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SKami's Ultimate Guide to - God Choices [ WIP ] [ Hunters & Mages ]

2 0 8,158
by SKamiTheFly updated October 28, 2013

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Introduction

Hello, My Name is SKamiTheFly, and I am here to bring you a Unique Guide. Not for a Specific God, but what comes before that. This Guide will be Useful for picking which God to Buy, which God to Pick in Ranked, and what is missing from your team. I will be stating the strengths, weaknesses, and what each god brings to the table, to you. Without Ado, Let us Begin.

Hunters


Apollo



Apollo's Strength is having his amazing Ultimate to fly wherever he wants, at the cost of mana thus having immense split push potential. His Passive allows him to double his attack speed for 5 attacks, after 10 basic attacks, good for pushing and engagements. His 1 is a Nuke, easy to land, nuff said. His 2 is an amazing Mesmerise that allows him to escape, and reposition. His 3 is a Dash that knocks others away, and does minor damage, good for repositioning. Lastly, his Ult, allows him to fly ACROSS THE MAP, escaping harm, and getting to fights. With incredible mobility, comes lacking the punch, so he is likely to lose in a 1v1 scenario against most other hunters.

In a Nutshell, Apollo is great for Pushing Utility, However, is lacking in sheer engagement potential.

Artemis



Artemis's Strength is her, Strength. With the Highest Base Damage and Growth amongst all the Hunters, She packs the punch. Her 1 is a free ward/cripple/root but is extremely hard to land. Her 2 is a steroid, multiplying her attack speed, dropping health like bombs. Her 3 is a harassment tool, allowing her to slow her enemies and deal minor AoE damage. Her Ult releases TUSKY, causing him to charge and stun her enemies, leaving them there at Artemis's mercy as well as getting CC Immunity. However, with the Punch, contrary to Apollo, does not have the mobility, thus is easy to focus out in TeamFights. It is also notable Artemis is very Mana Intensive.

In a Nutshell, Artemis is the God to Go to when you need the sheer damage.

Anhur



Anhur's Strength is his Super Soldier Capabilities. He has EVERYTHING. Anhur's Passive is Flat Penetration, good for his Early Game. His 1 is his Pillar, that slows, allows him to deal more damage inside of it, raising an impassable wall, real good. His 2 is his Impale, dealing damage, knocking back the first god in it's path, and if that god hits a wall, it is stunned. It is very good for dealing damage, pushing lanes, stunning gods, screwing up their Position, so good. His 3 is a leap, dealing damage, knocking back, all who are caught within. An amazing reposition, screw up, and general one of the reasons that made my friend hate Hi-Rez
(no offensive). His Ult gives him CC Immunity, and throw 9 Spears in Quick Succession, Dealing LionLoads of Damage.

In a Nutshell, Anhur is an amazing Hunter, but lack the niche roles of the rest.

Cupid



Cupid's Strength is his sheer skill diversity. Cupid's Passive is after 10 basic attacks, he will get a stun on his 1, more heals on his hearts, and attack speed on his dash. Cupid's 1 is a nuke that will hit 1 target, which will do damage, however, after some time, would deal a second burst of damage, in a small AoE, pretty much Cupid's main poke. Cupid's 2 is him throwing out 3 hearts to heal himself and his allies. When his Allies pick it up, he gains Mana. Cupid's 3 is a Dash, leaving behind a trail that will speed up Allies, good for escaping. His ultimate is a huge, lane wide AoE, of Heart Arrows that will cripple and slow all that are inside. After some time, these Hearts will explode dealing damage and a mesmerise to all caught in it. Cupid however, has the lowest damage of all the Hunters.

In a Nutshell, Cupid is the go to, when you need his AoE ult, and his somewhat support capabilities.

Neith



Neith's Strength is her Super Soldier kit, having a root, stun, heal AND leap all in one kit and all do damage.. Neith's Passive is a broken weave is left upon every god death. This is very niche for the most specific of scenarios. Neith's 1 is an Arrow, that moves in a straight line, rooting and dealing damage to all hit. If it hits a broken weave, the weave explodes, dealing damage to all caught in it's radius. Very useful for clear. Neith's 2 is her AoE heal, taking health from all caught in the radius, and also damages, and if it hits a weave, heals her more too. Neith's 3 is her backflip, she backflips, dealing damage and leaving a weave. Very Good Escape. Neith's 4 is a Global Arrow, that can lock on to any god on the map, provided vision is provided on them, when released, deals damage and stuns them for a second. It can be charged up for more damage. If it hits a broken weave, it deals the same effects to all in the radius. Last of all, it has a delay before it hits.

