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Ares ~ A Tortured Soul [Conquest]

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6 Votes

Smite God: Ares

Build Guide Discussion (2) More Guides
Pure Magical Power
Pure Magical Power Proper Ares Build

Purchase Order


Build Item Void Stone Void Stone
Build Item Void Stone Void Stone
Build Item Void Stone Void Stone
Build Item Boots of the Magi Boots of the Magi
Build Item Boots of the Magi Boots of the Magi
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Rod of Tahuti Rod of Tahuti
Build Item Rod of Tahuti Rod of Tahuti
Build Item Rod of Tahuti Rod of Tahuti
Build Item Book of Thoth Book of Thoth
Build Item Book of Thoth Book of Thoth
Build Item Book of Thoth Book of Thoth
Build Item Polynomicon Polynomicon
Build Item Polynomicon Polynomicon
Build Item Polynomicon Polynomicon
Build Item Boots of the Magi Boots of the Magi


Build Item Girdle of Might Girdle of Might
Build Item Creeping Curse Creeping Curse
Build Item Heavenly Agility Heavenly Agility
Build Item Aegis Amulet (Old) Aegis Amulet (Old)

Early Game Consumables

Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Late Game Consumables

Build Item Elixir of Defense Elixir of Defense
Build Item Elixir of Power Elixir of Power
Build Item Potion of Magical Might Potion of Magical Might
Build Item Potion of Physical Might Potion of Physical Might


Build Item Ward Ward

Ares's Skill Order



1 X
1 4 6 7 10
Bolster Defenses

Bolster Defenses

2 A
3 15 16 18 19
Searing Flesh

Searing Flesh

3 B
2 8 11 12 14
No Escape

No Escape

4 Y
5 9 13 17 20


Ares is a fairly simple god to understand. His bread and butter are his skill shots, which play a major role throughout the entire game. It doesn't take a large amount of time for you to become familiar with landing them, and once you do, the results are incredibly rewarding. There is plenty room for error due to his natural bulkiness and can suit newer players who are having difficulty avoiding death with squishier gods. Ares forces a five thousand gold advantage over the enemies and is a very valuable asset to any team.

Very special thanks to JhoiJhoi for the line dividers! They're very aesthetically pleasing.

Pros / Cons

+ Amazing slow.
+ Can buff surrounding allies and creeps.
+ Extreme damage output.
+ Extreme tanking potential.
+ Teamfight winning ultimate or gold advantage ultimate.
- Worthless in the early game with regards to farming creeps.
- You must be able to land your skill shots.
- Ultimate can be countered easily.
- Potential to killsteal extremely easily.
- No reliable escape.
- Poor jungler.


Choosing abilities is very difficult. You have to balance the current situation of the game and what will benefit you the most. Your ability choices are affected drastically by what the other team consists of, their playstyle and their level of experience.

Heavenly Agility is great for escaping. Even if you don't need to escape yourself, pop it off when a fleeing partner passes bye and watch as your opponent falls behind while you peel him off. Or, use it to catch up to a group of gods so you can use your No Escape before it is too late. Activating this and creeping curse at the same time makes for a deadly combo, nobody can escape.

This ability is difficult to know when to activate. Use this when your team is picking off an enemy god for a kill or when your team are taking down the Minotaur. The extra damage is an excellent luxury to compliment this build as well as your teammate's. It has an amazing passive, and often times I am tempted to use it regardless of on my teammates or not for the damage bonus.

It's ironic, isn't it? The very counter to Ares himself is often used on Ares too. Aegis amulet is great considering beads no longer function like they did previously, it blocks some of the damage that Hades' Pillar of Agony does, works like beads against Ares' No Escape and wastes a long list of god's ultimates.

This ability is amazing for chasing, and sufficient for escaping. Slowing down a fleeing opponent to secure your team the kill is really strong, and the synergy with Heavenly Agility is still there if you decide to buy both of them. Of course, the slow makes landing Shackles considerably easier, so if you're struggling with that or would like the slow to secure the shot, this makes for an amazing ability to pick up.


Chains extend from Ares' shield, doing 25/45/65/85/105 (+15 percent of magical power) magical damage to all enemies in its path. Hitting a god shackles them to Ares, dealing the same damage every second for 4s while slowing them and buffing Ares by 20%. While shackled, Ares can fire a chain for free within 2s, max of 3.

Cost: 70 / 75 / 80 / 85 / 90 mana.

Cooldown: 15 s.

