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Alright let's be honest with each other here. We have all gone into joust and just played whatever god because we wanted to play him. Maybe we put some thought into the damage type or if we had a tank, but honestly, we never put a whole lot of thought into it.
Well I'm here to tell you that everything you do is wrong. I'd like to change the current general Joust meta to be more like that of Conquest. You queue up and hope for the role you like.
Before we get started I'd like to give my readers a sense of credibility towards my work. My in game handle is Firake and my stats are a little terrible. Let's just say I used to be less than spectacular at Smite.
You can search for my Hi-Rez account here.
Here is my profile on tiermonster.
Joust 3v3 is my most played game mode (by a small margin with conquest) and I hope to improve the general quality of the average Joust game.
(as a side not I was never good with Ullr even though he is my second most played god. His stats are horrible and I have since stopped playing with him)
First, the Tank and the Lane Clearer will make their way to the blue buff (the first buff on the right), and the Jungler will head to Speed (first buff on the left). Both will clear their respective buffs, and move on.
The Jungler, now, can either try and steal the enemy red buff or go to lane. The duo pair can also either choose to take red or go to lane. Once in lane, both groups will start to clear the lane and poke the enemy. Once the players hit level 5, they should start to recall and buy items; this should be your first back unless you have been fighting significantly. Try and also stagger your recalls so that you don't leave the lane unattended or with only 1 defender.
Now, the Jungler will start to roam and take buffs. He / she will leave the lane for the most part and only come in for ganks. This phase of the game is crucial because it involves the most farming. The Lane Clearer should try and wait for the Jungler to be in lane to clear, but it is not a priority.
After the Jungler hits level 20 and gets a full build he / she will be staying in lane and letting the Clearer take buffs to get that last push. The Tank should be hardy enough to not need a significant amount of gold, now, and he should try and kill the enemy team alongside his Jungler. If you are ahead in this phase, it is important to make sure that the enemy does not get any buffs so that they cannot come back from their deficit. If you are behind, your primary objective is to secure your own blue and speed buff. This will slowly add up as the enemy will have maxed out their builds and levels causing you to potentially be able to come back.
Remember that at this point in the game, any small mistake can be magnified to create a loss.
Starting Build
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Starting Build
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Starting Build
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Late game, your #1 priority is staying alive, closely followed by taking the phoenix. Even if you're behind, your team can easily take the tower if one or both of the damage dealers has high pen ( Obsidian Shard or
Titan's Bane). Make sure you take advantage of wards and take objectives when your enemies are securing buffs.
DO NOT, I REPEAT, DO NOT WAIT FOR THE CREEP WAVE TO TAKE THE TOWER
Your late game damage and tankiness is more than enough for you to take it with only gods, waiting for the creeps will only increase your chances of getting caught out of position.
Ne Zha is an excellent god in 3v3 because of her crazy ability to stun and burst the opposing Jungler without them being able to do anything to stop it. She also has insane camp clear and high movement speed, resulting in easier jungle control. When playing against Ne Zha, it is important to have beads to prevent her ult combo. If you get caught in the jungle by Ne Zha, it is a life saver.
Agni is a great Lane Clearer because he can stun and burst enemy junglers coming into lane, effectively preventing a potential gank. He also has great mobility make it hard to kill him when he has teammates nearby.
Ymir is my favorite Tank in 3v3 because of his non-ultimate CC, and his blocking skills. Walling off the enemy jungler when they come to gank is an amazing skill to have, as well as using your ultimate to peel enemies from your squishy teammates. People often forget that Ymir's ult does insane damage even without building damage.
Invading the enemy blue buff early is an advanced strategy that employs surprise to get an early lead on your enemy. If you are thinking of invading, make sure you're team has at least one good early game god, and the enemy team has less than you.
For example, invading would be good on a team comp of Ymir,
Ne Zha,
Ra vs.
Geb,
Apollo,
Nemesis.
If you invade, you want to make sure that you either get the blue buff, the red buff, or a kill. Quickly clear the wave in lane and move on to securing your own buff camps. If the enemy simply invades your camps after it, you have lost and gained nothing but mana and active cooldowns.
To start the invade, have your tank blink in and CC as many people as possible. Have the Jungler follow up with using Hand of the Gods on the camp to secure the buff. You're next priority is to kill the enemy Jungler to make it easier to control the jungle later in the game. Do not attempt to dive towers this early, or the enemy could turn the invade on you and come out ahead.
After that, move on to securing the left red buff, clearing the lane, and then securing your own camps. You may choose to have the Jungler solo the blue buff.
Hopefully this guide has enlightened you to some potential strategies on 3v3 Joust. If you have any questions, comments, or concerns call the reply box below!
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