Neith in a nutshell, is similar to Anhur, having great utility as a super soldier, but lacks in sheer, face destroying auto attacks.

Xbalanque



xBalanque's strength is his snowballing potential. xBalanque's passive is, whenever he kills a god, he gains 10 PERMANENT physical power, up to a max of 5 stacks. xBalanque's 1 is a toggle, allowing his basic attacks to split off once when hit, and deals more damage, at a cost of mana per bola. Good for that little kick in that bola. xBalanque's 2 is a spread of darts 180 degrees around him, dealing damage over time. It is great for harassment. xBalanque's 3 is a half dash, which does damage all around him after some time, and deals more damage if the enemy team is poisoned. It has a combo set into stone with it, and is an amazing escape. It has to be noted you can't Jaguar through walls. xBalanque's 4 is a global blind, for 6 seconds. At the end of the duration, if the target god is moving, it stuns them for a short duration. Good for causing chaos in teamfights, and chasing.

In a Nutshell, xBalanque is amazing if you are confident in your skills with him, otherwise, lackluster.

Mages


Anubis



Anubis's strength is within his sheer burst potential and 1v1 capabilities. With some of the highest magic power by default, a great passive and amazing skills to do amazing DoT damage with, he can win near all 1v1 Engagements. Anubis's Passive gives him tons of stats, such as CC Reduction and Lifesteal. This causes him to have an edge above the competition. His 1 Roots him to the ground,and deals AoE DoT in front of him for 5 seconds-ish. It is good when your Ult is on Cooldown. Anubis's 2 is a single skillshot stun for up to 2 seconds. It is great for holding them down for your Combo. Hitting this is Key for Anubis. Anubis's 3 is an AoE Damage over Time Slow that does decent damage. Good for clearing waves, harassment, and his combo. His 4 is his Ult, rooting him to the ground, making him CC Immune, dealing damage in a very small straight line in front of him, dealing Obscene damage. His Mummify, followed by Hands and Ult, deal crazy damage. This skill is extraordinarily difficult to land consistently, thus, you need to hit that Mummify. Anubis,dealing obscene single target damage, lacks in teamfights due to lack of AoE as well as being extraordinarily squishy

In a Nutshell, Anubis is an amazing Mage Assassin, but is a glass cannon to that fact.

Ao Kuang



Ao Kuang's strength is in his Tornadoes, dealing massive DoT, Pushing Waves. Ao Kuang's Passive is gaining Magic Power from Mana. This is an amazing Passive allowing him to reach amazing levels of damage. Ao's 1 is a skillshot slow, which is good for keeping enemies out of, or in harm's reach. Ao's 2 is an escape, giving him a short immunity to slows, good for running away. Ao's 3 is his Tornadoes, dealing massive AoE damage, clearing minion waves at Level 1, Area Denial, Amazing Poke Damage. Pretty much the only reason Ao Kuang is still viable. His 4 is a delayed skillshot, dealing massive damage to all in a line, and knocking them around. This is very effective in teamfights, especially if you can land it on more than 2 people. Ao Kuang, however, brings little to the table besides what said.

In a Nutshell, Ao Kuang is great at Area Denial and general Damage, but otherwise, he is a niche Role

Agni



Agni's strength is his general flexibility, in his lifespan having played all roles, jungle, side lane, mid with viability. He is a great all around character. Agni's Passive is with every 4 basic attacks, you will gain DoT on your 2 and 4. This is amazing for harassment purposes and a little more damage. Agni's 1 is an AoE, dealing slight damage in that Area which combos with all his other abilities, thus, when ignited, stuns all in the area. Good for Harassment and general stun usage. Agni's 2 is a wave of flame shooting forward dealing damage, potentially comboing with a stun or DoT. Great for Damage, Harassment. Agni's 3 is a dash, leaving behind a Path of Flames, dealing DoT. It is a great waveclear and also hurts quite a bit for Area Denial. Agni's Ultimate is interesting. Agni will store up to 3 meteors at a time that he can use without mana. He can use them 1 by 1, or all at a time. This is very effective for damage, burst, harassment, and can usually turn the tide of a lane back once he hits Level 5.

In a Nutshell, Agni is a very flexible character, doing many things at once, however, has a high skillcap and is pretty much a Jack of all Trades.

