Isis is an opponent to be reckoned with, as she has great waveclear, a stun and a silence. Her Spirit Ball gains power from distance traveled , thus you really can't let her hit you with this ability from long range- you'll get stunned allowing her to finish you with Wing Gust. Her Wing Gust can at least be interrupted by Mummify, hindering her damage on you and minions. If you're looking to engage, however, you probably want to initiate before she uses the Gust, as it gives her a lot of juking ability, making it difficult to land a Mummify.
She doesn't own any true escape abilities but still brings a lot of utility with her- Wing Gust gives her increased movement speed, Spirit Ball applies a stun on impact, and last non-ultimate ability is a ground-targeted silence Dispel Magic that also slows her enemies.
Back to Dispel Magic for a bit, she can use that on you to interrupt your Plague of Locusts...when facing her, it's probably best to priority Grasping Hands for the safer clear.
As an ultimate, she has the ability to summon a staff on the ground creating a large Circle of Protection. Isis and her allies take reduced damage while standing on it, and damage done to them charges the staff. After few seconds have passed, or when she activates it again which can be done instantly, the staff explodes healing her allies and damaging enemies. Because of that you don't want to engage her in an all-in close combat, as she'll live through your combo thanks to the Circle of Protection and detonate it healing herself as well as dealing serious damage to you.
In this fight Purification Beads will be a helpful tool to quickly escape the stun if it hits you in an unfavorable position.
It's simply an uphill battle for Anubis. Janus not only has excellent wave clear, but also a devastating ability combo, not to mention his extremely high mobility. His main trick is called Portal. It is as the name suggests, an ability that can create passages through obstacles including walls, which he or his allies can use to quickly travel around the map. Mobility-wise, this gives him a huge advantage and makes his rotations extremely difficult to match, and can allow him to gain levels on you.
Offensively, when he places his portal beneath an opponent, the victim falls beneath the ground to appear above after a while, taking damage as they fall back to earth. The worst is yet to come, as Janus has an ability called Unstable Vortex. It is normally quite hard to hit as a standalone ability, as it follows a weird double-ribbon-like pattern. However, when he has an opponent trapped in the portal, he can easily aim it and hit his combo for devastating damage.
Defensively, Portal becomes a place in which he can "hide" for a short duration. When placed on the ground, he can enter it, and appear above the ground a moment after, allowing him to avoid the damage that would have been done to him in this time.
When both of you are in the lane remember to take special caution with Plague of Locusts - actually, you won't have much opportunity to use it. It roots you in place for its duration, meaning that a smart Janus will take advantage of this fact- you'll quickly suffer from his Portal into Unstable Vortex combo as it's certain to hit a still target. This means your only option is to prioritize Grasping Hands for safe wave clear. It is also helpful, if he portals or rotates to clear the mid-harpies, to help you try to steal the camp.
His ultimate, Through Space and Time, fires a ball of energy that deals damage to anyone hit by it in an extremely long line, creating portals through the walls it encounters. This greatly enhances his ability to rotate to other lanes quickly, which means you're unlikely to get the jump if he knows where you're headed.
Probably the only chance for a kill Anubis has in this matchup is when Janus uses his Portal offensively, having thus no escape tool: it is when you want to activate Purification Beads before he has the chance to follow up with his other ability, and use your own combo on him in return. Remember though that he'll also have his own relic of choice.
All threats listed other than Odin are matchup evaluations. Odin, however, deserves special mention.
Not only does he have mobility, but will often pick up Blink Rune, which will allow him to easily trap you in his Ring of Spears. For the duration while inside, you will NOT be able to heal up any damage taken, as it has 100% lifesteal reduction. Needless to say, the ring is a literal death trap.
Your only options thus will be to keep close tabs on his location (staying very close to your tower anytime he's near), and pick up Phantom Veil for the times you do get caught inside. If you're extremely cautious, it'll be your first relic (but this can really interfere with your ability to counter lane enemies), so if possible, delay it to the 2nd relic, and just be very mindful of his location at all times.
He is going to be able to easily clear and poke you from extremely safe range, using Heiroglyphic Assault through his Glyph of Pain. Not only does it give him incredible range, but he can remain on the move while using it. The cooldown on the abilities also makes it so you don't have a lot of time to clear enemy minions between use, so your only choice is going to be prioritizing Grasping Hands for wave clear early, and staying back at your tower. Even then, he'll still be able to poke you.
