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Ares - Support through Punishment S3

0 0 31,205
by GeNeReDeR updated April 21, 2016

Smite God: Ares

Build Guide Discussion 4 More Guides
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Ares Build

Conquest/Joust

Build Item Shoes of the Magi Shoes of the Magi
Build Item Sovereignty Sovereignty
Build Item Heartward Amulet Heartward Amulet
Build Item Mystical Mail Mystical Mail
Build Item Void Stone Void Stone
Build Item Rod of Tahuti Rod of Tahuti

Arena/Clash

Build Item Shoes of the Magi Shoes of the Magi
Build Item Mystical Mail Mystical Mail
Build Item Void Stone Void Stone
Build Item Witchblade Witchblade
Build Item Rod of Tahuti Rod of Tahuti
Build Item Pythagorem's Piece Pythagorem's Piece

Conquest Start

Build Item Watcher's Gift Watcher's Gift
Build Item Shoes Shoes
Build Item Ward Ward
2
Build Item Multi Potion Multi Potion
3

Relic Options

Build Item Sundering Spear Sundering Spear
Build Item Cloak of Meditation Cloak of Meditation
Build Item Heavenly Wings Heavenly Wings
Build Item Cursed Ankh Cursed Ankh

Ares's Skill Order

Shackles

1 X Y
Shackles
2 7 8 10 11

Bolster Defenses

2 A B
Bolster Defenses
4 15 16 18 19

Searing Flesh

3 B A
Searing Flesh
1 3 6 12 14

No Escape

4 Y X
No Escape
5 9 13 17 20
Shackles
2 7 8 10 11

Shackles

1 X
Chains extend from Ares' shield, doing damage to all enemies in its path. Hitting a god shackles them to Ares, Cripples them, preventing movement abilities, dealing the same damage every second while slowing them by 15% and buffing Ares. While shackled, Ares can fire another chain for free within 2s. Jungle Camps take an extra +40% damage.

Ability Type: Line, Cripple, Damage
Minion Damage: 70 / 90 / 110 / 130 / 150 (+15% of your Magical Power)
God Damage per Tick: 20 / 40 / 60 / 80 / 100 (+15% of your Magical Power)
Speed Buff per Target Shackled: 15%
Duration: 4s
Max Shackles: 3
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
Bolster Defenses
4 15 16 18 19

Bolster Defenses

2 A
Ares strengthens the defenses of himself and all nearby allies for 6s, granting Basic Attack Damage, Protections, HP5, and reducing Crowd Control durations. For each shackled enemy, the Protection Buffs are increased.

Ability Type: Circle, Buff
Protections: 20 / 25 / 30 / 35 / 40
CC Reduction: 30%
HP5: 25 / 30 / 35 / 40 / 45
Shackle Bonus: 7
Radius: 35
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 15s
Searing Flesh
1 3 6 12 14

Searing Flesh

3 B
Flames pour forth from Ares' shield, engulfing enemies in a cone in front of him causing damage every .5s for 4s. Ares is immune to Knockback for the duration.

Ability Type: Cone, Damage
Damage Per Tick: 15 / 20 / 25 / 30 / 35 (+7% of your Magical Power)
% Max Health Per Tick (Gods): 1 / 1 / 2 / 2 / 3%
% Max Health Per Tick (Minions): 4%
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 12s
No Escape
5 9 13 17 20

No Escape

4 Y
Ares throws chains out to all enemy gods in an area around him. All enemies hit by the chains are pulled to Ares after 2.5s, taking damage and are stunned.

Ability Type: Area
Damage: 200 / 275 / 350 / 425 / 500 (+40% of your Magical Power)
Stun: 1s
Radius: 35
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 100s

How-To!

Ares is not the best in Setting up Kills but he is definitly one of the most damage dealing Supports!

Your Job always is being Present. Not too salty but when u stand next to your Teammates Enemies need to respect your Presence, because if they invade you will punish by chaining them and thou denying their escape tools and once they are in the fight make them lose it by turning tides with your Protection-Aura-Ability and Damaging them with your Fire and Chains.

If you want to set up a kill you will want to CHAIN one or more mostly squishy targets and the Movement-Speed-Steal will help your teammates close the gap while the taget is slowed and the chained enemy is not able to use leaps or other escape tools.

In Terms of Ult Ares is difficult especially in Ranked! Enemies usually get Purification. So you really need to watch for enemies who do not have Purification. They will always be your first targets to Ult into a Kill-Set-Up for your teammates in team fights. Still you need to be watching the enemies purification's cooldowns. If you Ult them and they all use it not to be pulled in exactly 100s your Ult will be up again, their purification won't, if you not what i mean.

To deal damage yourself you will always need to get all three chains on your target, otherwise a lot of your damage potential is lost. Finishing Enemies who are getting away with very few HP can be secured with "Sunder"-Relic or Ult too, dont forget this deals a lot of damage too!

I personally don't like Cooldown-Items too much, because i want my stuff to hit hard and not hit often. Penetration is key to deal a lot of damage. Always buy Rod Of Tahuti as 5th or 6th item because his passive scales with the +25%, so 400-500 DMG is nothing special for a Late-Game-Ares who buys Rod of Tahuti, what will make u able to kill targets completly on your own easy.

