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The Overarching Assault Guide (S6, Patch 6.5 "Sands & Skies")

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Introduction

Recent updates:

2019/5/3: Guide is current as of Patch 6.5, "Sands & Skies." Horus and Set added. Vital Orbs nerfed.


Revision History


Artwork by Getsukeii via DeviantArt


Introduction


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 the first guide I created, originally published in 2014 and maintained ever since!

This is a general guide for SMITE's Assault mode. It is a comprehensive build-and-tips guide that is designed to apply on a high level to all gods in the Assault mode, organized by class, rather than by individual god.

This guide targets the following players:

  • New players familiarizing themselves with gods/items

  • Regulars that employ rigid, static builds no matter the situation (from relative success or laziness)

  • Regulars that rarely play Assault and don't think about this mode's unique restrictions

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

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

Assault isn't everyone's bag, baby. In many ways, it's less complex and competitive compared to the standard Conquest mode. Unless you're the most positive person in the world and absolutely OMG <3 LOVE <3 every god, you're often going to be stuck with gods that drive you [#*@^%$#] crazy. I personally enjoy that it forces me to play a random god, and matches me up against some really variable team compositions. Being in different situations makes you learn to adapt, and that can only help your game in the long run.

Assault 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
  • You can't go back to base to buy/heal, so no worrying about timing for that
  • 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 saying my guide/builds/suggestions are better than anyone else's. I've played the majority of my games in Assault. With time and experience, I have found the following to be helpful to me, and hope it may help others. At minimum, these builds will beat mindless ones. The ideas I'm sharing are meant to get YOU, the reader, to think.

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.



Quick Tags




Assault Overview

What Is Assault?


  • 5 vs. 5, single lane, no jungle (aka ARAM, or "All-Random, All-Mid")

  • Gods are randomly assigned from the entire god pool

  • Trade gods with others during the God Selection stage, or re-roll using either 25 gems (no!!!) or 125 favor (that's reasonable, at least)

  • Cannot go back to Base/Fountain...only way to heal is via HP5 (regen), god abilities, Healing Potion/ Multi Potion, and Meditation

  • As with healing, the only way to buy items is to die. Mostly, try NOT to die, but if you're sitting on a chunk of $$$ (enough to buy at least 1 full item) and you can die without giving the enemy credit, do so strategically (more on this in the Tips section).

  • You start with 3,000 gold. This allows you to buy almost any tier 3 item at the start, if you choose.

  • You start out at level 5. This allows you to activate all abilities, if you want. Why wouldn't you? See my Tips section (under General Tips/Skill Prioritizing) for examples.

  • Items banned from purchase: Book of Thoth, Devourer's Gauntlet, Doom Orb, Talisman of Energy, Transcendence, Warlock's Staff.
  • Vital Orbs: The blue circles on the map represent Vital Orbs. At the start of the match, only one Orb is present: the one off to the side of the middle. As towers are destroyed, Orbs will spawn in those locations. They provide:
  • 15% Increased movement speed for the player who picked up the Orb for 10s.
  • 10% instant Health and Mana heal for the player and allies within 60 units.
  • A 1% Health and Mana regeneration per second aura for 10s around the player. This affects all allies within 60 units.
  • They respawn 2 minutes after being collected



What does this mean? Either you have to be an insanely great player that can dodge EVERYthing thrown your way, or you should build mindfully for sustained and extended play. Thus, lifesteal (via items or abilities), HP5, MP5, Meditation Cloak, and/or protection items have heightened importance for ALL gods.

You're going to see some interesting team compositions in Assault: 3 tanks + 2 assassins, 4 mages + 1 hunter, etc. In certain circumstances, building protections can really help your survival. Yes, in Assault, you CAN buy Breastplate of Valor as a mage and not be laughed at or ridiculed (as long as there are 4-5 physical enemies). So plan ahead. Before the game even starts, think about the following to help counter-build the enemy:

  • Tanks: How many tanks on each team? If more than 1, who will tank, and who can go bruiser? How much penetration will you need to build against enemy tanks?

