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The Overarching Arena Guide (S6, Patch 6.9, "Queen of the Underworld")

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Build Guide Discussion (87) More Guides

Introduction & Hat Tilt (TormentedTurnip)

Recent updates:

2019/8/30: Guide is current as of Patch 6.9, "Queen of the Underworld." Persephone added, items lists updated, tier list updated.

Revision History

Artwork by Getsukeii via DeviantArt


Main thanks to Bullfrog323 and boogiebass for their knowledge and feedback on the Arena mode. Also thanks to everyone else who's provided feedback!

Hello everyone! My name is Branmuffin17 (PC IGN: Muffinman17, PS4 IGN: Branmuffin17), and I'm a SMITEFire moderator and casual SMITE player on PC and PS4.

Welcome to my general guide for SMITE's Arena mode, designed to apply on a high level to gameplay and tips, rather than focusing on individual gods or builds. It contains significant influence and content from the absent TormentedTurnip, whose guide, Pffft, Minions: A General Guide to Arena, is outdated...which is why I've created this in the first place.

This guide targets the following players:

  • New players familiarizing themselves with gods or general gameplay mechanics of SMITE

  • Regulars looking to improve with or try new gods but dread risking the wrath of jerks in Conquest

  • Regulars looking for a refresher or to possibly learn a helpful tip or two

  • Regulars that enjoy providing feedback, suggestions, and thoughts (thanks!)

One of the most popular modes of SMITE, the Arena is a perfect place to learn the mechanics of a god you're unfamiliar with. This mode often has the shortest matches (<20 minutes), so is also a great pick if you don't have much time to play.

Arena provides some unique experiences that you won't get in other modes (especially Conquest), which also makes it a great mode for beginners:

  • No worrying about the jungle and getting ganked from around a corner
  • You don't have to ward or hope that others will ward
  • The base is extremely close, so you can go back to base anytime without worrying too much
  • You don't need to know rotations for mid-harpies, Gold Fury, Fire Giant, etc.

As a final thought before we begin, understand that I'm not the best player (or anywhere close to it!). With time and experience, I have found the following to be helpful to me, and hope it may help others.

If you get something out of this, hopefully it will help increase your enjoyment of this awesome game. Keep in mind, though, that nothing beats experience. Keep an open mind to what you're doing correctly, as well as what you need to work on, and it's inevitable that you'll improve.

The Importance of Minions

The Importance of Minions

(If starting out by discussing minions is good enough for Turnip, it's good enough for me! The main thought process in this section is taken from his guide.)

Before we even get into the main discussion of Arena, this concept needs to be pounded into your head.

Minions are an EXTREMELY important aspect of Arena!!!

Why? Understand this:

  • 1 point is deducted for each enemy minion that your team last-hits (minions killing opposing minions deducts 0 tickets)
  • 1 point is deducted for each friendly minion that reaches the enemy portal
  • Each wave contains 7 minions = 7 tickets
  • One wave spawns every 20 seconds = 21 tickets each minute.
  • Killing a god deducts 5 tickets from the other team.

What does this mean? Let's do some simple math.

  • 7 tickets (1 minion wave) > 5 tickets (1 enemy god)...1 minion wave is worth more than a god kill! And it's significantly more difficult (and not guaranteed) to kill an enemy god, while it's practically impossible NOT to kill minions.

  • When you allow a minion wave to hit your portal (up to 7 tickets lost), you lose the opportunity to deduct 7 tickets from the other team...a net loss of up to 14 tickets!!!

(Taken from Turnip's guide) "So what have we learned? Simple: if you ever leave a sight like this to chase an enemy down, please report yourself for incompetence." (His words, not mine!!!)

Now that that's cleared up, on to the juicy stuff!

