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The Conquering Athena

0 0 6,282
by DravenFelius updated July 27, 2016

Smite God: Athena

Build Guide Discussion 0 More Guides
Choose a Build: When Ahead
When Ahead While Behind
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Athena Build

Early Game

Build Item Watcher's Gift Watcher's Gift
Build Item Breastplate Breastplate
Build Item Ward Ward
2
Build Item Multi Potion Multi Potion
3
Build Item Breastplate of Valor Breastplate of Valor
Build Item Enchanted Kusari Enchanted Kusari
Build Item Reinforced Shoes Reinforced Shoes
Build Item Genji's Guard Genji's Guard

Mid Game Options

Build Item Mail of Renewal Mail of Renewal
Build Item Hide of the Urchin Hide of the Urchin
Build Item Emperor's Armor Emperor's Armor

Late Game Options

Build Item Void Stone Void Stone
Build Item Mystical Mail Mystical Mail
Build Item Midgardian Mail Midgardian Mail

Athena's Skill Order

Preemptive Strike

1 X Y
Preemptive Strike
4 14 16 18 19

Confound

2 A B
Confound
2 8 11 12 15

Shield Wall

3 B A
Shield Wall
1 3 6 7 10

Defender of Olympus

4 Y X
Defender of Olympus
5 9 13 17 20
Preemptive Strike
4 14 16 18 19

Preemptive Strike

1 X
Athena powers up for a dash. While dashing, Athena will pass through minions, stop and hit the first enemy god she encounters, dealing damage. If she hits an enemy, Athena gains a stack (max 3), reducing the next source of Basic Attack damage from any god that hits her. Athena may also gain these stacks by hitting an enemy god with Reach, once per attack.

Ability Type: Dash, Slow, Damage
Damage: 80 / 130 / 180 / 230 / 280 (+50% of your Magical Power)
Range: 55
Cost: 60 / 70 / 80 / 90 / 100
Cooldown: 14s
Confound
2 8 11 12 15

Confound

2 A
Athena releases a shockwave of power from her shield, Taunting enemy gods and decreasing their Attack Speed as she forces them to fight or chase her.

Ability Type: Cone, Taunt, Damage
Taunt Duration: 1 / 1.25 / 1.5 / 1.75 / 2s
Damage: 40 / 65 / 90 / 115 / 140 (+20% of your Magical Power)
Attack Speed Slow: 20 / 22.5 / 25 / 27.5 / 30%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 18s
Shield Wall
1 3 6 7 10

Shield Wall

3 B
Athena summons a group of Athenian warriors who do damage and Slow upon arrival. After 2s, they strike again, dealing additional Damage and Slowing.

Ability Type: Circle, Damage
Initial Damage: 70 / 110 / 150 / 190 / 230 (+50% of your Magical Power)
Secondary Damage: 70 / 135 / 200 / 265 / 330 (+50% of your Magical Power)
Slow: 15%
Radius: 15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Defender of Olympus
5 9 13 17 20

Defender of Olympus

4 Y
Athena picks a single allied god anywhere in the world, and launches herself up into the air, landing next to that god 3.6 seconds later. During that 3.6 seconds, both Athena and the allied god gain Damage Mitigation, and the allied god also gains Movement Speed. Enemies nearby when Athena lands take damage.

Ability Type: Teleport, Buff, Damage
Damage: 340 / 415 / 490 / 565 / 640 (+90% of your Magical Power)
Ally Mitigation: 10 / 12.5 / 15 / 17.5 / 20%
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Radius: 20
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 120s

Introduction

This build of Athena is meant to be very versatile in a game of Conquest, being able to counter build easily, play from ahead or behind, be extremely mobile, have a powerful early game presence, a controlling late game presence, along with self sufficiency.

Early Game

Your core items will be Breastplate of Valor, Genji's Guard, and Reinforced Shoes. These will give you a lot of early cooldown, mana, and CC reduction.

Your first relic will be Teleport. Your ultimate on full cooldown and teleport will give you supreme mobility, as usually one will be available at all times.

You get Breastplate first for minion protection, finish it off into Breastplate of Valor, and then get Enchanted Kusari for some more MP5 and some magical protection. After this, you will build full boots, Reinforced Shoes, for health and CC reduction, before finishing off Genji's Guard. When you have full boots you will begin rotating between lanes, as this is usually when your ADC is self sufficient.

As you rotate and go where you need to you'll place sentry wards in the areas around the Gold Fury and Fire Giant, warding where else seems like it will get high traffic.

Help all three lanes when needed, and remember that between Teleport and your ultimate you can easily travel across the map when you're desperately needed. Keep an eye on the HUD to know when to use these for the most valuable effect.

As you rotate, don't back until you can buy a full Genji's Guard or you are forced to to regain health.

IMPORTANT: BUY WARDS EVERY TIME YOU BACK
Not many people consistently buy wards, but as the support this is part of your job. If you can't see, you can't fight, and neither can the rest of your team. Your job is to hold the team together even if they walk on you, and this is part of that job. Once you get Enchanted Kusari, do not buy any form of potion and get a sentry ward when you back instead. You will do this throughout the entire game.

Mid Game While Ahead

By this point you should know how the game is going and can decide what to choose for your other relic. If you're in a lot of team fights, then Shell is a good choice, if you're being targeted heavily then Thorns or Sanctuary is a good idea. If they have an Ymir or similar instant CC god, Purification is a good idea. If they tend to flee team fights, use Curse.

This will also influence the way you buy items. If you are primarily pushing towers and objectives, but keep being pushed back, then Emperor's Armor is a good choice. If there are team fights however, go with the other two options. If you take a lot of damage in them, but you still get assists, then go with Mail of Renewal. If it's more of quick burst damage before you disengage, then go for Hide of the Urchin to slowly build up that extra defense. Keep in mind that Mail of Renewal gives you the final 10% cooldown to reach your CDR cap.

Mid Game While Behind

Due to not having as much gold, the only real choice here is to purchase Spirit Robe. It's fairly cheap, gives both magical and physical protections, and your final bit of cooldown as well as (probably) much needed CC reduction. Try to keep your team alive while avoiding taunting the enemy ADC. Taunting the enemy mage is a good idea.

The only difference in relics is to not get Thorns while playing from behind, and exchange Curse for Speed.

Late Game While Ahead

If the enemy ADC is a few levels lower than he needs to be to be dangerous for you, take Midgardian Mail and taunt that ADC into certain doom. If your allied midlaner seems to be doing a lot of damage, or just not enough, then take Void Stone. If you seem to always be in the middle of the enemies and are ahead enough to make the gold worth it, take Mystical Mail. Remember to only sell The Watcher's Gift when it will be able to afford you all three tiers of the item you choose.

Late Game While Behind

There are really only three scenarios. Either you're taking a lot of magical damage, you're taking a lot of physical damage, or your team is being slaughtered while you're ignored until the last minute. In either case, there are two items that will help. Oni Hunter's Garb will give you a large amount of magical protection between fights and save you from that extreme magic damage. Hide of the Nemean Lion will not only give you a lot more physical protection, it will also force that incredibly deadly ADC to take some of the insane damage he deals. If it's the third scenario, pick the one that seems to counter the enemy team the most and make sure to save your teammates as much as you can.

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