Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Apollo guides

Deity Apollo ADC GUIDE

Carry Conquest
0 0 274
by TottiGR updated May 27, 2025

Smite God: Apollo

Build Guide Discussion 0 More Guides
Stream is Offline
Tap Mouse over an item or ability icon for detailed info

Apollo Build

Attack Speed Starter

Notes Leather Cowl is the best starter right now for an attack speed based build because it will provide you with high attack speed stats, good strength and some lifesteal not much but enough.

Axe will evolve into Devourer's Gauntlet

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

Leather Cowl is the best starter right now for an attack speed based build because it will provide you with high attack speed stats, good strength and some lifesteal not much but enough.

Axe will evolve into Devourer's Gauntlet

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Leather Cowl Leather Cowl
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

Attack Speed Full Build

Notes Hunter's Cowl it is a really good starter because provides you high strength, some lifesteal but the most important thing: 30% attack speed and 10% extra lifesteal when you are around an ally.

Devourer's Gauntlet this item gives you power and lifesteal, it is a really good starter item because the first you stack, you will have better sustain during laning phase and late game fights.

Qin's Blade you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Hunter's Cowl it is a really good starter because provides you high strength, some lifesteal but the most important thing: 30% attack speed and 10% extra lifesteal when you are around an ally.

Devourer's Gauntlet this item gives you power and lifesteal, it is a really good starter item because the first you stack, you will have better sustain during laning phase and late game fights.

Qin's Blade you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Hunter's Cowl Hunter's Cowl
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Qin's Blade Qin's Blade
Build Item The Executioner The Executioner
Build Item Titan's Bane Titan's Bane
Build Item Odysseus' Bow Odysseus' Bow
Build Item Dominance Dominance

Alternative Relics

Notes Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Phantom Shell Phantom Shell

Critical Choices (Meta)

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

Lernean Bow can be really impactful if you want to go crits because it provides you of high attack speed, strength and also critical chances.

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought: Rage for Quin's Sais, Demon Blade for Odysseus' Bow, Deathbringer for Dominance and finally Lernean Bow for The Executioner.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

Lernean Bow can be really impactful if you want to go crits because it provides you of high attack speed, strength and also critical chances.

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

This items should be bought: Rage for Quin's Sais, Demon Blade for Odysseus' Bow, Deathbringer for Dominance and finally Lernean Bow for The Executioner.

Build Item Rage Rage
Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer
Build Item Lernaean Bow Lernaean Bow

Apollo's Skill Order

So Beautiful

1 X Y
So Beautiful
1 4 6 7 9

Serenade

2 A B
Serenade
3 13 14 15 16

The Moves

3 B A
The Moves
2 8 10 11 12

Across the Sky

4 Y X
Across the Sky
5 17 18 19 20
So Beautiful
1 4 6 7 9

So Beautiful

1 X
Send a projectile forward that deals Physical Damage.

Damage: 90 / 150 / 210 / 270 / 330
Damage Scaling: 90% Strength
Range: 8.8m
Radius: 0.8m
Cooldown: 11s
Cost: 60 / 65 / 70 / 75 / 80
Serenade
3 13 14 15 16

Serenade

2 A
Sing to Mesmerize all nearby enemies and gain additional protections.
  • Any damage done breaks the Mesmerize.
Mezmerize Duration: 1.5 / 1.7 / 1.9 / 2.1 / 2.3s
Protections: 10 / 15 / 20 / 25 / 30
Protection Buff Duration: 5s
Radius: 3.2m
Cooldown: 15s
Cost: 60
The Moves
2 8 10 11 12

The Moves

3 B
Dash forward dealing Physical Damage and Knocking aside all enemies. At the end of the Dash all nearby allies gain a Speed Buff and all nearby enemies are Slowed.
  • Any enemy hit provides 1 stack of Audacity.
Damage: 70 / 115 / 160 / 205 / 250
Damage Scaling: 60% Strength
Range: 7.2m
Radius: 3.2m
Cooldown: 15s
Cost: 70
Across the Sky
5 17 18 19 20

Across the Sky

4 Y
Ride your chariot across the sky, choosing when to land. When descending you deal Physical Damage every 0.15s for 0.6s, Knocking back enemies on the last tick.
  • 2 Allies can join the Chariot ride by interacting with his takeoff location. Allies have until Apollo reaches max height to join.
  • Carrying an Ally costs additional mana.
Damage: 70 / 95 / 120 / 145 / 170
Damage Scaling: 25% Strength
Range: 8.8m
Radius: 3.2m
Cooldown: 110s
Cost: 20
Cost Per Second: 35 / 40 / 45 / 50 / 55
Carrying Ally Bonus Cost: 5% Mana

Apollo Threats

Tap each threat level to view Apollo’s threats

Max
1
Major
3
Even
0
Minor
0
Tiny
0

Apollo Synergies

Tap each synergy level to view Apollo’s synergies

Ideal
3
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Apollo as an ADC.


Here are my socials:

Abilities

Apollo Abilities


AUDACITY (PASSIVE) - CLICK FOR INFO


SO BEAUTIFUL (1) - CLICK FOR INFO


SERENADE (2) - CLICK FOR INFO


THE MOVES (3) - CLICK FOR INFO


ACROSS THE SKY (4) - CLICK FOR INFO

How To Play Apollo In Conquest

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2 and you should always look to upgrade your The Moves because the trap can be really impactful during early game fights around the central buff, later, if you have won the pressure you should always look to do the central buff, do it with your support and then come back to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • During the early game phase remember to push waves and then do your right back camps because they will give you an small lead over the enemies. Ward duo site of the map and try to fight over the central buff camp.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, neutral camps and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other ADC.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Pyromancer for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or neutral buff camp and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER ADC!)

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • Look for warding objetives (with Sentry Wards if possible, the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)

  • If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have able your actives: beads of purification, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage.

  • It is so IMPORTANT to use your ULTIMATE efficiently, you should always look to split push, forcing the enemies to come defending their structures so your team can force a team fight over Fire Giant where you can rotate really quick by using Across the Sky making it always a players advantage.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How to Ward as Apollo ADC

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive Warding:


Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and MID) form what we call as "backlaners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

Loading Comments...
Load More Comments

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved