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Introduction
Skills
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Stop Time: Your only CC ability. It can help you clear waves, interrupt enemy abilities (such as Wing Gust), lock enemies down and set up an easy, guaranteed-to-hit Time Rift. Be aware though that enemies that are immune to slows will not be stunned. |
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Rewind: Your ultimate is an amazing lifesaver. Most of the times, use it to escape a gank or get out of sticky situations, but you can also use it to chase someoen if you remember where you were 8 seconds ago. Additionally, never forget to use the cooldown reset in your favor. You can also utilize it save yourself from CC like No Escape or get out of Ring of Spears. |
Stats
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Power: With your main role being dealing damage and carrying, in addition to your high scalings, power is a must. |
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Penetration: No matter who you are fighting against, they will always have some magical protection. |
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Attack Speed: As a god who relies on auto attacks to deal most of his damage, Attack Speed is obvious. |
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Cooldown Reduction: Because of Chronos' reliance on Accelerate, CDR makes up for that. |
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Lifesteal: Since lifesteal benefits much more from auto attack damage than ability damage, your sustain will increase significantly. |
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Health: For better overall survivability and endurance, for a squishy god. Also syncs well with the 1st quarter of your passive. |
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Protections: If you can't avoid as much damage as you'd want to, Protections come in handy. |
Items
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Demonic Grip: The perfect item for you. It boosts up every damage aspect you have - Power, Penetration, Attack Speed. |
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Rod of Tahuti: Pure power that every Mage needs. |
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Shoes of Focus: If you find yourself needing to rotate and fight often, as well as needing some more utility, the CDR comes in handy. |
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Shoes of the Magi: There aren't many penetration options for Mages, and so this really increases your damage. |
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Breastplate of Valor: CDR and a great choice against physical enemies. |
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Chronos' Pendant: If you feel like you don't need the physical protection, this is the better choice. |
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Polynomicon: Fits perfectly to Chronos' playstyle. Get it only after you've gotten Rod of Tahuti, otherwise it won't be effective. |
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Bancroft's Talon: Cheap, raw power, and some lifesteal, for better damage and survivability. |
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Soul Reaver: For even more burst damage. |
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Doom Orb: Cheap power that is very useful when ahead and to snowball. |
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Book of Thoth: More Magical Power than you'll ever imagine while never running out of mana again. |
warlock's sash |
Warlock's Sash: Massive amounts of Health without giving up on power, for better survivability and mid-late game. |
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Obsidian Shard: Universal penetration that is always useful, though it doesn't syngergize well with Demonic Grip. |
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Void Stone: Good against Magical enemies while not giving up on power. |
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Telekhines Ring: Not my cup of tea, but certainly useful against magical gods in the early game. |
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Aegis: Great against burst characters that may kill you before you can fully Rewind. |
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Purification Beads: For when the enemy team has lots of CC. |
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Sprint: While you don't lack mobility, if your enemies pack an arsenal of slows, this will help you a lot. |
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Combat Blink: A life saver against enemies with area centered burst abilities. |
Laning
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Pushing a Tower: To push a tower, having vision in the jungle via wards vastly increases your safety. The best way of killing a tower is activating Accelerate on the 4th quarter. If a tower is on low health and you have no minions near you, you can damage it or kill it and then rewind back to normal health. Just remember that without minions in the tower's range, you deal less damage to the tower. |
Game Phases
pillars of heaven |
Preemptive Advantage: Chronos can't really contest a god with a superior early game in a straight up fight. But, if you have an advantage before engaging, you'll have better chances. Having a minion wave next to you, outnumbering your enemy, fighting under tower, engaging when the enemy's abilities are on cooldown - all will vastly shift the odds in your favor. |
Roles of the Keeper of Time
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Area Burst Damage: This is done with Time Rift and Stop Time. Because of the short cooldown on Time Rift, you can spam it in team fights, but because of its small radius, it is best fired at a single, carefully chosen target. Stop Time, on the other hand, is best fired when enemies are clustered, and does wonders in team fights, especially in the jungle. It is always important to remember, that a Stop Time guarantees a Time Rift. |
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Sustained Single Target Damage: This is dealt through your auto attacks. With the steroids from Accelerate and the 4th quarter on the Wheel of Time, your auto attacks deal enough damage late game to the point where you'd deal more single target damage if you just auto attack rather than cast Time Rift. But, because this is single target damage, you must pick your target and commit to it, otherwise you'll lose effectiveness. |
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Engaging & locking Down: This is tied to your Accelerate for mobility, but more importantly, your stun, for lock-down. The best way to do so is initiate with Accelerate, get close, cast Stop Time and then kite the enemy by backpedaling while auto attacking, or running away, depending if the enemies can catch up to you. |
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Mobility: With the speed provided from Accelerate, Chronos can kite his enemies by backpedaling and attacking while outrunning them, thus dealing damage to those who chase him while they cannot catch him. All of your abilities are ideal for kiting. The long range on Time Rift, the range and CC of Stop Time, and the increased auto attack damage and speed from your steroids. |
Summary
This guide took me far shorter than I thought. I mean, usually I have around 200 views just by myself when I release my guides, but I guess my experience has led me to these ~50 views. Though, I do feel that that I have forgotten something. Oh well, I hope you'll tell me that in the comments section.