Aphrodite



Aphrodite is the first support of SMITE, and sure does her role. Aphrodite's passive allows her to share 1/2 of her mana regen to her soulmate. Thus, she can multiply the benefits of blue buff or blue potion. Aphrodite's 1 allows her to kiss a teammate, allowing both to gain movement speed and many more. They also share a few of Aphrodite's Benefits. The Kiss can ALSO be used to stun enemies for 1 second. Aphrodite's 2 deals great damage and pushes back enemies nearby her. If she has a soulmate, it rather slows the enemy, however, it appears on the soulmate, not herself. Aphrodite's 3 allows her to send out doves, damaging all enemies caught as a DoT, healing her as they damage. This does a massive heal for her and her soulmate, and can deal massive damage if built right. Aphrodite's ultimate allows her to become immune to damage for a set amount of time, along with her soulmate. It should not be underestimated. However, once her cooldowns are used, she is rather vulnerable to attacks.

In a Nutshell, Aphrodite is an amazing support, and can help her team if done right, however, is squishy without protection.

Chang'e



Chang'e has great overall usefulness with her support capabilities and reliable damage. Chang'e has a passive allowing her rabbit to fetch items for her, good for sustain and laning. The 1 of Chang'e ( I need Grammar help ) is a crescent that appears in front of her, dealing damage. Good for Harassment. The 2 of Chang'e is an Immunity for herself, imagine a Beads and Aegis on a 15-ish second cooldown. Amazing skill to get outta trouble. The 3 of Chang'e is an AoE heal around her on a ridiculously low cooldown. Paired with Hel and you will NEVER DIE. Chang'e has a ult that allows her to shoot forward a crescent, stunning and damaging all that gets hit. The more people hit, the longer the stun. First Person hit would recieve 1 second stun. Second Person 2 second stun. So on So Forth. Chang'e however, lacks the punch her competitors have.

In a Nutshell, Chang'e is a great support, but lacks a punch without her teammates.

Chronos



Chronos is an amazing late game carry, dealing insane damage at that stage. Chrono's passive is a clock allowing various effects to occur upon his 2 activation. Great for Early Game. Chrono's 1 does a huge amount of damage in a small AoE on a low cooldown, great for waveclear and harassment. Chrono's 2 is a steroid, allowing him to attack without slowing down, and increases his attack speed. This makes him an auto attack mage, that can deal massive damage late game. Chrono's 3 is a Skillshot in front of him, dealing damage, slowing then eventually stunning. Very annoying to deal with, and can be a great harassment and lane clear. His Ultimate, after a buildup time, allows him to travel back in time to where he was, 8 seconds ago, with his health and mana replenished to that time. This is essentially a second life for Chronos, allowing him to live scenarios he would not. Chronos however, has a weak early game.

In a Nutshell, Chronos has amazing potential late game, however, can be shut down early game to prevent hell from breaking loose

Freya



Freya is notoriously famous for melting foes with a simple point of her blade. She can change basic attacks to range, making her real strong. Her Passive Grants her Magical Lifesteal, which is very effective to sustain herself. Her 1 allows her to deal bonus damage with her basic attacks. This is not very useful alone however can be used for jungling. Her 2 changes her basic attacks to range and slow. This is very very effective and is the selling point for Freya. When combined with her 1 activated at the same time, she can 5 hit enemies at Level 1. Freya's 3 banishes her opponents,taking them away from the fight, disabling them, however, they cannot receive any new sources of damage. Poison and Zeus bolts still affect them thou. Very Effective for Initiation and Escaping. Her Ultimate allows her to fly into the sky, invulnerable to new sources of damage, throwing down bolts of AoE attacks up to 4 times in a period of 7 ish seconds at her will. This is great for diving and burst. However, she is very squishy and requires much help to be fully effective

In a Nutshell, Freya is amazing for sheer destruction, but needs to be careful with her step.

Hades



Hades is a great teamfighter and solo laner with his ultimate and sustain. Hades's passive allows his basic attacks to blight his enemies. C'mon Hi-Rez, give him like Poison or something. This allows him to combo with his abilities. Hades's 1 allows him to go underground, popping up dealing damage and blighting all in the area. All Pre-Blighted Enemies are Slowed.Great Escape. Hades's 2 is a Silence in a cone in front of him. If the Target is blighted, it will also fear him. This is effective for his tanking purposes, very very annoying. Hades's 3 stomps his staff to the ground, dealing damage around him. All Blighted Enemies give health around them. Very good for Lane Pushing with his 1. Also his main Damage skill. Hades's Ult roots him and channels him, HOWEVER, pulls all enemies in a large AoE around him dealing damage and the pull is strong enough to not allow escape outside of dashes, leaps and blinks. This is the only reason you would play Hades, the massive Teamfight Ult. When combined with Others, Guaranteed Kills will be Delivered. Hades, however, is lacking sheer capabilities of the others.