This skill is Ares main source of damage. Landing this will allow you to chase the enemy more efficiently, potentially leading up to an ultimate once you manage to catch up to them. Besides your ultimate, this is your most damaging skill. Searing Flesh simply does not compare in damage when you consider you can land three fold damage for the same mana cost.
  • Previously, there was a bug with this skill wherein attempting to fire second or third shackles would cost mana. This has recently been fixed in the latest Smite patch.

  • Instead of wasting mana farming creeps with Searing Flesh in the early game, use Shackles to harass enemy gods and keep them at bay. This works particularly well against melee opponents who decide to farm, as this passes through creeps, damaging them in addition to shackling your target.

  • Use this to shackle enemies after you have used your ultimate. Your ultimate will stun them enough for you to land two shackles at the bare minimum, which is absolutely perfect considering they are all stunned in the same place. Landing this skill is a piece of cake once you have fired off your ultimate.

Ares strengthens the defenses of himself and all nearby allies, granting 15/20/25/30/35 physical and magical protection and reducing crowd control durations by 15/20/25/30/35% for 8 seconds. For each shackled enemy, the protection buffs are increased by 10.

Cost: 60 / 65 / 70 / 75 / 80 mana.

Cooldown: 13 s.

This skill is absolutely amazing. Using this skill is a free level two defense item, not to mention it applies the buff to all nearby allies, including minions. Using this while near three allied gods makes this a level three item, and considering level two and three items on average cost 1500 and 2500 respectively, this skill is tremendously powerful. In addition, the buff lasts for eight seconds and the cooldown, which is 13 seconds in length, begins when the buff is first applied. This means that you only go 5 seconds without this buff at any given time.
  • Use this skill when pushing towers or tanking team buffs! Using this skill on your minions while pushing towers will give them extra livability, which is important considering you don't take down towers too quickly, so you need the maximum amount of time to take down the tower with your laning partner. This is also useful if you need to tank a tower or tank a buff like the fire giant or gold fury. If you were late to the party, you can use the buff anyway and give some extra protection to the person who is currently taking the buff.

  • Use this skill before you or an ally are being ulted on! This skill will greatly reduce the amount of damage an opponent's ultimate will do, potentially saving your partners life!

  • Use this skill when your partner is low on health and is trying to flee from an enemy! The extra defense can often save their life and deny your opponent an opportunity to get fed.

Flames pour forth from Ares' shield, engulfing enemies in a cone in front of him for 15/20/25/20/35 (+7% of magical power) plus 1/1/2/2/3% of the target's max health as magical damage every .5s for 4s.

Cost: 55 / 60 / 65 / 70 / 75 mana.

Cooldown: 12 s.

This skill is your farming tool and damage filler for the late game. During the early game, it isn't too powerful, and you're far better off conserving your mana for an opportunity to assist in a kill. Late game however, you can tear through an opponent's HP and kill the lesser creeps in jungle buff camps with this. Although there is less of an emphasis on farming in the late game, the damage you can do by landing your Shackles three times and then using this to burn them down while you chase them is devastating.
  • Use this while you're chasing an enemy and have used Shackles on them three times. The damage of these skills combined is ridiculous!

  • Use this to defend towers, the Minotaur and phoenixes by clearing either the archers or melee creeps. You can also use this ability to clear jungle camps.

  • Use this to peel an enemy god from a fleeing teammate. Peeling is the practise of hindering a chasing opponent, as peeling an orange is to remove the skin from the core. The damage from searing flesh will make an opponent reconsider whether or not he wants to continue chasing your ally.

  • Use this to weaken an enemy god and put them into kill range for your partner. Sometimes, a lack of mana for your partner hinders them from getting the kill, despite the opponent's relatively low health. By using Searing Flesh to reduce an opponent's health, you can then put them into auto-attacking range for your partner.

  • Use this skill right! When you're trying to reduce an enemy's health for your partner, you aren't there to kill the opponent! Pressing right click will terminate Searing Flesh early, so right click before you kill the opponent so as not to take your partner's kill! Alternatively, turning your view away from the opponent will also do the job.

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 200/275/350/425/500 (+40% of magical power) magical damage and are stunned for 1s + .3s for each enemy god chained.

Cost: 80 / 85 / 90 / 95 / 100 mana.

Cooldown: 90 s.

