This post aims to provide players who are new to SMITE a quick overview of useful resources on SMITEFire which will help them understand the basics of the game as well as the different maps and roles within it. If you feel any useful resources are missing or any of the included resources should not be in the list, feel free to comment below. For an introduction to SMITEFire as a website (rather than SMITE as a game), refer to this guideinstead.
Basic Terminology
* all credit to Branmuffin17 for providing the list.
Gods & Roles:
ADC: Attack Damage Carry. Refers to a god (usually a Hunter) whose main form of attack is the basic one, and whose effectiveness usually peaks late-game, from having a full item build centered around max damage potential. Starts with the Support in Duo Lane.
Carry: To deal large amounts of damage and acquire many kills for your team. Some also use it as a substitute for Hunter, gold and item dependent gods that can be quite dangerous at later stages of the game.
Hyper-Carry: The extreme pinnacle of a carry. Able to absolutely demolish an enemy team given the right opportunity.
Jungler: A role usually played by an Assassin, whose main job is to farm jungle camps and roam, staying on the move to shift balances of power in favor of their team.
Tank: generally of the Warrior or Guardian class, built mainly with protection items. Generally plays the Support role. Also refers to someone who attempts to take the brunt of incoming damage to protect squishy teammates.
Bruiser: generally of the Warrior or Guardian class, built with both protection and damage items.
Squishy: Low HP / protection gods (usually Assassins, Hunters, and Mages)
Magical (gods):Guardians and Mages
Physical (gods):Assassins, Hunters and Warriors
Gameplay Elements:
100-0: To attack and kill a healthy enemy, usually by surprise and with burst damage.
Backdoor: To sneak behind enemy lines / tanks to attack the more vulnerable gods
Dive / Tower-Dive: To attack an enemy underneath their tower to attempt to secure a kill, while understanding that you will be taking potentially heavy damage from the tower
Farm: Pertaining to how quickly someone earns gold and XP.
Feed: When someone dies multiple times to their enemy, providing them with easy gold / XP and allowing them to be significantly stronger
FG:Fire Giant
Focus: To target a specific enemy in a teamfight
Gank: To attack an enemy while they are off-guard in hopes of getting a kill. Typically pertains to gods from other lanes, or the Jungler.
GF:Gold Fury
Harass: Attacking enemy gods while in the laning phase, in order to bring their health down to set up a kill or force them out of the lane.
Initiate: To be the first to engage in a fight
Invade: To attempt to contest a jungle objective that an enemy team is trying to get.
Nuke: To deal burst damage, often as an AOE and at distance
Overextend: To be in an unsafe location too far into enemy territory, which makes them prime targets for ganks
Poke: A form of harass using long-range attacks to cause small / moderate damage in order to weaken the enemy while keeping a safe position
Split-Push: To push in two different spots at once in an attempt to destroy an objective.
Sustain: Ability to heal self and/or allied Gods, which can be useful in dealing with poke damage.
Ability / Stat Terms:
AOE: Area Of Effect. Refers to abilities that have the ability to hit an area, rather than a single target.
Base Stat: Statistics of a specific God or Ability at level 1.
CC: Crowd Control. An effect from an item or ability that limits or prevents an opponent from moving or taking action. Examples include slow, cripple, freeze, and silence.
CCR: Crowd Control Reduction. Stat usually granted by items, which reduces the time that you're affected by enemy Crowd Control.
CDR: CoolDown Reduction. Usually from items, this reduces the time it takes for your abilities to become available again after previous use.
DoT:Damage Over Time. After an attack connects, an effect continues to deal extra damage for a set period of time.
HP5: Health (Hit Points) regenerated per every 5 seconds
MP5: Mana (Mana Points) regenerated per every 5 seconds
RNG: Random Number Generator. Term used for effects (especially crit items) that have a percent chance to activate. Sometimes frowned upon as this brings a bit of luck into an otherwise skill-based game.
Penetration ("Pen" for short): A stat that helps bypass an enemy's inherent or item-based protection. Applies only to the god using an item with that stat.
Protection Reduction: A debuff stat that helps bypass an enemy's inherent or item-based protection, be it magical or physical. Since it debuffs the target, it applies to all gods with that type of damage attacking the target.
Scaling: Refers to how much a certain statistic (e.g. damage of an ability, health of a God) increases per level.
True Damage: damage that bypasses all enemy protections. Can be provided by abilities, or in rare cases where items provide enough penetration against low protection enemies
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Thanks to Janitsu for the signature!
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