If he has good reflexes, he'll also be able to avoid your Mummify with Evade and Punish, should you choose to go on the offensive. Offensively, he'll be unlikely to use it to close distance unless you're at low health, as it puts him in range for your Mummify and Plague of Locusts, where your damage is likely to be higher than his.
Once he hits level 5, he's got even further range with his ult, Final Judgement. Anytime you sit still with Plague of Locusts, you're going to be a sitting duck. Basically, in a 1v1, you're very likely to lose lane.
However, the fact that he'll be able to push his lane makes him a decent target for a gank, and you should ask for one from the Jungler if he's extending. One thing you might consider in this matchup is an early Blink Rune. If you can goad Thoth to get near your tower, and the Jungler can surprise him and force him to use Evade and Punish, he is then extremely vulnerable to any further attacks by you, especially if you can close the gap with a blink.
Do not stand in his Noxious Fumes. He can ignite them using any other ability, detonating them and applying a stun. After hitting level 5 he doesn't have a typical ultimate ability, but instead earns the possibility of summoning a meteor with Rain Fire every 20 seconds (he can store up to 3 of these), that doesn't require mana to use. Unless, of course you get stunned by his Noxious Fumes, allowing him to burst you with all of his meteors.
Even average Agni players can easily hit you with the combo (starting Rain Fire and immediately casting Noxious Fumes underneath. Your best bet is to stay out of range and keep track of his ult use (safer to engage once he has expended at least 1 or 2).
Just remember that he has to stand still when he's using his ult, so if he's close enough, a quick Mummify and Grasping Hands can stop the barrage and force him to move.
He is not that easy to kill because he has a long range, quick dash, Path of Flames which additionally leaves trails of fire on his path- they deal damage, and he can summon his Noxious Fumes on them, resulting in a stun if you are standing nearby.
Aegis Amulet or Bracer of Undoing will be the best relic choice- when you get stunned and are about to get meteored few times you can negate much of this burst.
He is in a sense similar to Anubis- he can delete your health bar in the blink of an eye just as you can eliminate his. That's due to his abilities having very high damage levels, while also being on relatively short cooldowns. He has a short ranged cone called Water Cannon, and his main threat in form of Waterspout, which summons a geyser damaging enemies and knocking them up in the air.
Add to that his ultimate, which transforms him into a wave that crushes forward dealing tremendous damage; it's here that we have an opponent with a combo that can potentially empty your full HP bar. He also is able to summon a scroll of water in a line with Atlas of the Yellow River, which slows his enemies and gives him improved movement speed.
You'll want to have Aegis Amulet against this one for his ultimate, and generally you'll want to keep your distance- his Water Cannon and Crushing Wave have relatively short ranges, and you'll be able to restore the damage from his geysers through lifestealing from minions.
If he overextends in this fight you can easily win this one. That's because his escape ability, Thunder Crash deals also a considerable amount of damage and Raijin is likely to use it offensively at some point- if this happens, do not hesitate to punish him properly. His main wave clearing ability, Percussive Storm has a quite long animation and can be effectively interrupted by your stun.
Last of his abilities is a mark called Raiju- if he places it on you just back off until it expires; the next ability OR auto-attack made against marked target deals enormous damage. His ultimate, Taiko Drums can be used to simply deal damage or deal less damage but applying a fear or taunt, making you lose control of your character for that time.
You'll be most likely able to win a damage race against him, but most important thing is not to let him hit you after applying a mark- it creates too much burst damage for Anubis' miserable health bar to handle.
If he tries to kill you, his plan will probably look like this: apply a mark, teleport onto you dealing large burst damage and then finish you with ultimate or Percussive Storm. Fortunately, his teleport has a slight delay, during which you can use Aegis Amulet to totally negate all of his burst potential, allowing you to defeat him without problems.
Most important thing to remember is that his Inferno Cannon (turret which he'll be putting on the ground) hurts a lot. Especially if he's leveling it up first- don't even think about engaging him without minions with his turret on the ground. On default it'll prioritize minions over you, unless you are hit with Vulcan's Backfire, at which point you'll get marked for 4 seconds and during this time the turret will always target you over everything.
The biggest part of his threat to you is that all 3 non-ult abilities can poke you with good damage, and his ult has such a large AOE that you, without any mobility, are likely to get hit if he aims well from close to medium range. Aegis Amulet is an essential 1st relic against him.
When clearing waves, try to use your abilities in such way that they hit minions as well as his turret, if he drops it close enough; that'll make him waste more mana on creating a new one. He doesn't have escapes, but his Backfire pushes him back a little bit, so he can use it to dodge your Mummify; check his reflexes first before trying to go for a kill.