Ares is infamous for this ultimate. It's lovely to grab an entire team, run back into a tower or closer to your team and just let your team chomp away at their life. However, if the other players have purchased Aegis Amulet, they will not be pulled back. Regardless, you will have forced a three and a half thousand gold advantage if each individual player has purchased an Aegis Amulet. The extra one thousand gold advantage post patch makes up for the fact aegis now also blocks the damage dealt to the opposing team. An ability slot and 700 gold per player is highly disruptive. Add this gold advantage to the fact you have a free level three item, and that's a six thousand theoretical gold advantage.
  • Use this to pull an overextending enemy into your tower. The tower damage will assist in picking up the kill for your partner and will make for a long trek home if they manage to escape.

  • Use this to pull enemies into ultimates they may have previously escaped from, like Hades' Pillar of Agony. Pulling an enemy into a missed ultimate is devastating.

  • This is a play I love to use with a majority of people who purchase Aegis Amulet. First of all, familiarize yourself with the TAB key. You'll need to constantly be checking which players have purchased Aegis Amulet and which have not. A lot of players make the mistake of staying still while being ulted on to press the keybind for Aegis. By exploiting this, you can ult TOWARDS a person who is standing still using Aegis, which once you land, their Aegis Amulet will have worn off and they will have lost precious time that could have been used retreating.


Each completed aura item that Ares owns grants him 40 additional magical power.

This passive is downright overpowered. There's absolutely no reason a tank should be able to deal more damage than a fed He Bo. With this passive in mind, let's get to the item choices for this build.

What's not to love about this item? You gain 40 additional magical power considering this is an aura item on top of the magical power you gain from the item itself and some early physical protection, which helps a bunch against early game minion damage. These boots give you speed and magical power. They are beautiful for escaping ganks and dealing additional damage. Let's do some math here. You get the 75 magical power listed on the item, as well as the extra 35 magical power to all allies and the extra 40 magical power as a result of it being an aura item. 150 magical power from a single item alone is absolutely amazing. If you thought that 150 magical power was great, wait until you see what kind of figures you can achieve with the Rod of Tahuti! You can get upwards of 230 magical power from a single item using the build I have outlined. A straight 100 magical power as well as some extra sustain. It's interesting to note it provides exactly the same amount of mana per .5 seconds as meditation when at level three, idealistically, you could purchase this first and this would be your meditation. Meditation is a horrible ability, this item gives you a gateway out of that. This item is great. Let's say you use Bolster Defenses, and you're in the end game. Your team have picked up Fire Giant and all is going well. After using Bolster Defenses, you proceed to tank the phoenix. Polynomicon awards an additional 800 damage to your basic attack, decimating the phoenix in a matter of seconds. This item turns you into a tank, an AP carry and an AD carry all rolled into one.

Laning Phase L1-L9

During the early stages of the game, you should play defensively and stay within range of your tower when the enemy decides to push. Start with three health potions and two mana potions, this will give you enough sustain to gain maximum levels and provide full support for your laning partner. Occasionally try to land your shackles on enemy gods and harass them in addition to softening them up for an eventual kill. Do not waste your abilities on the minions, instead, when it is safe to do so, you may auto attack the minions. It is favorable to lane with a ranged carry god who needs to be fed, as they can help clear out the minion wave more efficiently. Do not attempt to jungle at this stage unless you are doing so with your laning partner to help him take your team's mana or health buff, as you will lose a lot of life and likely not be able to clear the camp if you do so individually. Ares lacks the damage output and sustain to be able to jungle efficiently in the early game. Once you feel as though the enemy team is susceptible enough, go in and use your No Escape to pull them in, shackling them three times, buffing your partner with Bolster Defenses and using Searing Flesh to burn them down. Remember to right click once they're down to a sliver of health so as not to take your partner's well deserved food.

Mid Game L10-L15

At this point in the game, it is likely your enemy would have purchased Aegis Amulet. Remember to make smart and efficient plays to work around this. You and your laning partner should have pushed and destroyed the first tower in your lane at this point, or be especially close to taking it down. Remember to keep your eyes on the map at all times and listen for gank requests, missing in action and help requests. If you feel confident you will not lose too much experience, feel free to head there with your partner and gank the enemy team. It will earn your teammates some pushing power and some extra experience. Towards the end of this level bracket, you should stay on your toes and ward Gold Fury and Fire Giant buffs. L14 is a typical level bracket for your opponent to get into a teamfight and take down Fire Giant thereafter. Pay attention to what level your teammates are; as a tank, Ares generally levels up much slower. The reason you must pay attention is because the level brackets I have advised are for your teammates, so while you may be only L13, your partner might be L16 already. Take note of this.