Arena Overview

Arena Overview

  • Mana Camp: +25 MP5 regen + 10% CDR

  • Damage Camp: 20% damage + 10 mag power / 5 phys power

  • Basic Attack Camp: 15% Attack Speed + 15 magical basic attack damage / 12 physical attack damage

  • Phoenixes: Invulnerable phoenixes & minion spawn locations
  • 5 vs. 5 deathmatch, 6 jungle buff camps, no lanes

  • All gods (from those you own, plus the standard, free rotation) are available to choose.

  • You start with 1,500 gold at level 3. You gain 10 gold per second throughout the match.

  • Each side starts with 500 tickets. Killing an enemy god deducts 5 tickets. Killing an enemy minion (7 per wave, 1 wave every 20 seconds) deducts 1 ticket each. Friendly minions that reach the enemy portal deduct 1 ticket each. Once a team is down to 10 tickets, killing standard minions (Melee and Archers) will no longer deduct tickets. Killing Brute minions and escorting friendly minions through the enemy portal still deducts tickets.

  • An arena Minotaur spawns for every 10 team kills. The Minotaur pushes with the regular creep wave and has a large health pool and strong melee attacks. It will stop marching forward if an enemy god is nearby, targetting it with its attacks until the target is dead or they move away from it.

  • Teams respawn in waves. There is a single timer for an entire team constantly ticking away. Thus if a player dies just before the team timer goes off they will respawn almost immediately. The team timer increases in length the further ahead in score that team is, up to 60 seconds.

General Arena Details

Minion Spawn and Path:

Minions spawn from alternating sides of each base near the Phoenixes every 20 seconds, and head through the center of the map toward the enemy team's portals.

Buff Camps:

Each buff camp spawns a single special minion at the start of the game (time 0). These minions are inactive until they are attacked. When they are killed, they have a 240 second (4 minute) respawn time. The buffs last for 2 minutes.

Typically, mages will get the Mana and/or Damage buffs. ADCs (hunters or Freya) will usually get the Basic Attack buff, but if no ADCs are present, this will go to an assassin or basic-attacking warrior (like Ravana).

Respawn Timers:

Teams respawn in waves. There is a single timer for an entire team constantly ticking. If a player dies just before the timer ends, they will respawn almost immediately. A team's timer increases in length (up to 60 seconds) the further ahead in tickets they are.

10 or Less Tickets:

Once a team has 10 or less tickets, killing standard minion waves no longer deducts tickets against that team. Killing large minions and escorting friendly minions through the enemy portal still deducts tickets. Barring god kills, only 1 ticket is deducted every 20 seconds.

As such, DO NOT TURTLE (play fully defensive) if your team is ahead. You will lose tickets at the normal rate (until you reach 10), while the enemy team barely loses any. Instead, you should be pressuring the enemy team as a group. You can either force them to back off so you can push the minion wave, or try to get just 2 god kills to finish the match.

Team Composition & Build Effectiveness

Team Composition & Build Effectiveness

It is extremely important to consider the effects of a team's composition...yours and the enemies'. Here are some things to consider.

God Considerations

  • Magical/Physical Balance: Since you can choose your gods, there is no excuse to have an imbalanced team. Having 4 or more magical or physical gods on one team makes it extremely easy for the other team to counter build with protections. (This isn't to say that a 5-guardian team can't be fun, of course!)

  • Class/Role Balance: Each class has something that excels better than other classes...guardians have a lot of CC and can take a lot of damage, mages have a lot of burst, hunters have immense late-game damage, etc. Given that, class diversity can (but not always) make things easier for your team to handle a variety of situations.

  • Burst vs. Sustained Damage: Another aspect of balance, this has to do with how quickly gods deal damage. Burst damage is great for finishing off an injured enemy, but if it's applied to an enemy at full health, it may just allow them to retreat and heal. Sustained damage, though not as immediate, can provide constant health drain, getting enemies to the point where burst damage can complete the job. It's best if you have some of each in your team.

  • Ability Synergies: If you're into strategizing even before the game starts, you might want to consider which gods have abilities that work well in combination (usually ults associated with pulls, traps, and large AOEs. Check out my spoiler at the bottom of this section for a list of gods with these abilities.

