more damage after you use your abilities,perfect for combos between abilities and basic attacks.

Barbed Carver is a very aggressive item that gives you a lot of strength, lifesteal and extra ability damage.

Heartseeker Pure item to do a lot of damage, giving you more damage the more strength you have.

Titan's Bane is a very important item for damaging tanks and gods with a lot of defense.

Blinking Abyss You can teleport in front of you, perfect to do an engage or escape quickly.

Purification Beads gives you CC's immune when you use.

Bifrost Shard gives you a free ward that lasts 90 seconds. It is useful for early ganks from the enemy jungler.

Build Item Bumba's Hammer Bumba's Hammer
Build Item Jotunn's Revenge Jotunn's Revenge
Build Item Hydra's Lament Hydra's Lament
Build Item Barbed Carver Barbed Carver
Build Item Heartseeker Heartseeker
Build Item Titan's Bane Titan's Bane
Build Item Blinking Abyss Blinking Abyss
Build Item Bifrost Shard Bifrost Shard
Build Item Purification Beads Purification Beads

Situational Items

Notes The Reaper is very versatile thanks to the strength, direct penetration and lifesteal it provides, in addition to the passive that heals you with assists and kills.

Notes

The Reaper is very versatile thanks to the strength, direct penetration and lifesteal it provides, in addition to the passive that heals you with assists and kills.

Build Item The Reaper The Reaper

Situational Relic

Notes Aegis of Acceleration If the enemy team has practically no crowd control, it's a good option to avoid a burst damage by becoming immune to damage.

Blink Rune You can start with this relic, then upgrade it to an item and buy the Purification Beads so you can play more aggressively.

Notes

Aegis of Acceleration If the enemy team has practically no crowd control, it's a good option to avoid a burst damage by becoming immune to damage.

Blink Rune You can start with this relic, then upgrade it to an item and buy the Purification Beads so you can play more aggressively.

Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Blink Rune Blink Rune

God Aspect De-Activated

Aspect of Ferocity

Horrible Burns no longer burns but provides Lifesteal and lasts for a short duration. One Thousand Cuts fires 2 swings, increasing at Attack Speed thresholds and deals Attack damage. Trickster Spirit does less damage but provides an Attack Speed buff.

Da Ji's Skill Order

Horrible Burns

1 X Y
Horrible Burns
1 8 11 12 14

One Thousand Cuts

2 A B
One Thousand Cuts
2 4 6 7 10

Trickster Spirit

3 B A
Trickster Spirit
3 15 16 18 19

Paolao

4 Y X
Paolao
5 9 13 17 20
Horrible Burns
1 8 11 12 14

Horrible Burns

1 X
While active, your next successful Attack will Slow, deals bonus Physical Damage, and Physical Damage every 1s.
  • The nearest enemy god below a health threshold is marked, reducing this ability's cooldown rapidly.
  • Hitting a marked enemy god with this ability permanently increases its damage.
Damage: 30 / 60 / 90 / 120 / 150
Damage Scaling: 20% Strength
Damage Per Tick: 20 / 25 / 30 / 35 / 40
Damage Scaling Per Tick: 10% Strength
Bonus Damage Scaling: 1% Strength
Slow: 15 / 17.5 / 20 / 22.5 / 25%
Debuff Duration: 3s
Enemy Health Threshold: 30%
Cooldown: 9s
Cost: 50

Additional Notes:
  • While active, you gain Haste.
One Thousand Cuts
2 4 6 7 10

One Thousand Cuts

2 A
Strike enemies ahead of you 4 times, dealing Physical Damage.
  • While channeling you gain Movement Speed and Mitigate Damage dealt by enemy gods behind you.
  • Additionally you are Slow Immune and Immune to strafe and backpedal movement penalties.
Damage: 30 / 42 / 54 / 66 / 78
Damage Scaling: 35% Strength
Movement Speed: 30%
Damage Taken Reduction: 20 / 25 / 30 / 35 / 40
Range: 3.2m
Cone Angle: 180 degrees
Cooldown: 11s
Cost: 60 / 65 / 70 / 75 / 80
Trickster Spirit
3 15 16 18 19

