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Chronos - My Time Is Now

2 2 6,397
by Bojanx2x updated October 23, 2013

Smite God: Chronos

Build Guide Discussion 0 More Guides
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Chronos Build

main items (gem/bancrofts as last item)

Build Item Shoes of Focus Shoes of Focus
Build Item Polynomicon Polynomicon
Build Item Demonic Grip Demonic Grip
Build Item Rod of Tahuti Rod of Tahuti
Build Item Fatalis Fatalis
Build Item Gem of Binding Gem of Binding
Build Item Bancroft's Talon Bancroft's Talon

Chronos's Skill Order

Time Rift

1 X Y
Time Rift
1 3 6 7 9

Accelerate

2 A B
Accelerate
4 10 11 12 14

Stop Time

3 B A
Stop Time
2 8 13 15 16

Rewind

4 Y X
Rewind
5 17 18 19 20
Time Rift
1 3 6 7 9

Time Rift

1 X
Chronos creates a rift in time, damaging all enemies in the area.

Ability Type: Circle, Damage
Damage: 80 / 125 / 170 / 215 / 260 (+80% of your Magical Power)
Radius: 10
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 5s
Accelerate
4 10 11 12 14

Accelerate

2 A
Chronos accelerates himself over time, allowing him to move faster initially and gain speed over time. While active, his Attack Speed is increased. This ability also stops the Wheel of Time.

Section I: Heal 1% Max Health Per Second
Section II: 100% Mana Refund On Abilities
Section III: +35% Magical Power
Section IV: +35% Magical Power Contribution to Basic Attacks

Ability Type: Buff
Movement Speed: 20% Initial + 12 / 14 / 16 / 18 / 20% over time
Attack Speed: 25 / 27.5 / 30 / 32.5 / 35%
Lifetime: 7s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Stop Time
2 8 13 15 16

Stop Time

3 B
Shooting forward spinning gears of time, any enemies hit by Chronos' attack have their Attack Speed reduced and Ramp to a Stun, taking damage on the initial hit and again when they are stunned.

Ability Type: Line, Crowd Control, Damage
Damage (Applied Twice): 50 / 75 / 100 / 125 / 150 (+45% of your Magical Power)
Stun: 1s
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Rewind
5 17 18 19 20

Rewind

4 Y
Chronos travels through time to where he was 8 seconds ago, gaining Health and Mana back to the values of that time. All of his Cooldowns are instantly reset as well.

Ability Type: Buff
Cost: 100
Cooldown: 100 / 95 / 90 / 85 / 80s

Introduction

This is my 2nd guide with the 1st one being about arachne though ill be updating that with batter sections as to batter find what you need from it though this guide will be giving details about Chronos and his strong points

just for those who might not know:

- FG = Fire Giant
- GF = Gold Fury
- AA = Auto Attack
- AP = magic power (i tried using magic power instead of AP to avoid confusion)
- AD = attack damage

Pros / Cons

Pros:

+ 1 out of 4 passives at a time with wheel of time
+ Has one of the strongest late games
+ Has a good mid game
+ Has a fair early game
+ Fair CC with Stop Time
+ One of the fastest gods in game
+ Powerful Magic AA
+ Great ultimate that can be useful in many ways
+ Awesome steroid for fights



Cons:

- Focused Early Game before LVL 5 with ganks
- Often has slight Mana Issues if facing a strong pusher
- Squishy through the entire game
- Depends on Fast Reflexes and Jukes to live late game if found off guard
- Vulnerable to strong burst(death before ult can go off)
- Vulnerable when Stop time or Accelerate are down
- vulnerable to Focused/Strong CC more then others
- Killing Combo can be countered with beads and then burst 2 death vs specific gods
- Vulnerable to Poke early game duo to the way his ultimate works

Skills

Passive: Wheel of Time: Chronos has a wheel with 4 section depending on where the wheel is when you active Accelerate you get 1 of 4 bonuses