  • Healers: Healers on both teams? Which ones? Self or group healing? Will their healing be sufficient enough that you won't need HP5 items like Emerald Talisman/ Stone of Gaia? Do you need to build Divine Ruin, Brawler's Beat Stick, or Pestilence to counter the healer? What about the relic Curse?

  • Your team composition (# magical vs. # physical): Is your team balanced? If you have 5 physical gods, expect them to build physical protection, against which you'll need more penetration to remain effective with damage output.

  • Enemy team composition (# magical vs. # physical) and type (how many ranged vs. how many melee): If the enemy team is heavily skewed toward one type (mostly melee or mostly magical, for example), you can counter-build to gain an advantage.

  • Individual enemy gods of note: e.g. if you see Ares, and you don't have an ability that gets you out of it, you'll probably want to get Purification!

Finally, remember that if you die, you're likely feeding most of the enemy team. Constant teamfight often means everyone contributes to a kill. It's better to play a bit conservatively and back off, if you've got the means to jump back into the fight within a reasonable amount of time after you've healed up. If you've built up 5k gold, though, try to pick an opportune time to die to a tower, so as not to give the enemy a cash bonus. Even choosing when to die is important (see my Tips section, under Location Scenarios/Suicide Backing (and dying Strategically)).



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Relic Essentials

Relics




Everyone automatically gets a free Relic to start!!! With this in mind, a balance of various Relics, along with a higher level of teamwork, is essential to getting the most out of them. I will go into detail on use, who should choose, etc., and break these down into 2 sections (ones I consider more critical, and ones that have more niche use).

Although they may save you in a pinch, they're no match for general skill and awareness. E.g., if you're up against an Ares, Purification Beads are great to have, but for all the gods' sakes, please don't bunch up with your teammates!

*NOTE* Relics can be upgraded for a price of 500 gold.


Critical #1 Relics


Other Relics:



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Assassin Builds

Assassins




Assassins are separated into 2 groups, based on the strengths of their kits in the Assault mode: Ability-Reliant and Hybrid / Basic Attack (thanks for the suggestion, Arvorus!). Awilix and Nemesis are more like hybrids, and can benefit from having both ability-based and basic attack items.


Ability-Reliant Assassins:






Hybrid / Basic Attack Assassins:




General Assassin Qualities:

Strengths Weaknesses

+ High single-target damage
+ Decent to good escape abilities
- Usually pretty squishy
- Have to get in close to be effective


Assassin builds focus on mobility, attack speed, lifesteal, power, penetration, and/or critical damage. Some are ability-dependent (e.g. Bastet), while others' quick basic-attack string (e.g. Kali) make them perfect as melee-ADCs.

Assassins aren't designed for teamfights. Assault is a difficult mode for them, especially when they face multiple ranged enemies. Your best strategy is to poke as well as possible, and wait to strike until the enemy team is weakened or an individual is separated from the pack. Building at least one protection item can also really help.

Quick note: Most assassins (barring Loki) shouldn't focus on the minion waves except possibly late-game for lifesteal/health...leave that to better lane-clearing gods (usually mages). This is a good reason to consider getting Guardian's Blessing to start.


Assassin Builds


Example Ability-Reliant Assassin Build:


Ability-Reliant Assassin Build:


Example Basic Attack Assassin Build:


Basic Attack Assassin Builds:



Example Assassin Builds


Example Assassin builds:



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Guardian Builds

Guardians





Guardians:




General Guardian Qualities:

Strengths Weaknesses

+ High protection/survivability
+ Great CC abilities
- Usually lower damage
- Have to get in close to be effective


Guardian builds generally focus on protection and CDR. They all rely on abilities for maximum effectiveness, as they have a lot of CC/support function. A guardian's main purpose is to be the focus of enemy attention (front line, taking the damage), and to use their abilities in a timely manner to allow their teammates to secure kills and/or escape to safety. This is hardly glorious, as a great guardian may not get many kills, but they may also be the biggest reason their team wins.