Discordia is currently a very powerful mage, and she has some very nice damage in her kit. That said, her early game isn't the strongest, and her strengths often lie more when facing multiple enemies. If you play well, you can take advantage of this.
Her main wave clear is going to use Unruly Magic, which is an easy fire-and-forget ability, with some AOE function after it bursts. The damage at level 1 is very weak, and the secondary damage even weaker. She'll definitely need to use it on the minion wave. At level 1, this means you'll just want to stay out of the line of fire of your minions, and use the early strength of Plague of Locusts from the side of the wave to quickly outclear her and get a head start on the mid-harpies.
You have other strengths that counter her or work well in general against her. Strife will be very easy for her to connect, especially when you're immobile, but again, the damage isn't the highest at low level, and when connecting with only you, will only root you, which shouldn't be a problem if it's only a 1 v 1.
Her escape ability, Erratic Behavior, can make her hard to hit for line abilities or basics (it makes her invisible), but you've got 2 standard AOE damaging abilities that will be easy to hit if she decides to hide in it. In particular, Grasping Hands is a perfect size to cover her entire circle, so she won't be able to get the CD benefits either.
As for her ult, it can be a pain if you're hit, but from distance, it's relatively easy to dodge. From in close, if you've got your ultimate up, feel free to activate it...you'll get hit, but you should be able to easily outdamage her, and the CC immunity will prevent it from disrupting you. While casting it, you're immobile, so you won't care about the cripple either.
His main way of dealing damage is to place his Whirlwind- fortunately it takes a bit of time after its appearance before it starts dealing damage, but then it leaves a damage-over-time effect. So even if he places it on you, just run away immediately and you may be able to get out of it unscathed.
When you're immobile, it'll be easy for him to hit you with it, so your best strategy is to wait for him to commit with the ability before you activate yours.
His ultimate, Spirit of the Nine Winds is, well, one of the most telegraphed ones in the whole game, and very easy to dodge (unless he catches you in some narrow chokepoint with it) if he hasn't applied his slow from Zephyr on you. Of course you should still get a Aegis Amulet, just for safety.
This mirror match is going to be a fine test of your abilities. Both of you have the same goal - to make their opponent waste their Aegis Amulet relic, so that the next Death Gaze will result in a kill.
Most important thing is to make an efficient use of Mummify, as it has a long cooldown while also being a great setup for other abilities- if you can dodge his, you are at advantageous position for the next couple of seconds. Remember that he suffers from the exact same problem as you do- lack of mobility; thus your lane will probably be about positioning wars.
Other than that, mirror matches are a great way to practise Anubis gameplay, as you both know what to expect from their opponent. Good usage of Aegis Amulet will be the final judge in this matchup as it allows survival through the opponent's ability combo, should he decide to try scoring a kill.
Silences are always difficult to deal with, especially ones that are as easy to hit as Nox's Siphon Darkness. That said, the ability is also the one she will rely on the most for wave clear, and if you can play around her use of it, you can remain competitive.
At level 1, wait for her to activate it on the minion wave, then feel free to engage on the minions with Plague of Locusts. This should also help you secure the mid-harpies. Once she hits level 2, she's likely to get her escape, Shadow Step, unless she and her Jungler are planning on a gank, in which case she'll get Shadow Lock...but you likely won't be able to tell unless you can put a lot of pressure on her. You'll likely want to level Grasping Hands 2nd (for safer clear just in case), and pick up Purification Beads.
Remember that Siphon Darkness will interrupt your channeling of Plague of Locusts, so you'll either need to bait it out of her (dodge the following Shadow Lock) or wait until she uses it on the wave...leveling your choice of waveclear ability will depend on how well you can play around this.
Watch for if she wants to engage with a quick Shadow Step. Since you have no mobility, if she can follow that up with her normal combo, you're going to take a lot of damage. If you can fire off Mummify before she can start her Siphon Darkness, you can give yourself precious seconds to activate Death Gaze (which is immune to her silence while activated), during which she will have no further escape and will have to activate Aegis Amulet if she wants to avoid death.
Against her ultimate, you won't have much defense, as it's a pretty fast projectile with good range and you'll be pretty easy to hit, but once you have your lifesteal up, you can look to outlast her damage by healing yourself up.
As soon as you're certain he is going to be your lane opponent, make sure to grab Aegis Amulet. That's because the only way he can kill you is by using his ultimate, Release The Kraken!, damage from which can be totally negated by using said relic.
