Wild Rift 7.3 Jungle: Smite Upgrades and Camp Gold
Understand Wild Rift 7.3 jungle changes: scaling monster burn, 600 to 1400 Smite, 45-gold camp stacks, catch-up rewards, and lane penalties.

Wild Rift 7.3 changes jungle clearing, sustain, camp rewards, and Smite progression. This article uses Riot's global patch notes and replaces the earlier test-server preview. The normal Eco-system Protection bonus is 45 gold, and the catch-up reward is 70 gold; the older preview amounts no longer apply.
The New Monster Burn
Junglers gain a persistent true-damage burn instead of the former extra basic-attack and ability damage against monsters. Its damage scales with level and several build stats:
30–225 + 10% bonus AD + 12% AP + 20% bonus Armor + 20% bonus Magic Resistance + 3% bonus Health.
After attacks stop, the burn can continue for up to two more ticks. This gives tanks and casters scaling from their own purchases rather than making attack damage the only route to faster clearing. For example, 500 bonus Health contributes 15 damage to the listed burn formula; that is an arithmetic contribution, not a measured clear-speed increase.
Non-epic monsters deal 50% damage to champions with Smite. Junglers also receive 5–35 healing per second, scaling with champion level.
Healing Is No Longer on the Smite Button
Killing a large monster restores 100–260 Health to its killer, scaling with monster level and reaching the maximum at level 9. Casting Smite itself no longer heals.
Using Smite to finish a large monster can still result in kill-based healing. Using it without securing the kill does not grant the old immediate heal, which matters when choosing whether to contest a camp or enter a skirmish.
Eco-system Protection and Catch-Up Gold
Before the final upgrade, a Smite user gains one stack every 20 seconds, up to three stored stacks. Clearing a camp consumes one available stack for 45 bonus gold.
The reward becomes 70 gold when both conditions are met: your team's gold is below 90% of the opposing team's total, and your own gold is at most 95% of your team's average. Being personally behind is not sufficient if the team condition fails.
Monster gold no longer scales over time. Treat the new bonuses as part of a redistributed jungle economy, not as extra income added on top of all previous rewards.
Smite Reaches 1,400 Damage
| Progress | Monster damage | Additional changes | | --- | ---: | --- | | Starting Smite | 600 true damage | Build Eco-system Protection progress by consuming stacks | | 8 total stacks consumed | 1,000 true damage | First upgrade | | 20 total stacks consumed | 1,400 true damage | Stacks arrive every 30 seconds; each camp grants 20 extra gold; gain jungle and river movement |
After the final upgrade, the movement bonus is 5% in jungle and river, rising to 10% out of combat. Progress depends on stacks actually consumed; eight or twenty monster kills alone are not the stated requirement. There is no guaranteed upgrade minute.
Lane and Jungle Experience Penalties
Smite users receive 30–100% lane experience, increasing each minute until full experience at 15:00. An additional rule halves lane gold and experience if lane gold exceeds 40% of monster gold; that extra restriction ends at 12:00.
The denominator matters. If you have earned 2,000 gold from monsters, lane gold above 800 meets the stated condition. This is not a threshold of 40% of total personal income.
Champions without Smite receive 50–80% monster experience, increasing over time until the 80% level at 12:00. Taking a camp can therefore have different team costs depending on who clears it.
Objectives and Build Implications
Monster durability now follows the average level of all champions instead of elapsed time. Epic-monster stats and Baron rewards also change, so familiar objective finishing thresholds need to be checked alongside the enemy jungler's upgraded Smite.
Shimmering Spark and Searing Crown are removed. Sunfire Aegis remains a Health-and-Armor burn item, but a tank jungler now gets a scaling clear tool from Smite itself. Choose early items for survival, control, and fight value as well as clear speed.
The turret and minion update explains how a won objective can become lasting lane pressure. See the 7.3 overview for the item and rune changes that accompany this system.
Choosing a champion for the new jungle? See why Nunu and Rammus are among our best junglers in Patch 7.3.