Putting three Points into FIRE-Ability gives you the 2% instead of 1% HP-scaled Fire-DMG, what makes it at least viable. Your best damage dealing ability still is CHAINS, if you hit all three of them. Take your time aiming, if you do CHAIN-wait2s-CHAIN-wait2s-CHAIN-tick4s you can get a total of 8 seconds of DOT-Time and the biggest damage possible.

Usually your Ability-Combo will be:
CHAIN, CHAIN, CHAIN, AURA, FIRE, (Ult or Sunder for finishing blow)!

Teamfight Ability-Combo if target can't use Purification:
Invade with CHAIN-Movementbuff/Speed-Relic/Blink, ULT, CHAIN, CHAIN, CHAIN, FIRE


Fun Facts:
Blink is not as strong on Ares as most think. Sure it is a great initiation tool, but i find myself too often with a penalty on Blink because one of those nasty archer minions did hit me suprisingly... You know what i mean. Buy Sprint what also can be used to help yourself or teammates retreating or be cleansed from slow effects. Just so much more utility in Sprint...

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1
GeNeReDeR | April 22, 2016 4:06am
As you said it is personal preferrence at this point. I think Spear of the Magus might still be a less usefuel choice because you won't be able to always pull of all 3 ticks, or will often face more then one target in a teamfight. Even the best Ares player will miss a chain once in a while what will only be more punishing to yourself if your Spear of the Magus pick is completly based on the few occasions you only have one target and have time and aim to hit all three chains...
1
Daelinn (25) | April 22, 2016 2:39am
Right, regarding the flames I agree on that considering we're talking about Conquest, with all its rotations etc.

GeNeReDeR wrote:

Having flat 30 Pen pretty much is the perfect amount


Well you certainly have a point there, it's just that I saw an additional opportunity- let me explain a bit.

The thing is that majority of the characters also have an increase in protections every level- and while everyone atarts at 30-31 magical protection: guardians, warriors, but assassins AND hunters as well will also gain 0.9 point of magical protection every level. That also applies to many mages excluding the squishiest- Zhong Kui, Hades and Ao Kuang for example also gain magical protection as they level up.

That means that at level 20 they will have approximately ~50 magical protection- so with 30 penetration they'll be left with 20 points; it might seem irrelevant but the less protections a target has, the more valuable they are regarding their effectiveness in reducing damage taken.

Damage dealt and protections

While taking Spear of the Magus might seem as an overkill- well it is to some extent for the wielder (about 20 points out of 70 overall wasted), but on the other hand it strips the target from 50 points of protection in a way that every ally will benefit from it:
-20 from the Void Stone aura, and -30 from Spear of the Magus passive.

That being said, it comes down to personal preference I guess.
1
GeNeReDeR | April 21, 2016 12:50pm
About Fire/Chain Skill Order: Going 3 points in Fire helps clearing waves early game, real damage output is in my opinion needed first at level 8-10, when you might start the real rotations. but at that point my Chains got 3-5 points in them too, don't they? ;)

Damage through Penetration not Tahuti: basicly I agree, but as I explained Tahuti's passive scales with Ares Passive Skill, so he just benefits so hard from Tahuti that I must buy it, but that is just me. We are talking late game thou, so a high power will definitly help! Penetration is key definitely, but having 30 (10 boots, 20 voidstone) is the perfect amount in my opinion. what you want to do in terms of dealing damage, is dealing damage to the squishy targets. Even with Spear of the Magus you wouldn't engage on a Khumbakarna, you would focus on the enemy mage or hunter. Most Hunters and Mages don't buy magical protections and end up with 30-40 magical Protection in the late game. Having flat 30 Pen pretty much is the perfect amount, because you don't want to waste a precious item slot for spear of the magus and cooldown boots when you can have Pen boots and voidstone there!

Gem Of Isolation is a great tool for Ares I agree. I just don't like to buy it too often, because I already am slowing the target, setting up the kill for my teammates right next to me. I hope my teammates can do some CC themselves, too. Either they can use my usual slow, or they CC on top of my slow, if not one of both they just don't deserve to get the kill, but I will because I focus on damage in my build and Gem of Isolation is not the best item in terms of damage dealing. The only time I would really recommend Gem Of Isolation is, when the whole enemy team has 2-3 movement speed items. I would get Gem Of Isolation then myself because I wouldn't even hit the second or third chain when they keep running like this...
1
Daelinn (25) | April 20, 2016 12:30pm
I can totally understand levelling Searing Flesh first as you explained it; to gain that additional 1% of maximum HP dealt by every tick- but I think maxing Shackles would still bear greater damage potential overall (as this 1% of health is reduced by the enemy's protections; it's not true damage or anything), aspecially because of their extraordinary base damage, not to mention the increased safety in their usage over Searing Flesh.

All in all I like this build; it's very similar to my Ares game style, but there's one thing I would recommend. Even if you really are aiming at more damage, Rod of Tahuti is not an ideal item choice for him. That's mainly because Ares' abilities have splendid base damage but low scaling with power, and thus what benefits his offensive capabilities more is investing in penetration items; Shoes of the Magi and Void Stone being great examples.

Therefore I would suggest considering Spear of the Magus over the Rod of Tahuti if you really want even more damage. Oh, Gem of Isolation works well too; the slow from Shackles turns almost into a root with this item.

Another option would be to get some cooldowns, even if you're not a big fan of them. After all, having used all of his abilities Ares is very fragile until his cooldowns come back online. Breastplate of Valor and Spirit Robe are both viable choices
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League of Legends Build Guide Author GeNeReDeR
Ares - Support through Punishment S3
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