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Grandmaster Hunter Guide (Apollo)

3 2 1,087
6.4
by WaxPython updated September 11, 2021

Smite God: Apollo

Build Guide Discussion 7 More Guides
Tap Mouse over an item or ability icon for detailed info

Build Summary

Build Item Leather Cowl Leather Cowl
Build Item Short Bow Short Bow
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
Build Item Purification Beads Purification Beads

Build Item Hunter's Cowl Hunter's Cowl
Build Item Ichaival Ichaival
Build Item Odysseus' Bow Odysseus' Bow
Build Item Silverbranch Bow Silverbranch Bow
Build Item Dominance Dominance
Build Item Qin's Sais Qin's Sais

Apollo's Skill Order

So Beautiful

1 X Y
So Beautiful
1 4 6 7 9

Serenade

2 A B
Serenade
2 8 10 11 12

The Moves

3 B A
The Moves
3 13 14 15 16

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
Apollo strums a single cord on his lyre. It's so beautiful it hurts, and all enemies in a long range line take damage.

Ability Type: Line
Damage: 90 / 150 / 210 / 270 / 330 (+80% of your Physical Power)
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 11s
Serenade
2 8 10 11 12

Serenade

2 A
Apollo uses his amazing voice to mesmerize all nearby enemies and bolster himself with additional physical protection. Any damage done breaks the effect.

Ability Type: Area
Mesmerize Duration: 1.2 / 1.4 / 1.6 / 1.8 / 2.0s
Physical Protection: 10 / 15 / 20 / 25 / 30
Buff Lifetime: 5s
Radius: 20
Cost: 75
Cooldown: 17 / 16 / 15 / 14 / 13s
The Moves
3 13 14 15 16

The Moves

3 B
Apollo runs forward and slides on his knees, dealing damage, knocking aside all enemies and adding a stack of Audacity for each enemy hit. At the end of the slide, the movement speed is decreased for enemies and increased for himself and allies.

Ability Type: Dash
Damage: 70 / 115 / 160 / 205 / 250 (+60% of your Physical Power)
Movement Speed Buff/Debuff: 10 / 12.5 / 15 / 17.5 / 20%
Buff Duration: 3s
Cost: 70
Cooldown: 15s
Across The Sky
5 17 18 19 20

Across The Sky

4 Y
Apollo rides his chariot across the sky, choosing when to land, dealing damage every .2s for .8s as he lands. Enemies hit by the last tick of the landing will also be knocked up.

Ability Type: Ground Target
Damage Per Tick: 70 / 95 / 120 / 145 / 170 (+30% of your Physical Power)
Damage (Max): 280 / 380 / 480 / 580 / 680 (+160% of your Physical Power)
Radius: 20
Cost: 10 + 40 / 50 / 60 / 70 / 80 per second
Cooldown: 110s

Apollo Threats

Tap each threat level to view Apollo’s threats

Max
0
Major
1
Even
0
Minor
0
Tiny
0

Apollo Synergies

Tap each synergy level to view Apollo’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Extended Build

Introduction

Hello Again, thought i'd make another guide after my last one was so well received ( check out my cthuhlu guide) was so well received, honestly with the mask changes and the vamp shroud and helm nerfs i presume that guide still holds up, thank you for the support.

On to ADCS, just for some background I am not a ADC main but i have mastered all 5 roles, Statistically ADC is my best role as I am undefeated in ranked with it and I have a couple of points explaining why i Think that is and how it applies to you.

The first is I think the Carry role has the biggest impact in the game right now and can flip a game, a good carry will instively know when to pslit push, when to do objectives, and when to commit its a carry's job to be the tank killers as well as taking out the other carries, essentially a bit of everything.

With this guide I hope to help aspiring Carry players learn the role to a high level, with a focus on APollo as a focal point and maybe experianced players can learn something new too.

Items

As you can see in the above build the focus is on attack speed I will briefly go through why each item is meta and optimal right now.

Cowl is the best starter for ADCs right now for a few reasons, letsw go over what you get in the item; 15 Physical Power
+7 MP5
+10% Physical Lifesteal
+5% Attack Speed
Passive Effect: PASSIVE - While you are within 55 units of an allied god you gain 10% Attack Speed. If you are alone you instead gain 5% Movement Speed

Essentially you get everything you could want from a starter, good mana sustain, enough life steal until level 20 allowing you to skip an expensive life steal, good power and either movement speed or attack speed ine passive. It is the clear option to get for any hunter right now, sorry bluestone hunters maybe another patch.

Next we have ichvail, despite recent nerfs it is still necessary as it lets you outbox the enemy hunter and if you skip it you risk losing out to a hunter that does buy it. Good power, a strong debuff and high attack speed make it a must buy. Despite this sell it in the late game as the passive is more for laning. What you buy is up to you and depends on the enemy team comp and hos the game has turned out. SOme options include Atalantas Bow, Wind Demon, Mantle of Discord, and Executioner

Next up we have Obow, a cheap item that has incredible lane clear allowing you to keep up the pressure and does incredible amounts of damage in the late game with the chain effect.

You might be thinking why all this attack speed wont i overcap early and doesn't Apollo's passive give attack speed? what gives? This is where Silverbranch bow comes in the item most attuned with Apollo. The more attack speed you get over cap the more power you do. With purple buff and Apollo's passive this meta build is the best way to do crazy amounts of damage to anything that moves.