Feel free to jungle to your heart's content, you should be at an appropriate level to take buffs now.

Late Game L15-L20

Ideally, you would have taken the final tower out in your lane and be pushing for the phoenix occasionally, putting pressure on your opponent. Be sure to pay attention to ganks and teamfights, Ares is incredibly strong in both of these aspects and is necessary asset for your team to have in one. Be sure to continually ward Fire Giant and Gold Fury buffs and continue to call MIA. Hug your teammates and provide them constant protection, a minute while you're not around is a minute they could be dying in a teamfight or such. After killing a few gods, go to Fire Giant to tank the damage he does while your teammates kill him off. Spam your skill number two while there and make sure to make it clear you're going for it. Unless you get a deicide however, I recommend having one or two teammates distract the enemy team while you take it, or they will realize something is up and gank you, potentially stealing your buff.

The results are tremendously rewarding once you do get the buff though, following the build I have outlined you are likely to have upwards of 700 magical power, 850 if at L20 and fully completed. For the sake of large numbers, get the red buff and watch as you dominate the other team.

Check with the TAB key to monitor your carry's progress. If your carry has both completed their build and is at L20, feel free to get all the kills you liked now. The Shackles have been unbound now and you are free to collect as much gold as you need to complete your build as well as achieve that golden 16-0-999 K/D ratio. Killing off the other team aids in your team pushing phoenixes, so kill them and take the golden opportunity to attack the Minotaur while they are dead. Polynomicon will take out towers extremely quickly now, so abuse that to the fullest.

Creeping / Jungling

You should try to avoid jungling until the mid game, where you can clear jungle buff camps to your hearts content. During the early game, however, I recommend you stay in your lane to farm. Jungle buffs that are particularly useful for Ares include the speed buff, which allows you to get in and ultimate quickly, or the cooldown buff, which provides a larger window for you to use your ult while their Aegis Amulet is on cooldown.

I cannot stress this point enough however, buy wards and place them on the entrances to your lane from the jungle, on the entrance to Fire Giant, and on the entrance to Gold Fury. Map awareness is SO important in this game, stay on the ball and avoid ganks and gank teams that decide they want to take Fire Giant and Gold Gury for themselves.


Team Work

You are the tank. You are a beefy support character that is there to debuff the enemy team, buff your allies, take damage on behalf of your team and weaken their team to a point where your team can take a kill. The main ramification of playing with this build is that you will do upwards of 800 magical power towards the late game, making it very difficult to avoid stealing your team's kills.

You have amazing synergy with all gods in a lane. If they have a slow, that's decent, although it won't compare to yours. If they have a stun, that's a godsend, that means you can land all of your Shackles with plenty time to finish them off. If they have a lot of burst damage, weaken them to a point where their burst damage alone can kill them off. You are very versatile and have to adapt to many different situations.

As a tank, you go in there, mess with their set up, disrupt them, deal damage, pull them and put them in awkward situations. If you die; that's a shame, and you likely could have avoided that, but your team still got two kills because of YOU. YOU are the star of your team and the most favored player. Everyone will love you, who doesn't love a machine who gets them kills?


In conclusion, Ares is a very powerful magical bruiser that can completely change the tides of teamfights. He takes a decent amount of skill to use, though once you can use him effectively, the rewards are infinite. I highly recommend giving Ares a try whenever possible.

Please feel free to message me through SmiteFire or on my Skype if you have any additional questions. I do my best to respond to each and every message I receive within reasonable time. My Skype is "machipz" without the quotation marks.

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Sunfall (29) | March 16, 2013 3:13pm
It's a decent guide, but if you look closely, you'll notice it's quite dated (Aegis Amulets, for example, are still stated as being worth 750 gold).

You might also want to consider having Mark of the Vanguard somewhere in these builds too. It's cheap and stupidly effective earlygame for mitigating roman ranged damage, and it significantly weakens the DoT-relient gods like Arachne and other Ares.
Ragingstorm (49) | March 16, 2013 2:24pm
....Why is there hate for this guide? He described alot of Ares' tactics. Please do not downvote a guide because one simply hates the player that is making it.

Also I completely agree about the Ultimate towards part, it seems as if I'm the only player to realize this, I've seen tons of Ares drag them or myself back, instead it's much better to head towards the opponent using Ultimate so Aegis provides nearly the same effect as Ares' stun.
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