In a Nutshell, Hades is a great tanky teamfighter, dealing good AoE damage, however, lacks sheer burst capabilities.

He Bo



He Bo does ridiculous damage. That is IT. Ridonkulous damage. He Bo's passive stacks more magic power to a max of 3 stacks with every spell he casts. Thus this allows him to deal Ridonkulous damage. He Bo's first skill is a cone in front of him, dealing damage. The trick is it's insanely low cooldown, allowing insane burst, keeping his passive up and Ridonkulous damage. He Bo's 2 allows him to put down a River in front of him, slowing enemies, speeding up allies. This is useful for chasing, escaping, and more. He Bo's 3 is a ranged AoE, causing a Waterspout, knocking up enemies. Again on a 8 second cooldown, does Ridonkulous damage and is good for harassment. He Bo's Ultimate turns him into an invulnerable wave moving forward, dealing damage to all he passes through, dealing massive Damage. This, with all his skills, allow him to reach Ridonkulous levels of damage, unmatched if fed. He Bo, however, eats Ridonkulous damage since he is so squishy, the epitome of glass cannon

In a Nutshell, He Bo is a Glass Cannon. Quite a Nutshell huh?

Hel



Hel is a powerful beast with many support and offensive capabilities in her arsenal using her two stances. Hel's Passive allows her to spread her magic damage/MP5 influence on her teammates the longer she lasts in one form. Very effective for the MP5. Hel's 1 for her white stance allows her to hit a single enemy, and heal off the damage done. For the dark stance, it allows AoE damage upon impact. Very strong skillshot ability. The white can be used for self regen and the dark for pushing. Hel's White Stance's 2 allows purification of any ANY CC for 2 seconds at max rank. For dark stance, it slows and weakens the enemy team in the radius. Very effective in white stance for avoiding key ults, and dark stance for chasing. Hel's 3 in White Stance allows her to heal everyone in an AoE. This is the same for the dark stance but massive damage. This is effective for pushing, support, and sheer nuking. Hel's ultimate allows her to swap stances. It is notable this is avaliable at Level 1. Hel however, lacks an ultimate, despite her 6 skills.

In a Nutshell, Hel is a strong pusher, nuker, support and is generally a great addition to any team, but with quite the high skillcap.

Eset



Isis is a very powerful Mage with amazing damage for teamfights. Isis's passive allows her to gain Magic Power each time an enemy dies within her sight. This resets upon death. Generally great for Snowball potential. Isis's 1 causes Isis to flap her wings, dealing damage by throwing out for waves of damage, also, she can backpedal without penalty. This is great for burst and mobility. Isis's 2 allows her to throw out a ball in which she detonates at will, stunning all in the area. Very difficult to land, golden if hit. Isis's 3 silences and slows all enemies. Good for weakening, chasing enemies, leaving them open to your other abilities. Isis's 4 creates an AoE, where all ally protections are increased. When damage is taken inside the AoE, the AoE grows more powerful. When it explodes due to Time, Too much Damage taken or upon Isis's will, it heals all allies, and damages all enemies in the Area. Very strong teamfight ability, and very scary if placed well. Isis however, CANNOT, be played whilst lagging, and has a high skillcap.

In a Nutshell, Isis is very effective, however, has a high skillcap.

Poseidon



Poseidon is a mage which has insane burst and pushing capabilities. Poseidon's Passive allows her to gain movement speed and additional damage on her abilities as he basic attacks. Very useful for mobility and damage. Poseidon's 1 throws out a wave that knocks back and damages all it hits. Very good with burst and damage. Poseidon's 2 causes him to increase in speed, as well as have 2 additional waves besides his main basic attack, very good for stacking the passive,escape and damage. Poseidon's 3 creates an AoE, pulling in slightly all caught in it's radius, crippling them and damaging them. This messes up positioning,and lines them up for the ult. Generally very useful for crippling certain opponenets, damage, interruption, very effective. Poseidon's Ult summons a kraken that damages all, deals more damage and knocking up in the center. This is a very strong burst damage ability. However,with all this, he has no true escape, or any tank points.

In a Nutshell, Poseidon is an amazing burst damage mage, however, lacks much of anything else.

Ra



Ra is an amazing supportish mage, with heals, a blind, slow, and LAZERS. Ra's Passive allows him to gain movement speed as he casts his abilities to a maximum of 3 stacks. Very useful for escaping. Ra's 1 launches a slow moving lazerbeam forward, dealing damage. Crucial to his Push and his harass, to play Ra, you need to land this. Ra's 2 is a slow over time, and eventually a blind to all facing him. This is useful for chasing, dealing very minor damage and disabling. Ra's 3 is an AoE damage and heal, very useful for pushing, dealing damage, and healing allies. Ra's Ultimate launches another lazerbeam forward, with a channeling time, but once cast, is instant. It has a notably short cooldown. Very good for sniping and damaging. Ra however, lacks much mobility, and hard CC, despite his naturally tanky stats.