  • Arena Isn't Balanced: The developers focus on balancing the game for competitive Conquest. Essentially, this turns some average Conquest gods (e.g. Odin, Ares, Xing Tian) into huge threats, while making other top-tier gods (e.g. Athena) a bit less effective. You can take a look at my Tier List section for further information and ideas, if you want to take advantage of this fact.

Ability Considerations

  • Crowd Control: In a teamfight situation, CC can be a game-changer. Having gods that have hard CC (e.g. freezes) or zoning capabilities (e.g. Odin's Ring of Spears) can allow your team to control the field and single out vulnerable enemies. It can also be used defensively to allow teammates to escape. Soft CC (e.g. slows) is also effective against retreating/chasing enemies.

  • CC Immunity: Somewhat counter to general CC, having an ability that allows you to cancel anticipated CC (such as Ares' No Escape provides a tremendous advantage, especially with the long CD of relics like Purification. Chaac, Ne Zha, Nu Wa and Rama, and Vamana have ults that are often used offensively, but these can be triggered defensively to get out of otherwise deadly CC. Even better, gods like Chang'e and Ravana have regular abilities with lower CD that provide them the same safety.

  • Escapes: Especially for squishy gods, having an escape (e.g. jumps/teleports) is a huge advantage, though it's also important to know WHEN to use it, and to recognize deadly situations and extract yourself before you hit the event horizon.

  • Minion Wave-Clear: As discussed previously, it's important to be able to quickly and efficiently clear the minion wave. Have at least 1 god on the team that can do so, and that knows it's one of their main responsibilities, so that you don't fall behind or get pushed back too easily.

Build & Item Considerations

  • Unnecessary Stats: Examples include HP5 (healing sustain), lifesteal and mana pools (in some situations). With the base so close, many aspects of sustain are rendered unnecessary. HP5/health regen from items like Stone of Gaia, and even Mail of Renewal are almost useless. Lifesteal is only really important for 1v1 boxing gods with high damage output (e.g. crit-built hunters) to help keep them alive. Some gods can still eat up mana, but mana regen is almost a completely useless stat. Don't EVER get Meditation!

  • Cost Effectiveness: In Conquest, build efficiencies with regard to build order and power spikes are important. In Arena, you also really have to consider the cost of items in a full build, because matches are so short. It's almost absurd to even consider buying Spear of Desolation, and even crit items can be too costly in some cases. Think early about how you plan to build.

  • Stacking Items: It can be really frustrating if you've got a stacking item (e.g. Transcendence) and you've got another teammate screaming at you because THEY need to stack too. Just be careful, so you're not all fighting for the same shared minion wave and getting upset.

Ability Synergies

The following is a simple list of gods whose abilities (usually Ultimates) work well when combined with teammates' abilities, or otherwise help others secure kills. Some of these are traps, some pull or otherwise gather gods into one area, and others are simply wide AOE damaging abilities. Most considered are ones that are able to affect multiple gods at once when in a teamfight, so you won't find mention of Fenrir's Ragnarok in here, even though it can secure a kill. Hun Batz's Fear No Evil also isn't included, because it disperses enemies in the area.

Ability Synergies

General Gameplay & Tips

General Gameplay & Tips

Gameplay Stages

Starting Process & Advanced Starting Tips

Early Game



Gameplay Tips

Initiating A Teamfight

Where Should You Fight?

Who Should You Fight, and When?

Juggernaut Strategies

Random Tips

Arena Items & Example Builds

Arena Items

The purpose of this section isn't to provide a step-by-step build order list for all gods/roles/situations. If you are looking for a more comprehensive overall items guide, you can find that here:

In this section, I will give some emphasis on specific items I feel are very functional in the Arena mode, and then provide some example builds. This is not an exhaustive list, and will NOT focus on all items...only those that see enhanced function in teamfights.