Trickster Spirit

3 B
Teleport to a target character or ward after a short delay, dealing Physical Damage in an area.

Damage: 60 / 95 / 130 / 165 / 200
Damage Scaling: 70% Strength
Range: 8.8m
Radius: 1.6m
Cooldown: 15s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Your rotation before the Teleport will determine where you are facing around the target location.
Paolao
5 9 13 17 20

Paolao

4 Y
Rise onto your Paolao for up to 5s and fire 3 ensnaring chains. Chains deal Physical Damage, Cripple and Vortex enemy gods towards the Paolao.
  • After 3 shots or on canceling this ability, you can Leap to a target location.
  • Hitting a chained enemy a second time increases the Vortex strength.
  • If a chained enemy reaches the Paolao, they are Stunned and take Physical Damage.
  • Enemies near the Paolao also take Physical Damage every 0.25s.
Damage: 100 / 125 / 150 / 175 / 200
Damage Scaling: 60% Strength
Damage Per Tick: 10 / 15 / 20 / 25 / 30
Damage Scaling Per Tick: 5% Strength
Stun Duration: 0.5s
Range: 12.8m
Radius: 1.6m
Pulse Radius: 3.2m
Cooldown: 120s
Cost: 50

Additional Notes:
  • You are CC Immune while using this ability.

Da Ji Threats

Tap each threat level to view Da Ji’s threats

Max
0
Major
1
Even
1
Minor
1
Tiny
0

Da Ji Synergies

Tap each synergy level to view Da Ji’s synergies

Ideal
0
Strong
1
OK
1
Low
0
None
0

Introduction

Hi, this guide is brought to you by lestimics. I started playing Smite 1 on PC in 2014. I've been playing competitively since 2020 and have been a professional Smite player from 2021 to 2023. I've played on different teams like JustF6, Gilded Gladiators or Tartarus Titans.

You can check out the SmiteVOD YouTube channel where my recorded professional games are. I've peaked at 3500 MMR GrandMaster/Masters in Ranked Conquest on the PC platform every season since 2018. I've also done Smite Masters (LAN) 4 times in 2022, so I really think I have the knowledge to guide on the Jungle role in SMITE 2.

I hope you find this guide as a useful learning resource for playing Da Ji as Jungle.

Here are my socials:

Abilities

Da Ji's Abilities


Passive - Torture Blades

Basic attacks and all abilities except the ultimate Paolao deal bleed damage to the enemy when you hit them.

The more strength you have, the more damage you will do with this bleeding.


Ability 1 - Horrible Burns

When you activate this ability, your next successful attack will apply a slow and deal bonus damage. While active, you gain haste (You don't have a movement penalty when you hit basic attacks).

When you apply this damage, you mark an enemy, reducing your cooldowns and increasing the damage dealt to the marked enemy. You have to use this ability as if you had a more powerful basic attack than normal.


Ability 2 - One Thousand Cuts

Strike enemies ahead of you 4 times, dealing damage. While channeling you gain movement speed and mitigate damage dealt by enemy gods behind you. Additionally you are slow Immune and Immune to strafe and backpedal movement penalties.

It's your main ability to clear the jungle and deal damage, the most useful aspects are the damage and movement speed it gives you, and those immunities.


Ability 3 - Trickster Spirit

Teleport to a target character (they can be minions or gods, both enemies and friends) or ward after a short delay, dealing damage in a small area.

Depending on where you're facing before teleporting, you'll appear in a different position. If you're facing forward, you'll appear facing forward, and if you're facing backward, you'll appear behind your opponent. It's usually better to appear behind.


Ultimate - Paolao

Da Ji become immune to the cc and rise onto your Paolao for up to 5s and fire 3 ensnaring chains. Chains deal damage, cripple and vortex enemy gods towards the Paolao.

After 3 shots or canceling this ability, you can leap to a target location.
Hitting a chained enemy a second time increases the vortex strength.
If a chained enemy reaches the Paolao, they are stunned and take damage.

If you want to do the maximum possible damage to an enemy, use the 3 chains towards him to apply the stun and extra damage.