Try not to stand in your minions, as the ability which he is likely to be leveling up first, Whirlpool deals a considerable amount of damage and is also pulling every target affected by it towards the center, making it harder to get out.
Also, in case where you both run out of abilities, do not try to fight him on an auto-attack fight- he'll win thanks to his Trident, where his attacks will fire 2 additional shots in a spread. Other than that, he also doesn't have escapes besides from a slight movement speed buff so finding an open opportunity is likely to result in a kill.
He has good sustain just as you do because of his ground-targeted area heal, Solar Blessing. He likely will put it in the middle of fighting minions, as the heal also applies to them, while damaging enemy minions.
Although Celestial Beam is quite easy to dodge when you're mobile, he can choose to wait for you to engage enemy minions with Plague of Locusts, making you an extremely easy target to hit. If he tries to focus on poking you with it, he'll lose his main clearing tool, so if you do look to clear with Locusts, stay out of the path of your minions. Also, once he's hit level 5, you have to be doubly cautious of his ultimate, Searing Pain as it has quite a long range (but also a considerable charging animation).
As such, when facing him, you may want to choose prioritizing Grasping Hands over Plague of Locusts...it has less clear potential, but will keep you safe.
Ra doesn't have a true escape, and if you find a window of time where he is poked a bit already and his Purification Beads or Aegis Amulet are down, you can pretty much kill him with a full combo of Mummify, Grasping Hands and Death Gaze.
Main ability to watch out for is Stellar Burst- when her hands start glowing that means her next auto-attack will create an explosion in a considerable radius, that deals damage twice and applies a movement slow. Fortunately it's her only way to efficiently clear minions, and it can be dodged quite easily if you know that she's going to use it on you...just stay away from your minions and the wall, as it will explode if it hits and catch you in its radius.
Sol also has an escape ability in form of Disapparate, when she begins to phase out and disappear, which takes 3 seconds. During these 3 seconds she has increased movement speed and slow immunity. After that time she's immune to damage and crowd control for a short duration. If you see her activate this, it's probably best to back off and wait for it to expire.
Her ultimate, Supernova can hit quite hard depending on how many strikes out of its 8 reach you, but it's hard to aim and easy to dodge- she'll probably only use it when you are at low HP already. Aegis Amulet or Bracer of Undoing adds even more safety to this matchup.
The king of the gods has the potential of ruining your day with his absurdly high damage outpot, but don't worry- he has even less utility than you do because of lack of any escapes and stuns.
First of all, he can throw his shield with Aegis Assault dealing damage and allowing him to attack it, making his auto-attacks deal damage to every enemy standing in the circle under his shield.
What's more, he can use Chain Lightning on his own shield, so that it bounces off it and can easily hit you. His worst, as it has no real counterplay, is an ability called Detonate Charge. It deals lots of damage on its own, and can be further multiplied by the number of charges he applied to his enemy. He applies a charge with every attack and Chain Lightning bounces.
Fortunately the bounces prioritize the minions, but take care when you're alone in the lane. Your main priority will be to outclear him, so that he focuses on the minion waves and can't bounce multiple chains between you and his Aegis Assault.
Detonate Charge doesn't have any range, it is just used to detonate his charges on you, and with 3 of them it can easily deal damage equal to 40-50% of your HP, so do not stay in the lane if your health bar is getting low. His ultimate, Lightning Storm, doesn't deal that much damage, but easily applies his charges allowing to detonate them.
If you're low on health, have charges on you and Zeus hasn't used his detonate recently- try to use Aegis Amulet, as incoming Detonate Charge will kill you.
If you catch him with his relic on cooldown though, and preferably right after he used his detonate you can try to get a kill as he won't be able to run away. If you've got enough lifesteal in your kit, you can attempt to 1v1 him and outdamage him to oblivion.
*Editor's Note: Daelinn has permanently stepped away from SMITE, but has entrusted me with the maintenance of his guide (the original of which can be found HERE). For now, I will maintain the guide in the original structure and style he created. However, I will be listening to reader feedback when any is given, and make build adjustments as necessary. As such, feedback is greatly appreciated. Consider this a community-driven guide, founded by a very knowledgeable and helpful individual that will be missed in this community.
extraordinary combo damage potential +
splendid objective damage (gold fury, fire giant, titan) +
has the potential of snowballing out of control +
has a long range stun which can serve multiple purposes +
great voice +
|- no escape potential
- absolute lack of mobility
- roots himself for the duration of 2 out of 4 abilities
- very easy to gank and shut down
- has a depressing defeat screen