Top Section: Heals you for a % of your max HP(section 1)
Right Section: You gain a 75% mana re-found on spells(section 2)
Bottom Section: You gain 20% more magical power(section 3)
Left Section: Your in hand AA(auto attacks) gain a additional 35% of your magic power as damage(section 4)

in general:a nice passive that can be used as the situation requires

spell 1: Time Rift: Chronos creates a rift in time, damaging all enemies in the area by 80/125/170/215/260 (+85% of your magical power)

Cost: 50/55/60/65/70 mana
Cooldown: 5 seconds

in general: this is your main early game damage and late game poke skill it has a short CD(cool down) and deals fine damage at fair range you max this skill first

spell 2: Accelerate: Chronos accelerates himself over time for 8s, allowing him to move 20% faster initially and gaining more speed over time. While active, his attack speed is increased by 20/25/30/35/40% and he is not affected by the attacking movement speed debuff. This ability also stops the Wheel of Time

Cost: 70/75/80/85/90 mana
Cooldown: 15 seconds

in general:this skill used when in the left(4th) section of the wheel of time is what makes you a late game powerhouse not slowed down when you AA is a huge advantage as you can kite and run away while dishing out damage on your chaser or dishing out a lot of damanage on a running victim i usually max this 3rd unless its to my advantage to have a AA fight with my target in the early game

skill 3: Stop Time:Shooting forward spinning gears of time, any enemies hit by Chronos' attack are slowed and then stunned for 1s, taking 30/50/70/90/110 (+40% of your magical power) damage on the initial hit and again when they are stunned

Cost: 65/70/75/80/85 mana
Cooldown: 16/15/14/13/12 seconds

in general: this is your main CC spell as well as a fair source of damage becouse its cooldown goes down per rank we max this 2nd as its our only CC spell late game it deals fair damage as well

skill 4: Rewind:Chronos travels through time to where he was 8 seconds ago, gaining health and mana back to the values of that time. All of his cooldowns are instantly reset as well

Cost: 100 mana
Cooldown: 120/110/100/90/80 seconds

in general:this is your ultimate and as it says you go back to how you were 8 sec ago this can be both a blessing or a curse for instance if you were poked 2 low hp and 8 sec pass this wont heal it back anymore but in case you had a support that healed you but was forced to use it and 8 sec did not pass you can rewind your self back into low HP this also makes you move back to were you were before 8 sec ago so walking back and forth in your lane is a good way of making sure that you can get out of a hard gank but make sure 2 keep track of the 8 sec rule otherwise you may re-wind into a worse position


now then for some simple uses for the passives and offensive combinations with spells:

top section: use this when you need to recover HP or if you are running away and low on HP the more max HP you have

right section: you use this when going for a powerful poke combo usually you use this section with accelerate then hit time rift land a few AA then you land stop time and cast time rift again as it comes off of cooldown usually this would hurt your mana pool a lot but with the right section it hurts it a whole lot less making it a good tool for you

bottom section: this section is used more when your playing caster chronos who is not yet covered by this guide as i see Magic AA chronos as more powerful and effective but it can be used at times when simply dont have that split sec to wait for the next section in case of a kill running away it also makes your spells hit harder so there is that but still...

left section:this section is the one we love the most as it makes us a monster with magic AA(Auto Attacks) we use this every time we go in for poking with our AA chasing or even often running away from a enemy we also use this section when going for a fast kill latter on with a time stop time rift killing combo this would be accelerate at left section AA polynocmion effect time stop time rift land more AA ect...

as mentioned above i will now list some of our combos before we have polynomicon:

- accelerate time either right section if going for poke or left section if going for a kill land a time stop and keep hitting then cast time rift as the stun starts to wears off the more advanced poke was explained above but ill say it again(right section acceleration followed by a time rift then some AA 2- 4 depending on CDR usually 2/3 AA are all we get then time stop followed by AA and a 2nd time rift as the stun starts to wears off )

