In SMITE, Athena is a Guardian, a protective beast on the battlefield. Her purpose is to walk up, apply CC, and protect her teammates. Her team composition flexibility really helps her be the glue to any team. Also, all it takes for Athena is the perfect chance. A misstep, an accidental basic attack, and she can turn a team fight around.
~One SUPER HARD CC~
~Potent damage and clear~
~Great map presence~
~Uses dash as engage~
~Hit or Miss Hard CC~
~Long Charge Up for Ult~
After every ability, your spear will glow and become an actual spear, as the next basic attack you fire will be ranged and do your auto attack damage, along with 15% of your magical power.
This is a good clear assist, for those pesky archers in the back that always kill you when you're in the red and your enemy is under tower VEL spamming (nah, not mad). It also helps get in some extra little damage for when you start to fight, and can actually kill someone if lucky enough.
This is a dash. She passes through all minions, and stops at the first enemy god hit. The hit also slows for a maximum of 25% for 2.25 seconds.
This is a great engage and disengage. It can start a teamfight, slow a pursuing assassin on your ADC, or get you with an Not-Even-Close amount of health. Early game, it can get you out of nasty situations, or get that little damage and CC you need. Also, the cooldown does reduce as you level it, so it is a great choice in terms of leveling, but falls off late game, so it will be finished before your ult.
Important to Know
This ability also stacks blocks every time you use it, nullifying up to three basic attacks. Your shield glows up as a cool visual effect of this. Additionally, you can use this as a clear tool. If you hit the wave, you can stack the block and get ahead in farm.
This ability is everything. It is a wide coned taunt, and makes all affected basic attack you for a maximum of 2 seconds.
Again, literally everything. Because this doesn't do any damage, but can lead to a lot of damage done, this will be your second priority. Depending on how aggressive you are, you can trade leveling this either at level 2 or 3, but you will want to finish it before your 1.
Important to Know
Two seconds on paper, is nothing. But in game, that is two whole seconds where the enemy can do nothing but just chase and auto attack you. Auto attacks have an innate movement penalty, so it is also technically a slow on them. Two whole seconds where all they can do is take damage, from every imaginable source your teammates have.
This is a small circle of summoned soldiers that deal damage when they pop in, and then once more when they leave.
This is your main clear. Therefore, it will be first, and can provide some much needed farm.
Important to Know
When using it to clear, popping it on the archers will reduce the damage of the minions, but putting it on the brutes will reduce the push of the wave. It gives you a choice of how to deal with the minions. It is a note that the brutes have more health, but the archers do more damage. This is also effective in the jungle, as you will have the creeps around you, you can tag them twice easily, and clear by yourself early on.
Also, you can combine this with your taunt so that while your enemies are attracted by your big assets you can deal some damage to them, twice if your positioning is great.
This is one of the about six (?) global ultimates. You choose any of your teammates,
and you charge up a giant leap for 4.2 seconds, and then teleport to them. During that charging time, your selected teammate gets a 20% damage taken mitigation.
This is an ultimate. Just level it how you see fit. It is important to note that the cooldown does reduce as you level it more.
Important to Know
No really, this is what I meant by map presence. At any moment, you can go to any of your teammates and start a team fight. You can hop from fight to fight. The smartest strat is to save a teammate with it in the middle of a fight by ulting onto them, so they take less damage, and taunt as soon as you land. This serves as protection and repositioning.
Note, do remember that in a fast paced game like SMITE, 4.2 seconds is a long time to charge up. If the designated person does die while you are winding up, the ability will go on Cookson and you will jump up and down like an idiot. Also, assess situations deeply before deciding, because you could potentially put yourself in danger instead.
As stated before, Athena is a very versatile guardian, being able to make use of a lot of items. This chapter will focus on each individual item, and how you can utilize it.
Physical Protection Items
Magical Protection Items
Hybrid Defense Items
Magical Damage Items
One last time, Athena is a Support. What does a Support do? To start, you will help the team to victory. More specifically, you will stay in the front, taking damage a lot and possibly
feeding dying towards a bigger cause. Down below will be lists of what you will be doing.
We have covered Athena extensively and how to use her. You are ready to fight. But then, who will you be fighting? Which gods in this game can conquer the mighty strategist at her own game? This section will answer such questions by highlighting who will stop you in your tracks, and how to push past those obstacles, as well gods who are weak compared to your intelligence.
As a note, the gods will be sorted in alphabetical order. Also, easy means that you counter them, medium is evenly matched, and hard is a counter towards you.
And as always, you are own worst enemy.
| Ares and Athena, while related, are completely different. With his ruthless atitude towards battle, he wins this matchup.