DOminance is a item that got an incredible buff essentially giving you 25 percent pentration as well as rounding up your sustain which is needed late game for your ult with a good amount of power this item is a must have.

Then we have Qins, one of the strongest items in the game right now works well against squishy targets but absolutely destroys tanks, with the penetration and power you already have nothing will have a strong defense against you late game.

Then we have the cowl upgrade, leaders cowl isnt a bad choice but you probably want to get Hunter's Cowl, a crazy amount of power and attack speed combines well wirh your other items and just increases his damage to absurd levels.

Skills

Lets go over the levelling order.

1st Ability - So Beautiful

Apollo strums a single chord on his lyre. It's so beautiful it hurts, and all enemies in a long range line take damage.

Max this first it is your lane clear and your main source of poke. the pass through effect is very useful.

2nd Ability - Serenade

Apollo uses his amazing voice to Mesmerize all nearby enemies and bolster himself with additional physical protection. Any damage done breaks the effect.

Max this second as the increaeed protections and duration on the mesmerize will be more useful than ether levelling his 3rd ability or his ult.

3rd Ability - The Moves

Apollo runs forward and slides on his knees, dealing damage, knocking aside all enemies and adding a stack of Audacity for each enemy hit. At the end of the slide, the movement speed is decreased for enemies and increased for himself and allies.

Try to run into the enemy when you do this, hopefully you can knock them away and you aspply a movement speed debuff while gaining movement speed yourself.

Ultimate - Across The Sky

Apollo rides his chariot across the sky, choosing when to land, dealing damage every .2s for .8s as he lands. Enemies hit by the last tick of the landing will also be knocked up.

Levelling it up seems pretty good right? you get bonus damage so what gives? Unfortunately due to recent nerds the mana cost is too high right now to level it up even with cowl you will want the sustain from dominance and the cowl upgrade before maxing this one.

Why is Apollo Meta? As well as tips on how to play him

Where does Apollo's strength come from?
tranquilly and calmness of mind "familiarity with one's surroundings The issue here is that most people don't perceive Apollo as a pressure character, which is a tremendous mistake. Somewhat smaller in base damage, but more powerful in hand due to high in-hand base damage at level 1, he's a force to be reckoned with in the early game. In addition, he is very difficult to gank for junglers, giving him greater momentum into the mid game."



Pressure early is crucial in this meta, the combination of his early base damage and the steroid provides him with a lot of early lane pressure. When combined with an aggressive support, it can provide significant pressure in lane, especially if his ultimate is up. With a bit of forethought, you can pull yourself out of many dangerous situations and prevent many ganks. Apollo's passive is a good tool to use to limit your opponent's ability to apply pressure.



In the late game, Apollo has an extremely situational ultimate. The fact that all of his other abilities are somewhat indicative of his having a powerful late game but this is not the case.

Ults are often decisive in games. late game you ult in and get killed instantly alor of the time the only option is to strive to be more creative when employing it. Look for 1v1 duels, enemy 1v1 duels left alone, or as a chance to get a Fire Giant. As with other late game options, getting mileage out of this Apollo option is vital. Always bear this in mind when thinking about how to use it well. Even being in the air can cause distruption and panic so use it well.

The ultimate is beneficial to the early to mid game for rotations and the like , but doesn't benefit your team much in the late teamfight most of the time Using it when the situation calls for it can be the difference between life and death, but it is situational. Most of the time, it's better to split push with him before the rest of the team rotates over to a teamfight.



A good power spike is Key
By using his steroid and utilising his early base damage, you'll be able to do this, as well as obtain an aggressive start. Avoiding ganks in the early game will mean a lot of success for you.
Without a large, spectacular ult, the lack of a combat ult for Apollo is going to hamper his squad. Lane pressure, clearing, and invading are critical components of your strategy. To effectively engage an opposition team's Apollo, you want to have that Apollo draw their attention to you while isolating you from your opposing Hunter. Catching a gank in the early game is a skill that must be learned, because squandering a jungler's time is a massive waste of resources."

The Future of Carry Builds?

Rest assured, this build will be good to go for a good while, the next major patch has no changes to this build or Apollo and I do not see him getting nerfed or his items changed in the near future, I hope this guide helped and as always take care.

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1
Zelvios (1) | September 11, 2021 4:22pm
I personally think OBOWs dead after the nerf.

So far, after lots of mathematics, I've also determined Dominance > Executioner. Unsure about Ichaival.

Gilded Arrow (Ornate) > Ichaival > Asi > Wind Demon > Dominance > Deathbringer seems to have the best mid-game curve with a better late-game transition than the bow build. The only disadvantage to this is that you won't have Cowl early so you'll have to be wary of your sustain.
1
WaxPython | September 12, 2021 8:38am
Obow losing 10% attack speed doesn't make it dead lol
1
Branmuffin17 (358) | September 12, 2021 11:45am
Combined with other bow nerfs upcoming, it might push it from being used as a potential early/mid item to a late item though. But agreed, not dead quite yet.

Bow build overcapping w/ Silver makes it less functional for hunters that don't take as much advantage of being able to overcap though. Apollo remains one of them that absolutely uses Silver well.
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