I have planned on making a guide for Chronos in a long time - I really like this god. But there are plenty of good Chronos guides on Smite Fire already, so I didn't do it right away. I wanted to have something of my own in my Chronos guide, something that all of the other guides don't have. I'm quite happy with the results.
I don't care how you vote this guide, but please, if you downvote, take the time to explain to me in the comments section why you downvoted, so that I could take it to my attention and fix it.
If you want me to help you with anything, regarding Chronos, general smite advice, BBCoding - make sure to P.M me or comment below. I'll be happy to answer you and help.
Oh, which reminds me, if you want to check out the BBCoding templates used in this guide, make sure to check out Code Blue: BBCoding for Beginners. It has all of my own templates there and other people's templates as well.
Finally, let me know what you think of the name. I'm not sure if it's better the way it is right now, being Speedy Chronosales, or as an alternative, Speedy Chronozales.
Thank you for reading my guide. Jordenito Out.
Credits
Subzero008 & Piederman - The general format and style of this guide, and all of my guides for that matter is inspired by those two marvelous guidecrafetrs.
TormentedTurnip - An excellent guidecrafter and a friend of mine from Smite Fire, the 'Stats' section is inspired by him, in addition to me and him merging our BBCoding guides for one guide.
Sanguis - The skill order template is thanks to him.
Make sure to check out all of these guys' guides. They are all fantastic.
Also, a big thank you to jhoijhoi for her amazing Guide for Guides which without it my guides weren't as nearly as what they are now.
Change Log
May 2nd, 2014
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Item build:
1. For clearing, u need first item [*] Rod of Tahuti
2. Because Chronos rely on his basic attack, [*] Polynomicom is a MUST HAVE on Chronos.
3. Instead of you could use . The rest are good.
Actives are OK.
Also, skill sequence is tottally wrong. We're not in LoL, we're in Smite, 1st maxed skill at level 10, 2nd at 14, 3rd at 19 , ult at 20 and we don't have to max (Time Rift) first, we have to max it second, if we are going to have (Rod of Tahuti) first item (for clear). If so, we are gonna max (Stop Time) first, then (Time Rift) second , then (Accelerate) third and the ult, ofc, first. Because of (Stop Time) low mana cost, we don't need that Mana saving math.
The rest of guide is good, overall note 8/10.
My IGN is Paddon, add me if u want to play with me.
This is my first comment and I don't know how to link items and skills correctly :(
It doesn't mean he can't do anything. It doesn't mean he is useless.
Dodging enemy attacks and outplaying your is mostly based on player skill, and not a god's kit (yes, I'm aware of his increased speed with Accelerate, but still).
Getting Demonic Grip first may increase your kill potential in lane, but it harms your clear and safety compared to getting Shoes of the Magi or warlock's sash or Book of Thoth. I'm not saying you can't do that, but I won't recommend it. The extra pen from the shoes increases your poke damage significantly, as well as your clear. And the health and power from Warlock's Sash, or raw damage from Book of Thoth also help that, where as Demonic Grip only increases your kill potential, while the other items increase both kill potential and give you better clear then Demonic Grip.