Your clear is stronger than his, despite the recent buffs to Shackles. On that note, his Shackles can cripple you, taking away your engage.
Your taunt can get him out of his Searing Flesh.
His Bolster Defenses, however, kinda counters you, as in it gives protection and CC reduction for a duration, meaning that enemies will get out of your Confound easier.
Lastly, his ultimate counters your ultimate. He can wait until your Defender of Olympus is almost done charging up, and then pull you back all the way to the other side of the map where he still is, putting you not only away from your own team, but in the midst of his, likely killing you.
Both of you are great initiators, and stay for the thick of the fight. In the end, it comes down to the rest of the teams' compositions, and how well they work with their given protector. By yourself though, you will be found kneeling in his presence.
|This goddess has been un-BEAR-able since her release. This means that even the strongest intellect can not beat nature and it's most protective animal.
Artio mainly has two sustains, Energy Surge and Life Tap. In a team fight, these can prove troublesome, as you'll have a harder time downing her and her team. If hit all 5 times by Life Tap, you will be rooted, which can leave you vulnerable to more CC.
Her dash in bear form, Heavy Charge, lasts way too long and can create a huge gap between her and you. Confound can cancel this completely, making her mercy to your allies.
Her hardest counter to you are both Entangling Vines and Ferocious Roar. The first is an area wide cripple that will not only cancel your dash, but also decreases your power, along as your protections when factoring her passive. The second is a huge stun that increases Artio's protections, making her even harder to kill.
|Silly drunkards are the literal opposites of scholars, and thus will be conquered mentally.
Gotta hand it him though, Bacchus has one of the greatest initiations in the game.His jump, Belly Flop, has a knock-up AND a slow, meaning that he can setup for a lot of things. Especially his own ultimate, Intoxicate, can disable your teammates for a good 6 seconds.
The easy part of countering him though, is that his initiation is his escape. After he jumps, taunt him to delay his ultimate activation.
Belch of the Gods is his 3, with built in antiheal and a stun. This would be not necessarily a counter, but a nuisance, and is actually very avoidable, because the stun is on the last hit of the ability.
Stupid decisions are usually made when under the influence, and this matchup is no exception.
|Oh mang has this one always been cancer. And against Athena, the statements is as mountainous as ever.
His first ability is a one person stun. Seismic Crush lets him speed up towards that juicy booty and DEEPLY PENETRATES IT with high damage and a stun. This is his initiation tool, and usually used for ganking.
His two, Refraction Shield, not only gives him protections for taking damage -
which, paired up with his passive, lets him take less damage naturally - but stuns in a small cone. This comes out almost instantly, so you are feared to touch him and get close to him.
His third CC, Tremors, pulls you closer to him while also making your movement uncontrollable. This is for when he's in the middle of a fight and setting up for an even bigger ultimate from his teammates.
Lastly, the piece de resistance, Tectonic Shift traps you in a semi-circle of walls, with the only escape being towards him and his team. All in all, you're gonna lose.
|The newest god in the game, protector of the Underworld. He won't be sending you there anytime soon.
His hardest CC, a stun on Paralyzing Spit, is very hard to actually hit, because it is a slim cone, and has to be perfectly spaced. Therefore, it's a tossup as to whether this will affect you greatly in a very fast fight where not everyone has time to space themselves for a stun.
Of course, Confound can take him out of his main clear ability, Ghastly Breath. Not only this, but you have better clear than him with Shield Wall not being a tick ability.
Like Bacchus, his escape is short distance away, and is mainly used as initiation for his Stygian Torment. This is a great ultimate that brings the enemies directly to the allies behind him, and has the potential to tag a whole team. The counter to this then, would be to redirect the team's attention once you're brought to them with a 4-5 man Confound, which can get your team two seconds of solid damage.
Cerberus is less of a counter to Athena, and more counters whole teams, with passive antiheal, and actual heal stealing, and high sustainability. But you'll make short work of him.
|Greedy little dragon, you cannot steal intellect. An even macthup, due to the differences in strength.
Fafnir and Athena are equal when it comes to farm. His can hit the whole wave and won't kill, while yours will almost kill the archers.
You have great initiation and a easy to land hard CC, he has a skillshot stun and in dragon form, a jumping stun/disarm.
One major difference is that he has a buff that he can give to his team, which can sway some fights. An attack speed isn't scary by itself, it's about who he gives it to. If they are under your tower and he pops the dragon version, that tower is gone. Therefore, while he can't start a teamfight effectively, he can definetely gain more from one than you.
|Let's discuss the virtuous elephant in the room who challenges you in all aspects.