Keep in mind, Arena is a close-in teamfight mode. The fountain is nearby, so stats like HP5 and MP5 aren't quite as helpful as in other modes. On the other hand, items such as those that have AURA effects, or Relic Dagger for those looking to use Blink Rune often, or stats like CDR, have increased potential in this mode.

Always look to the strengths of your particular god to get the most out of them.

Key Magical Items

Key Magical Offense Items

Key Magical Bruiser / Utility Items

Key Physical Items

Key Physical Offense Items

Key Physical Bruiser / Utility Items

Key Universal Defense / Counter Items

Key Universal Defense / Counter Items

Example Builds

Example Magical God Builds

Example Physical God Builds

Personal Tier List (PERSONAL, I SAID!)

Personal Tier List

I'm probably going to get a lot of feedback (read: flame) just having this section in the guide, but by golly, I'm doing it because Turnip had it!

The biggest thing you'll want to understand with this list is that this is a guideline only. Consider at your own risk. I welcome feedback and am open to adjustment, as long as you convince me.

This is how I am organizing, and what attributes I consider.

  1. 3 categories for each class: Overpowered (S-Tier), Balanced (A-Tier), and Underpowered (B-Tier). True effectiveness depends on player/teammate/enemy skill, team compositions, teamwork, etc. Some gods in S-Tier might actually be hard-countered by gods in B-Tier, etc.

  2. There are obvious synergies between some gods that increases their effectiveness, but I can't cover each variation, and there are no guarantees on what gods your teammates choose (or how well they play). As such, all gods are considered on their own merit only.

  3. Abilities with mobility/escapes, CC, AOE, and zoning capabilities push gods toward S-Tier. Gods with a lack of these push them toward B-Tier. Healing and sustain in Arena is slightly less important than in other modes, where you either can't go back to base (Assault) or going back to base and returning is a time-consuming process (Conquest/Siege).

One other thing...the ability to secure a kill by itself isn't enough. Thanatos and Loki are great at getting kills...but having the capability of getting out alive is also important. You're not really doing much for your team if you're going 10/10/15.






Quick Definitions & References

References & Tools

Abbreviations & Terms

Here is a quick list of some of the abbreviations/terms that I'll use in this guide:

  • ADC: Attack Damage Carry. Refers to a god (usually a Hunter) whose main form of attack is the basic one (left click!), and whose effectiveness usually peaks late-game, from having a full item build centered around max damage potential.
  • AOE: Area Of Effect. Refers to abilities that have the ability to hit an area, rather than a single target.
  • CC: Crowd Control. An effect from an item or ability that limits or prevents an opponent from moving or taking action. Examples include slow, cripple, freeze, and silence.
  • CDR: CoolDown Reduction. Usually from items, this reduces the time it takes for your abilities to become available again after previous use
  • HP5: Health (Hit Points) regenerated per every 5 seconds
  • MP5: Mana (Mana Points) regenerated per every 5 seconds
  • RNG: Random Number Generator. Term used for abilities (especially crit items) that have a percent chance to activate. Sometimes frowned upon as this brings a bit of luck into an otherwise skill-based game.
  • Tank: generally of the Warrior or Guardian class, built mainly with protection items
  • Bruiser: generally of the Warrior or Guardian class, built with both protection and damage items. Can also include an Assassin built with protections.
  • Squishy: Low HP gods (usually Assassins, Hunters, and Mages)
  • Magical (gods): Guardians and Mages
  • Physical (gods): Assassins, Hunters and Warriors
  • Penetration: A stat that helps bypass an enemy's inherent or item-based protection. I tend to lump penetration (e.g. Jotunn's Wrath) and protection reduction (e.g. The Executioner) in the same category for ease of consideration regarding general function. It's a lot more complex than that, so I suggest reading this article by Professor Proxy in your spare time.

Some Of My Guides

If you liked this guide, check out my other ones below!