Example Combos:


To clear the jungle most efficiently, you always use One Thousand Cuts or basic attacks with Trickster Spirit (You can teleport through jungle walls, it's very useful for farming better) and Horrible Burns.

To attack or gank an enemy, the best strategy is to try to get behind them or use Blinking Abyss to close the distance. You can use Trickster Spirit to position yourself behind him > Horrible Burns If the enemy dashes or tries to hit you, you can use One Thousand Cuts to deal damage and gain movement speed to dodge basic attacks and abilities. You can also use Paolao if you need immunity or to avoid taking damage and deal very good damage (Keep in mind that if they have Purification Beads, they can easily escape your ultimate, although you'll still be dealing damage).

Best combos with skill and auto attacks: Trickster Spirit > auto attack > Horrible Burns auto attack > One Thousand Cuts. Trickster Spirit > Paolao.

In the late game you have to be very careful because you can get one-shotted quickly. A play you can make to avoid this is: use Horrible Burns from a distance > Blinking Abyss next to them to hit an auto attack and instantly ult Paolao. This will apply enough damage to kill or force relics without taking too many risks.

How to play Da ji

Gameplay Start / Early Game
  • Start at the Fire Giant side in the lane. You have to start on the scorpion leveling up your Horrible Burns You just have to hit basic attacks (In all buffs and camps, it's important to execute skill combos and basic attacks well to gain a time advantage over the enemy jungler) and then go to the red buff in which your mid laner will help you do it so you can get this buff and go to the cyclopede camp next door, then you have to go to the harpy camp next to the speed camp, and then do the speed camp, your mid laner will help you set up the cyclopede camp in front of the speed lane that way you'll both reach level 3, then you'll both go to the middle lane.

  • Now, whoever wins the minion wave pressure decides whether to go to the neutral buff camp or the Gold Fury vision harpies, to gain pressure, you can use your abilities to push faster or attack the enemy mid or jungle, communicate with your midlaner what you want to do, If you want to push quickly, you can position yourself sideways in the minion wave and hit them all with One Thousand Cuts. In the early levels, Da Ji doesn't do much damage, but if the enemy outpositions themselves, you can take advantage with your slows and get a kill or force a relic Trickster Spirit > Horrible Burns > One Thousand Cuts if you win this pressure, it's best to take the neutral buff. Now you have several options: you can try to gank the solo lane, but if you really think you'll get the kill, it depends on the enemy god they have and how they're positioned, because if he is under the tower, it's very difficult to get the kill. You can also go back to mid to do another minion wave and keep pressuring mid, then move to the duo lane to look for a gank, or you can farm your harpy Camps. Even after that, you can do a small gank on another lane before backing.

  • After backing, buy what you can from the shop and you'll have two options again. You can look for a duo gank, which should respawn the enemy purple buff so you can invade it with your adc and support. Or you can go solo to kill the stones that respawn in the fire zone and possibly invade the blue buff in the solo lane. Keep in mind that these stones are quite tanky and you'll need help from your solo or mid laner, plus the enemy team won't let you kill them easily, so there will probably be a small teamfight (This option is the most profitable and the best). You can also try to gank the solo before this to leave the opposing solo lane with low health so they can't fight the rocks.

  • After this your entire jungle will spawn, so it's a good time to farm and finish your first item completely and think about what you're going to do next.

  • Remember to buy wards to gather information on the location of the opposing team and the movement of the enemy jungler.

Mid Game:
  • At this point of the game, which is roughly between 7:00 and 18:00 minutes. After you finish farming your jungle, the neutral mid buff and the Gold Fury vision harpies reappear, so try to do them with your midlaner. After this, it's important to look for a gank in one of the lanes because the pressure you apply is very important.

  • The jungle role is one of the most important because you have the ability to put your team ahead. If you go to any lane, you can not only get some kills but also create pressure, and the relics you force are very important for your teammates.