Ganesha is definitely the God of Success, because he can do anything and still support successfully. His main clear hits in a line, and gives his companion adc, or any other allies around him, a maximum of 10% extra damage done. In a fight, that much extra damage can mean hundreds of long term damage.
He also has a potent silence, on par with Nox's, but omni-directional, and it also gives his teammates protections for silencing. If you try to walk up to the team and taunt, you won't be able to do it, and the enemies will be prepared for the next attack.
His dash, Remove Obstacles, stuns and knocks up, keeping you in place for a quick second of pummeling. It's a great move to stop you in your tracks.
Now, usually in a team fight, the groups are bunched up together, waiting for someone to make the first move. Dharmic Pillars exploits this like-mindedness by not only damaging you on the edges of its area, but slowing you once being damaged, and reducing your protections so that you take more damage. It also serves a purpose of securing an area, saying that if you want access, you better be ready to take some serious damage.
|While on paper it seems tilted towards you, it's not that set in stone.
Geb has always been a staple Guardian, because he literally shields you, and he's also one of the oldest for sure. His main initiation, just like him, takes a long time to be potent in the game. He has to already been rolling for about 3 seconds to become CC immune, so a quick taunt and that's it.
The reason Geb is picked is because of that shield I mentioned. It gives a maximum of 650(!) health, and cleanses any CC the target has once applied. This is a life-saver. Being cleansed of CC+a life shield, and you're back in the fight for a maximum of five seconds, or can now get to base and come back with full health.
The ultimate, Cataclysm, is a classic AoE stun around himself. Because he will be in the center of everything, this is a great one for starting a teamfight, or setting up for a slew of other ultimates.
The medium part of the matchup comes from the better clear than him, and the better initation, as you don't have to be in the middle to apply CC.
|Another life saver guardian, this bi bug can still be squashed under your stilettos.
His hardest CC, a silencing pull Abduct, is slow, and not very effective as it goes a short distance, both towards you and backwards. Since you'll be facing the team,
just spam Confound until it connects and boom, team fight started. He also has a small area root, with equally small damage.
His two, Rising Dawn, is actually a pretty great clear tool, reduces physical protections, and gives his teammates damage mitigation up to 30% for 3 seconds, all the while you're taking tick damage.
Scarab's Blessing is even more of a life saver than Geb's Stone Shield, because it actually revives you back with a portion of your health. Once applied, it also cleanses the person of CC and slows.
As you can see, he's more of a bullet taking nuisance than a Guardian. He's meant for one person pickoffs and saves, not full on team fights, which makes him an easy opponent.
|The heaviest of sleepers, will no doubt keep you on your toes as you face off against him.
His clear is crazy. Like, his Throw Back can hit one minion, that will hit the whole wave for more damage than he hit that one minion for. Normally, this is a dash, and most Kumbhakarnas will use this as an escape rather than an initiation.
His root, Groggy Strike, is a line in front of him, and it roots for 2 seconds, a good chunk of time leading up to a good chunk of health taken from you.
Oh boy this mesmerize. Mighty Yawn lasts 3 seconds, but if you are interrupted in your slumber, you will be slowed and have your attack speed lowered. The slow is crazy too. That's why, even though it's looked down upon, Mystical Mail can actually work on him, for that quick mes into lingering slow.
Lastly, Mighty Uppercut is a CC immune dash, that damages and knocks up the first enemy hit, deals damage when they land back down, and knocks up everyone in the landing radius. This can put you out of the fight for a full two seconds, sort of like a banish, but able too look below yourself in horror as your team is useless without you. Don't sleep on this big fella.
|Usually one is smarter than to dive in head first against this watery god.
His 1, if you can call it a clear, can slow you, and has innate health and protections. If Kuzenbo is building full tank, this thing is nearly unkillable for 6 seconds, when it dies theatrically.
He has a reflect, Shell Spikes, that can deal minor damage, but still makes some people back away at fear of killing themselves. This can be activated while he is CCed, so even immobilizing him does not make him unable to do anything.
And the displacement begins. This grab can take you a long way away from your team, and while your first instinct would be to Confound immediately, a 5 man taunt pointed towards you with no support is a death wish, as after the CC ends, you will be encircled in deities.
Spin to win baby. Watery Grave is self explanatory. You will be pushed and bullied around by him, into his team, away from yours, and back to square one as your health reaches zero. It should be noted that he moves faster when ulting, and is CC immune, so that he can bully to the best of his abilities.
|Cya later alligator, this matchup is easy.