- the above can be used with the left section though with a few changes in how we start it off we would first hit the time rift then use accelerate at the left section passive after that we would land some AA until our time rift is almost up we then use time stop keep hitting and finish of with time rift again this can also lead into kill if the target was at 75% - 90% HP and depending on there build ect... this is more mana hungry though and i advise having a blue buff when doing this

when we get Polynomicon:

- simply add a AA every time it comes UP for instance accelerate at left section of the passive then AA and you get 1 polynomcion you then follow up with 2 more - 3 more AA (2 sec or so) you then land time right and 1 more pol polynomicon effect then land 2- 3 more AA(2sec or so again) then time stop polynomcion hit again and then time rift if its up in not keep up the AA and rift as it comes up and 1 last AA for the final polynomcion in the this combo

- in case your very feed you can skip some polyncomicon hits that may slow you down ect...(aka the ones after the steroid wears off

Items

here i will explain why i have chosen the items i have for my build and the order of getting them

1- Shoes of Focus - the CDR is great on chronos the more often your spells and steroid are up the batter

2- Polynomicon - gives use a bit of all the stats we want magic power magic life steal mana and to top it all off it gives as a strong passive effect as well 100% of our magic power as bonus damage on a AA after we cast a spell with a mere 2 sec cooldown yes please works awesome as we use a 3 - polynomicon hit - 1 combo early game for damage and with good timing you can get 2 of these in

3.A- Demonic Grip - gives us attack speed magic power and the passive is a magic version of executor all in all the perfect item to finish off the early game as we had into the late game

3.B- Gem of Binding - in case the enemy team is really good at running away this item will become a nightmare for them as every AA we land will slow them by 25% for 2 sec usually this would be our 6th or 5th item but can be gotten as the 3rd item though this lowers are AA speed though this can be countered by maxing our 2nd skill first for faster AA but that also makes our stun have a longer CD so it really depends on the teams

3.C- Telkhines Ring - this somewhat new item is a fair option in case the enemy magic power carry aka mage/mages are giving you trouble this item helps out with that with its stats and boosts your damage with its passive and attack speed as well as magic power

4- Rod of Tahuti - we need a bulk of magic power to up our damage and this item is the best for that it also boosts are magic power with its passive 25% boost as well

5.A- Fatalis - some may argue with me that fatalis might not be the ideal item here but this item even without stats just offer so much for chronos it has great attack speed which gives us more damage output it also boosts are movement speed and its passive boosts all of that even more and lets us walk backwards at full speed not to mention that our steroid makes it so we dont slow down while AA with this we can pretty much walk in backwards get more speed both AA speed and movement speed while attacking and get the most out of it in this way

5.B - Demonic Grip - if you got Gem of binding or the ring as your 3rd item you need the grip now for its pen and other stats

6.A - Gem of Binding - this would be our last item in the normal build without switching anything up as the last item it gives us a slow on every AA our now main source of damage pretty much and in combination with our insane speed and steroid we can walk in circles around a enemy while killing them with this its stats are also quite nice

6.B - Fatalis - in case we switched up our items we would have gem 3rd grip 5th and fatlalis would be last now bellow are some options for replacing gem in case you need 2

6.C - Bancrofts Talon - this item gives a lot of AP and even more as our HP goes down along with some magic life steal this item can take the place of gem of binding as well as its switched up positions in case we need more pure damage on spells when we are out matched on AA or need batter damage on polynomicon for the same reasons

6.D - Etheral Staff - This item gives a fine amount of HP mana and AP with its passive and can let us live through burst batter we give up the gem for this item but if your fine with being slower you can replace fatalis with this instead and keep the gem for its slows but some AA and movement speed will go down for it i get this for burst heavy teams and replace it with gem as its my personal taste feel free 2 replace fatalis if its to your own taste

-Actives:

- usually you want 2 get counter actives though some fair effective actives

1 - Sprint/ Heavenly Agility = use this while using accelerate and you pretty much hit 700+ movement speed if you have speed buff or so counter creeping curse/enfeebling curse)

2 - Weakening Curse/ Enfeebling Curse = to counter heavy AA gods or healers/heavy life stealers