The Overarching Series

Arena Guide

Assault Guide

Conquest Guide

Individual God Guides

An Alcoholic's Chugging Guide


Gifting Kills

Shifu Guan Yu:
The Battle

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned



So that's it! Thanks for reading! I hope it's been helpful and enjoyable. Please feel free to provide feedback...let me know if I've missed an essential or helpful tip, or if you would like me to add some specific content, or have suggestions of any other sort.


Brandon / PC IGN: Muffinman17 / PS4 IGN: Branmuffin17

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silentshell (5) | May 22, 2019 10:22am
excellent job Bran. So much frustration in arena would be assuaged if people even only took your simple tips and strategies and applied them. You did a great job of covering everything though.
Branmuffin17 (287) | May 22, 2019 10:25am
Thanks silent. Now to get you to branch out into other modes before you turn into Gulfwulf XD
silentshell (5) | May 22, 2019 10:40am
lol, i am getting there. I want to have a good stable of gods i am comfortable with in each class before getting back into joust, and then from there, who knows?
Gulfwulf (64) | May 22, 2019 10:30am
There's nothing wrong with being an Arena main; besides, real men play Ranked Arena. :P
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Kriega1 (85) | December 1, 2018 2:28pm
"Consider as an alternative of sorts to Rod of Tahuti. Another pure offense item, every 40 seconds you deal an extra burst of true damage to your target, which can help burst them down to nothing. Passive isn't very reliable if you're constantly hitting enemy gods, though." - a bit outdated?
Branmuffin17 (287) | December 1, 2018 4:41pm
Oops yup. Will fix.
Branmuffin17 (287) | July 12, 2018 10:45am
Added some additional wording on builds here and there for options/alternatives, altered the Arachne build a bit, and changed the presentation of the entire section. Thoughts?
boogiebass (37) | July 12, 2018 10:48am
Branmuffin17 (287) | July 12, 2018 10:52am
Also mentioned you at the beginning of the guide.
Load more comments (3 more replies) →
boogiebass (37) | July 11, 2018 6:53pm
I'd consider Warrior Tabi a potential first item for Odin since his bird bombs hit harder at the early game.

For Thanatos, consider Heartseeker instead of Titan's Bane if enemies aren't tanky and you need a bit of extra umph to kill something without using your ult.
Branmuffin17 (287) | July 12, 2018 12:11am
I can only provide one example. I would also consider Warrior as you know from my Odin Arena guide, and in most cases it would probably be my standard choice. In this case I went for reinforced because it got a recent mini buff and I did call the build a tank rather than bruiser.

As for Thanatos, yeah that also works. Again, can only provide one example but I can add further comments. Just don't want the comments too be too complex. Good thoughts.
boogiebass (37) | July 11, 2018 6:44pm
I don't like your Arachne build. My preferred build:

1. Warrior Tabi
2. The Crusher - I don't like Qin's Sais here. Enemies haven't built up health for you to utilize the passive.
3. ( Hide of the Urchin or Mantle of Discord or Magi's Cloak) || Stone Cutting Sword
4. ( Hide of the Urchin or Mantle of Discord or Magi's Cloak) || Stone Cutting Sword
5. Qin's Sais
6. The Executioner

Sell Warrior Tabi for Ninja Tabi

Of course, the defensive item is a flexible pick up (unless it's Hide of the Urchin), but I usually end up picking it 3rd or 4th cuz that's when I see the most focus.
boogiebass (37) | July 12, 2018 11:22am

In your opinion, Who has the more functional arachne build for arena? Me or bran? Brans build is in the guide itself, under the items section, physical god builds.
Branmuffin17 (287) | July 12, 2018 11:43am
I like my build just fine, thank you. =)

Like I said, SCS is a great item,'s better if you're facing more physical threat. It's an example build, so I don't account for all things. Also, your build is more forgiving. Earlier protections are just fine, but it means you won't be doing as much damage. It DOES mean you can survive more, even if you make mistakes.

Depending on enemy comp and whatnot, I've gotten Hide of the Urchin as early as 2nd item.