  • Tips for ganking lanes: For example, if you gank the solo lane, they're usually warriors and guardians who are quite tanky, so I recommend ganking more in the first few minutes of the game because they don't have much defense and you can get the fire stones, which give a lot of experience and permanent strength. If you're going to gank the duo lane, the most important thing is where the enemy adc is positioned, rormally, if he is more or less in the middle of the lane, it should be an easy kill, but it's quite common for them to have wards. Teamfights in the mid lane are usually quite dangerous because the support is often there and can easily force you to use Purification Beads. Furthermore, if you manage to get a kill or apply a lot of pressure in the lanes, you can kill the Gold Furys or the Pyromancer, which are very important thanks to the experience and gold they grant.

  • As for the way to use the skills: If you want to gank a lane the best strategy is to try to get behind them or use Blinking Abyss to close the distance. You can use Trickster Spirit to position yourself behind him > Horrible Burns If the enemy dashes or tries to hit you, you can use One Thousand Cuts to deal damage and gain movement speed to dodge basic attacks and abilities. You can also use Paolao if you need immunity or to avoid taking damage and deal very good damage (Keep in mind that if they have Purification Beads, they can easily escape your ultimate, although you'll still be dealing damage).

  • It's also important to constantly farm your jungle, clearing your harpies, and very important to be ready as soon as your speed buffs, the red buff and the scorpion, appear, because they are the ones that give the most experience and the buffs they drop are very important (the scorpion drops a global map ward that reveals all gods for 1 second, very useful if you don't know where they are).

  • It's important to pay attention to the objectives. The beacon that appears in the middle is crucial, group up with your team to secure it, as the nagas that spawn are very useful. For this, try picking someone in the jungle or play with your team. When there are teamfights with many gods, it's usually difficult to get in and deal good damage, but your ultimate Paolao is very good in these situations, allowing you to deal damage and crowd control without taking damage yourself.

Late Game:
  • At this point in the game, which is around minute 18:00-25:00, your job is to try to pick an enemy carry or be prepared to enter teamfights in a way that allows you to do as much damage as possible.

  • To achieve this, you need a large number of wards around the map to know where the enemy team is at all times, in addition to your frontline doing a good job applying crowd control and damage so you can engage them in the best possible way.

  • If your team pulls the Fire Giant, you don't usually need to attack it unless your team doesn't have much dps. The best thing you can do is about look for someone by going to the sides and trying to kill the adc, mage, or jungler, Trickster Spirit > auto attack > Horrible Burns auto attack > One Thousand Cuts. You can also wait for your team to apply enough CC and damage to all go in together Trickster Spirit > Paolao.

  • In games that go very late, you have to be careful because you can easily get one-shotted, so you have to play calmly and wait for your frontline to apply their crowd control so you can take advantage of it. It's important to know about enemy relics, because for example, if they don't have Purification Beads you can apply your slows and your vortex of your ultimate Paolao more easily.

  • The moment you have the fire giant buff, the sieges on the Phoenix begin. Here you have to play calmly, without doing any crazy engages, trying to pick someone and be able to ult multiple enemies and you team can poke the Phoenix little by little, you can also be in the mid zoning and creating pressure so that they come to defend you, thus giving your team a better opportunity.

  • If the enemy has the fire giant and it is your turn to defend the Phoenix, you have to be in a group with your team and defend under the Phoenix, being careful with the picks.

  • Constantly call for all information, when you engage try to be followed by your team, always be sure of your decision making.

  • Remember to wards all the zone on fire giant and when you are sieging you need wards too.

How to ward as Jungle

White circles: Vision Ward
Green circles: Sentry Ward

Early/Mid Game

Here you can see the best spots to ward as a Jungle.

These wards will help you to know where the enemy jungle and the rest of the team is moving.


High Pressure Game

These wards are when you have a lot of pressure and you want to invade buffs. Remember to call your team that you want to invade so they can help you.


Late Game

These wards are for fire giant teamfights. Remember that you can only have 2 wards active at the same time, so you will need help from your team to ward the entire area from the fire giant.


Siege/Defense Phoenix

These wards are very important when it comes to sieges and defending phoenixes. In this case, the wards are the same whether you defend or attack.
This wards are important because mages often cast abilities through walls, you will be able to react better to their abilities.

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