3 - Purification Beads - CC tends to kill you often this saves you a lot

4 - Aegis Amulet - can be used 2 counter high burst like the kraken or freya ultimate

5 - Combat Blink/out of combat blink = great escape and can be used to go over walls then if they follow with there own spells blinks you can ult to back track to a safe zone now

Preferred Lane's the Start and Early Game

Chronos and his kit are well made for the Solo Lane but you can see him in mid as well its rare but some players even try to support with him sometimes but this is not advised by me since your early game is not the best and or ideal one

===> The Start <===

- when the game starts you buy your items and go into your lane either solo or mid(i would advise you to not get any spells at the start and look at how the situation unfolds sometimes a early stun can net your team first blood or more) and help your team with either left or right mid neutrals camps for the jungler i would advise for only 3 of you 2 get the mid camps and have the other 2 do the minor neutrals or blue buff of there own duo lane to avoid a 5 man exp split as that can be rather hard on the jungler and sometimes you

- if the enemy team composition allows you to you can get a eye of providence and ward around the mid neutrals if your see the enemy jungler doing them along with their mid you can steal them with a stop time & time rift combo and deny them exp through the walls in case your not mid ward around your blue buff and the enemy blue buff at the solo lane in case the enemy composition wont let you get a eye of providence ask your jungler if they can do so(arachne can do it with ease as she usually does not need HoG unless she gets it for something specific or for stealing/securing objectives(and thus she can get a eye instead)

-when trying to kill/push a creep wave try to make the creep wave group up by landing AA while making there way towards your creep wave then hit them with a time rift

- if you are having trouble hitting time rift without using time stop try and look for a pattern to the enemy most players have a habit when using spells if not aim for when they AA as they will be somewhat slowed

- if the enemy has a strong/hard hitting skill avoid using time stop and use it to counter them instead if it can (examples can be guan you and his 3rd skill when he spins his blades/ares and his fire breathing shield and ect...) in general you wait for them to start and then counter attack usually you want to hit the time stop as they cast there own skill to cancel it out if possible and then hit time rift in case your fighting some on who is simply a bad match up for you ask for a gank and wait for it kill near the tower and ect...

- you deal more damage with poke then AA until about the 3rd item so be careful if the enemy has batter AA then you do in that case focus on time stop and time rift poke blue buff and right section passive are useful there

- in solo lane you usually want to have a eye of providence for wards to avoid ganks (and in case you read my arachne guide you know some other handy uses for it if you have a arachne)

- make sure to call MIA(missing in action)(this is done by pressing the V key then the F key and then the number of the lane that has some MIA(1 for left 2 for mid and 3 for right)

- when getting a gank try to combo your spells with the junglers (examples a loki start off the fight you stun the enemy if they run and he ults you time rift at the same time)

- if you manage to pushed your lane really hard and manage to avoid getting ganked you can manage to go and gank mid when your ganking you usually start it with time stop and time rift and hope the mid blasts there killing combination at the moment time stop connects(just be careful if they use beads)(though even if they do thats a huge advantage for your team)

-after this your heading into the mid game which is the next chapter

Mid game

- once teamfigths start coming out your play style is simple you combo your time rift with ally CC like stuns or mega slows then hit your own CC in order to avoid a deminishing return (examples tyr can only be stunned for 1 sec by any CC so if you all shot the CC at the same time its waste but if you chain it exaple ymir stun then your stun then some other stun ect...)(other for isntance if hit by stuns that would togather last 6 sec it would only stick for 2.5 or so)(unless you chain it in other words hit 1 CC after the first wears off) after you do this you simply go with accelerate at the left section(section 4) for the most damage with your AA

- at this stage your team is pushing down towers or going for GF or maybe even FG if some 1 got hard feed thus use what mentioned above to help them with it

- try to avoid going around on your own or you may get focused and or mega killed