My example build takes better advantage of Qin's passive at an earlier stage, which also pairs well with her passive, Predator. It also requires more awareness (only go in once the most threatening abilities are on CD) and helps if you have good tanks/CC on your team to help set you up.

(Also, I added a burst ability build for her as well.
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Branmuffin17 (287) | July 11, 2018 11:59pm
I'm actually okay with Crusher after Tabi. The flat pen will also help her ability damage which will be more important early game, and the AS will also help with Qin's. I'm also okay with SCS after that, but only situationally because the protection it provides is physical, and magical threats might be bigger. But I maintain that, high health or no, Qin's provides a higher DPS jump than any other item. I'd still build it after crusher. 5th is way too late for my taste.

In this case I'd also just start Ninja just to more simply set the build up for Qin's. But I still like my original build just fine. It's one example. But I appreciate the feedback and I'll probably adjust and get crusher earlier.
Branmuffin17 (287) | July 12, 2018 12:14am
Also next time we play you're playing Arachne.
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boogiebass (37) | July 11, 2018 4:35pm
Pestilence isnt just a counter pick item, its a fantastic mag protection item. Phenomenal amounts of mag def and good amt of health. I find myelf picking this up more often than bulwark simply because most hunters and mages, and a few assassins, will build some form of lifesteal. From my personal experience, mages and assassins are the most played, followed by hunters and warriors, with guardians played the least. So in every single game, you're very likely to see at least 2 gods building some form of lifesteal.

Ofc, pestilence offers a fantastic counter to healers as well.
Branmuffin17 (287) | July 11, 2018 5:10pm
"Great against magical damage, and specifically useful against enemy healing of all types."

Lifesteal is technically a form of healing, but yes, you're right, and I do always consider Pest to counter lifesteal builds.

Keep in mind also that pestilence is in the tank slash counter item grouping. It was never stated as just a counter item.
boogiebass (37) | July 11, 2018 5:37pm
Ahh my mistake!
Gulfwulf (64) | July 10, 2018 8:31pm
Any chance we can get an item section for this, Bran? I'm always struggling to figure out what to pick up on guardians like Ares and Kumbhakarna. Thanks.
Branmuffin17 (287) | July 10, 2018 9:23pm
I might be able to do that. It's standard build stuff though, normal counter-building and whatnot is usually what I do. With Ares, I'm a bit more confident so I often go almost all auras...something like Shoes of Focus, Void Stone, Sovereignty or Gauntlet of Thebes, Relic Dagger (specifically for ults), Pythagorem's Piece, Pestilence or whatever else is needed...not necessarily in that order.

But for ***bha, I would concentrate on CDR along with Void Stone as a standard, with late counter items.