In a Nutshell, Ra plays a very strong support damage-y role, but requires good aiming and positioning to be effective.

Vulcan



Vulcan is a unique god, he can put down turrets to defend himself. Vulcan's Passive allows some of his stats to go to his Turrets as well as heal them when Vulcan is near em. Very useful otherwise they are useless. Vulcan's 1 is a Skillshot that marks a target. The mark causes his cannon to prioritize the target and deal a bit more damage. It is also on a notably short cooldown. Vulcan's 2 is a turret that will face one side, and deal damage to one single target. His main damage source. Vulcan's 3 is an AoE slow turret. Thats it, a pretty decent Slow. Vulcan's ultimate, increases the regen of the turrets to 33% of their health per second, increased attack speed AND allows the Inferno Cannon to rotate 360 degrees. Very useful, but hard to use. Vulcan is one of those odd gods that have a weird teamfight presence.

In a Nutshell, Vulcan is an odd pushing god with weird strengths, but when used properly, is devastating. ( Refer to my Vulcan Guide )

Zeus



Zeus is a very basic attack/bursty god, with immense damage potential. Zeus's Passive applys lighting charges on his basic attack. Also, basic attacks will do more damage the more charges a player has. Very core for Zeus's attack speed build. Zeus's 1 shoots out a lightning bolt, that will bounce from target to target, dealing damage and applying a lightning charge. Very good for pushing and harassment. Zeus's 2 puts up a shield, increasing his movement speed, protections and causes all basic attacks hitting Zeus to apply a charge. Very good engagement or defensive mechanism. Zeus's 3 detonate his charges, dealing damage and at 3 charges, stunning. This is core for Zeus to stun enemies, also to finish them off. Zeus's Ultimate places an AoE where lightning will strike down once every .75 ish seconds. This lightning will place a charge as well as deal damage. Very strong AoE ult that you should stun them in. Zeus however, lacks any true escape mechanism.

Zeus is a very bursty god, however, needs to be careful of positioning.

Zhong Kui



Zhong Kui is a very tanky mage, good for dealing damage and staying alive. Zhong Kui's passive, is his demon bag, the more demons he has, the more protections he gains. Zhong Kui's 1 is a skillshot which he throws forward a tag, marking hit enemies as demons. This tag will deal DoT and slows. This can also combo with other abilities. This is very good for harassment and also his clear. Zhong Kui's 2 is a Cone in front of him, dealing damage. If the targets are tagged, they will increase his demon bag count by 1 each. The second part of his clear, while increasing his tankiness. Zhong Kui's 3 deals damage around him. If the target is tagged, they are stunned as well. When the book is ready but is not used, it stays by Zhong Kui's side, dealing additional 50% damage to his basic attacks. This is useful for the stun and the damage. Zhong Kui's ultimate releases his demons, doubling the protections gained from the demon bag, gaining CC Immunity and dealing damage to enemies and healing allies in an area around him. This is very powerful escape and teamfight ultimate that makes him near unkillable. It is notable that Zhong can use abilities while the ult is active. Also, all demons captured are also released upon ult.

Zhong is a very Tanky mage that is very strong in teamfights but lacks single target damage.

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1
SKamiTheFly (1) | October 24, 2013 6:47pm
Thanks for the Feedback~ I could have used that icon thing in my Vulcan Guide, kinda annoying to keep using Imgur xP Working on Mages now. I realized there were the least Hunters ;(
1
UnknownPandr (35) | October 22, 2013 8:59pm
Very nice, just really need to add color. Also add BB coding such as:

[ [ Anubis ] ] = Anubis (Don't put the spaces)

[ icon=creeping curse size=70 ] = (Yet again, without the spaces. You can also don't have to put 75 you may different numbers)

Overall looks very nice! We need more general guides like this. I cannot wait to see your finished guide.
1
chrixian | October 22, 2013 7:31pm
Good start, look forward to more.
1
SKamiTheFly (1) | October 21, 2013 10:24pm
Hii~
1
ilikecats10 | October 21, 2013 1:23pm
hi skami its me venoshock :D
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League of Legends Build Guide Author SKamiTheFly
SKami's Ultimate Guide to - God Choices [ WIP ] [ Hunters & Mages ]
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