First off, Sobek's clear is trash. Hits in a cone, he has to go to the side of the wave to hit them all. However, it does have some antiheal attached to it, and heals him, so it serves a purpose.
His dash is also a stun/grab/knockback. Because he knocks you backwards to his team, this is an automatic setup for your Confound, so him grabbing you plays in your hands.
His minor displacement, Tail Whip, is the same as the other one, where you now get a new position to assess the fight from. It's actually very weak in terms of displacement.
Lastly, Lurking In The Waters slows all those around him, makes him CC immune, and regenerates his mana, not his health. He is still targetable, and doesn't actually move any faster, so he's just under some water. Guess this croc was in denile of his abilities.
|Studying the beauty of nature is always eye-opening, but this tree huger needs to learn a few lessons.
One unique thing about Sylvanus is that his autos attack in an AoE, so his clear ability wise is trash, but basic attack wise, is on par with some meta guardians, like yours truly.
He helps his team immensely through all stages of a fight. His Verdant Growth flowers give major MP5 to teammates, as to keep em topped off for teamfights, and can root and reduce the protections of enemies, so that in the middle of a fight, he can pop this on you, and you'll start wondering where all this damage came from.
One of the earliest guardians with a heal, Wisps give heals and protections to allies, while it just damages enemies. It helps keep his allies up for more damage given and taken.
His grab is one of the longest in the game, going a whole hunter basic, and then some. It is very skinny, however, so don't expect this as a hard counter, and is only mastered by the most proficient of Sylvanus'.
His ultimate, Wrath of Terra, simply knocks up and does damage over time. In the middle of a team fight though, it can mean huge plays because it's a full second while you're in the air.
His main weakness is that he's not the risky up close and personal initiator like you are, so he can't start a fight, he just prolongs it. But all things in nature come to an end.
|The mother of all Gods, trying to teach her grandkids a lesson.
Terra has been doing pretty well this season. Her clear consists of either stunning the minions, throwing shrapnel at them, or ticking away their health. This makes her lane presence pretty good. On this, you guys have almost equal clear.
Her heal, Monolith, is so minimal, it's laughable. It's not a heal, it's just some added HP5. When she destroys it however, she damages and roots everyone in the area. This initiation is on par with yours, because it sets up for a stun from her, an ult from a teammate, etc.
Her ultimate, Earthen Fury, affects everyone around her. It gives allies and enemies 5% damage mitigation and intake respectively, as well as healing and damaging allies and enemies respectively. This in turn swings the fight at least 10% in her team's favor. Therefore, what you beat her in is global presence and mobility.
|A chinese mirror to Ares, at least this time you can be a-head.
His main damaging tool is his Furious Roar, which does damage based on how much health you have. This can do well in lane, as it hits in a line.
His initiation, Sky-Cutting Axe, comboed with is Hook Slam, is a great way of getting into the fight, gaining some protections while doing it, and then putting the enemies in their place, as to setup for future abilities.
Let's not take too much time talking about his ultimate, Whirlwind of Rage and Steel. He spins around, gaining CC Immunity, grabs any enemies in range, and throws them towards his team. Afterwards, you can spam Confound for a good 3 man, if you don't get CC trained first.
|Finally on the list, is the first Guardian ever released, and he hasn't changed a bit.
His Ice Wall directly counters your Preemptive Strike, as it cuts off any potential initiation you have. Also, Confound can not affect people on the other side of the wall, so this one ability makes you useless.
His clear is one of the strongest. We're talking one of the highest base damage, along with high scaling, and he's clearing full waves at level 3.
Frost Breath remains a staple hard CC, as it is a quick and easy cone stun, that lasts for 2 seconds. This can hit you right out of your dash, right after the taunt ends, and any point in between. It stops you right in your tracks and sets up for an even easier Glacial Strike for astounding damage, and a slow on top.
Shards of Ice is one of those zone cut off ultimates that just dares you to enter. You get frozen, you could die off this. Not to mention it slows, so those already inside will find it harder to escape.
He is your hard counter in everywhere. He may not have an escape, but he honestly doesn't need one, as he can just stroll in and break the ice.
I had tons of fun making this guide. It was refreshing to come back into the SmiteFire community through a guide contest. Not only did I have to rebrush on my BBCoding skills, but I also learned some new stuff, like borders. It was also fun testing builds and items out during the guide making, which may be why it took my so long to finish.
Hopefully this guide will bring you plenty of successful conquests and have you relishing on the spoils of victory.
I leave you with this food for thought: If Athena is the Goddess of Wisdom, then why does she look and sound like a dumb blonde? Maybe the title makes a bit more sense now ;)
This has been IceColdPappsi, on the rocks.