If I were to organize the items or present it in a specific way, how do you feel it would be most helpful to you? How I present in my individual god guides? Like I do in my Assault guide? Target only very specific topics like counter-building? There are a LOT of items, and a LOT of playstyles that I often change things up depending on my team's comp and the enemy comp.
Gulfwulf (64) | July 10, 2018 11:50pm
I like how you have both general and specific guilds in your assault guide and I think those would help me the most: I would build Ares different than I would Kuzenbo or Kumbhakarna. Another thing I'm curious about is how different items stack up: e.g. Sovereignty vs. Jade Emperor's Crown. Things like that.
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BestMinionEver (69) | April 2, 2018 10:16pm
I call him her and she all the time myself tbh :p
Gulfwulf (64) | April 3, 2018 1:47am
He is pretty effeminate, isn't he?
Branmuffin17 (287) | April 2, 2018 5:47pm
I'm pretty sure I know what you're talking about. =) The "s"has a strike through.
Gulfwulf (64) | April 2, 2018 5:30pm
So when are you going to correct Ne Zha's gender, Bran? I'm surprised BME hasn't taken you to task on it yet.
Coleture | March 1, 2018 6:46pm
Nice guide. I think your putting WAY TOO MUCH emphasis on minions. Yes they are important, but not at the expense of your teammates. 99.9999% of the time the team with the most God kills wins. Far too often I see teams getting 1-2 gods picked off in 2-3v1 because the rest of the team is too busy killing minions to help. The opposing team continues to push and the rest of your team is faced with running to the base and letting the minions walk in or dying because of overwhelming numbers and the minions still walk in. So a team CAN NOT put too much importance on the minions. Let the minions deal with the minions when they see a teammate being overwhelmed, prevent the kill or avenge it, then go back to killing minions! Failure to do this WILL result in a lost match!
xmysterionz (47) | April 23, 2018 10:30am
No, he is not putting too emphasis on the minions. They CAN REALLY MAKE YOU LOOSE. Check this blog post if you don't believe.
Coleture | March 2, 2018 8:41am
You guys sound as if the other team is not killing minions also. You can't focus on minions while your teammates are fighting for their lives. I'm lvl 123 from arena only. I've seen time and time again, where the other teams warrior/guardian jumps in while your team is trying to clear waves, lock down one of my teammates and his team helps get the kill because my team was too busy killing minions to help. Then they go back and kill our minions. Now they're up on points. That's the winning strategy. You guys have people thinking minions are more important which is causing these teams to lose the match. It only takes one person to clear the wave and that's if your minions aren't present, otherwise the minions can handle the minions while the team prevents or gets the kill. I tell teams all the time, "Do the math, if you killing minions only and they're killing us and minions (no teams are just letting minions through), who wins?"
Branmuffin17 (287) | March 2, 2018 10:29am
I guess it's just how the individual interprets my write-up? Because again, I'm not talking about killing minions when they're not in danger of hitting your portal. Seems like you're taking my discussion on minions to the extreme, where I say "kill minions, don't teamfight," which...well, I'm not. Not what I'm saying at all.

I do appreciate your feedback, don't get me wrong, but what I often see is that people get tunnel vision for teamfights and let multiple waves go.

Proper understanding of the mode is balance.
Estidien (30) | March 1, 2018 7:09pm
Honestly if you ask me, Minions are the most important thing. And unless your team is really scattered you shouldn't see the issue of people dying in a 2-3v1. I've seen far too many teams crumble because they're letting minions through. Sure don't die if you can avoid it and dont just let your teammates die. but ignoring a wave in favor of saving an ally costs you more points than just letting the ally die.
Branmuffin17 (287) | March 1, 2018 7:52pm
Yeah, sounds like the issue you're seeing are individual teammates going YOLO on their own. They they spam HELP HELP HELP because you didn't protect them from the entire enemy team, even though they're the best wave clearer and you were busy preventing the minions from making it to your portal =P

That said, the guide is meant to give main tips. Minions matter more than many give them credit for. But I also expect people to use common sense. If minions aren't being pushed by the enemy team and there's a big team fight, then of course I'd expect the player to help their own teammates... That should be a given, wouldn't you say?

But if one teammate is gonna die if you don't help them, but you could prevent a wave from getting to your portal, you get the minions. You're talking -5 if your teammate dies, but basically a -12 spread if you don't kill the minions.
TheZodiacWolf (23) | June 22, 2017 12:30pm
You should list the scum bag try hard tactic, that I came up with 1 year and a half ago. I do it time to time with premades. Your whole team camps fountain, using these specific gods. Kuku for tornado wave clear, loki for minion wave stalling, sylvanis for pulls into the fountain, Fenrir for ulting them into the fountain and Ares for Beads burning. Never leave fountain and still get kills. At the last min, loki blinks and stealths to the last enemy minion and finishes the game.
Tlaloc1050 (17) | April 25, 2018 5:20am
We need to try this please
Branmuffin17 (287) | June 22, 2017 12:35pm
OMG I hate you and love you at the same time.
TheZodiacWolf (23) | June 22, 2017 12:39pm
Never said it was fun for the people on the other end. :)
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