- we now go off into the late game

Late game

not to many things change from the mid game except that the enemy team is now catching up to you in terms of damage if you all had a advantage and are now entering into a more risky portion of the game a bad play or rush for FG may result in a defeat so make sure its warded
except that you do the same as above flow in with the rest of the team and focus out the important targets first so i will list down some critical rules:

1- dont leave the presence of the team but dont stick 2 close in orderto avoid some CC

2- leave the tanks alone unless your stopping him from helping his team in a fight aka slowing him away from the main carry who is about 2 die

3- focus teamfight based mages like Poseidon or a Hunter long range ADC like xbalanque/anhur/neith/apollo

4- do not chase a LOKI > THIS IS NOT ADVISE ITS A STATEMENT OF FACT < stealth blink(either type) and ult no way 2 catch him unless you can burst him in 0.4 sec)

5- do not waste time stop and try not to miss it it can be the life saver or final blow

6- in case the enemy team is not noticing you you can go and ninja a phenix you need 4 sec to kill it or so so if the lane is pushed and your team can play a diversion it can be done but is risky and may backfire if they make a fight and make it last ect...

make sure to finish your actives and all and start drinking magic power potions then any bonus gold goes into wards as many as you can at a time the more vision the batter if you can get a key god from the enemy team as there going through the jungle or getting a buff can be a game changer

- try to gank them at FG and not go for it unless there key steal-ers(rank 3 normal HoG(hand of god) or CC gods are dead for at least 30 or so sec (max dead time is 60 right now)

Team Work

there is not much to add here as i have been talking about how team work with chronos is but some short versions for the 3 stages of the game:



- Early: time your spells with jungers when he ganks call mia and ect... make sure 2 ward your side of the jungle then there side if your solo lane and if your mid mid and if its possible ward around the neutrals and near your entry points or theres if supports/tanks have other routes secured in order to avoid ganks


- Mid Game: start warding around GF and FG a bit more if the supports/tanks are having trouble with it in fights make sure to chain your CC and spells with your teams its batter to flow with them then to initiate unless you really need 2 do it in that case with lane vision with wards you can shoot a stun into the lane through a wall then blink in when your team goes into the fight to help


- Late Game: when both teams are now at what seems a stand off you do less risky plays like tower diving a low target alone and ect and play it more safe in general otherwise you stay and play mostly the same as in mid game and focus with your team but you can clean up runaways with a fast accelerate + sprint + blink combo( i was mid but now im right)(a lot of distance covered) you do this when the main damag e out put is dead and the rest are trying 2 regroup ect...

Warding

some ideal locations for wards:

with normal wards and rank 1 - 2 of eye of providence :

1 - a bit in front of the blue buffs to see the paths

2 - near the GF area a bit next to your red buff back side

3- near the FG and its main paths on the enemy side(aka the back side of there red buff area ect...)

4 - the points that connect the paths ect...

now with a rank 3 eye of providence you can place wards like this:

1- at the very back of the FG(fire Giant) cave or behind it (the reason for this is to avoid counter warding as the rank 3 eye of providence wards ignore walls in there vision)the same works with GF(Gold Fury)

2- behind your red buff (again to avoid counter warding gives some general view over its respected wall)

3- above are the main points but you can also put it at the wall oposite of the mid neutrals to have a bit of view towards the FG but not the FG it self so there not as good)

any spare wards should go onto the casual pathways that most gods have 2 use ect...

ill try and get some images for this

Summary

And this concludes my guide on chronos overall he is a high mobility high Magic AA god with fair CC powerful status effect on AA with above build(25% slow and mega bonus damage from polynomcion) and some poke along with a ultimate that can save him so often in other words and short a FUN and fast paced god for those want some Planned Action and for those that love speed i hope my guide was of use to you and that it can help ill also work on making my guides shorter while retaining the usefulness

for those who might be interested but there are my other guides:

1. Arachne - http://www.smitefire.com/smite/guide/arachne-the-hard-to-kill-spider-3268



2. Thor jungle - http://www.smitefire.com/smite/guide/thor-thunder-strikes-from-the-jungle-3289

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