Some guardians work well as bruisers. The kits of Ares, Bacchus, Hades, and Ymir can be extremely effective when built as bruisers (protection + power/penetration). Even Athena can do some damage, if built well, though she is absolutely more effective as a tank. If you find yourself on a team with multiple potential tanks, figure out who should be the main tank, and who can build more damage.

Guardians should usually NOT focus on the minion wave. The Guardian's Blessing Starter Kit, described below, can allow guardians to keep up, gold-wise, with the rest of the team, and is also helpful for health/mana sustain in the early game.

DO NOT REROLL if you have Ares, Sylvanus, or Terra. Used correctly, Ares is OP in Assault, while Sylvanus and Terra have healing in their kits. NEVER reroll a healer.


A Quick Note On Blink Rune


Some guardians really benefit from getting Blink Rune. Let's go over some of these instances.

Blink Rune Discussion


Guardian Builds


With all of the counter-building options, it's difficult to provide a great build list without making it too complex. I will try to keep it simple and provide basic build schemes, and it's up to you to choose supporting items accordingly.

Note that AURA items often have great function in a teamfight mode. Consider these to help the entire team out.

FYI: my playstyle is on the conservative side. I never go full damage as a guardian. Since they have an inherent tankiness (higher base HP and protections), I like to accentuate that with items. The most aggressive build you'll see from me is a form of bruiser. If you want to go full damage, I'm sure you've got enough experience and knowledge to build the way you want, though I'll provide a suggestion in the example builds section below.


Starting Item Considerations:


Starting Items



Example Guardian Tank Build:


Defense & Movespeed



Example Guardian Bruiser Build:


Utility Items


Example Guardian Builds


Example Guardian builds:



Quick Tags




Hunter Builds

Hunters




The below categorization may be argued for other modes, but in the constant teamfight mode of Assault, this categorization fits. All of them can be built either way, but based on their unique kits and the constant teamfight situation in this mode, you may find better effect in these categories.


Ability-Reliant / Hybrid Hunters:



Basic Attack Hunters:




General Hunter Qualities:

Strengths Weaknesses

+ High single target damage
+ Strong late-game
- Squishy
- Extremely reliant on items


Hunter builds focus on attack speed, power, penetration, critical damage, and lifesteal. CDR items rarely make an appearance, as their main damage usually comes from basic attacks. Most Hunters have functional escapes, but some (like Ah Muzen Cab, Artemis, and Skadi) just really suck at getting away. The main role of a hunter is to do immense late-game damage, so most builds focus on the most efficient build progression to achieve that.


Hunter Builds


Most stacking items that hunters commonly build in Conquest are not allowed in Assault. This means Devourer's Gauntlet and Transcendence are unavailable, and need to be replaced. These builds look for different ways to remain effective, with emphasis on early lifesteal for sustain.

I won't cover the individual situational items here, but if facing 4+ magical or physical gods, you may consider a single protection item to help your survivability.

Note that my personal preference in many situations is to start with Soul Eater. In a teamfight mode, even basic attackers will have to rely a bit more on their abilities, so a bit of CDR (for more ults, especially!) and a mix of sustain from both basic attacks and abilities are really helpful. You don't have to start with it, but I've found it to be effective. Bloodforge is a traditional alternative.



Basic Attack Crit Build




Basic Attack Qin's Build




Ability-Focused Build - No Healer




Ability-Focused Build - With Healer (or you're Cupid or Neith)


Example Hunter Builds


Example Hunter Builds:




Quick Tags




Mage Builds

Mages



I've categorized Mages into 3 groups: Basic Attack, Healing, and Nuking.


Basic Attack Mages:



Healing Mages:



Nuking Mages:




General Mage Qualities:

Strengths Weaknesses

+ High damage (some single target, some AOE)
+ Most have good minion wave-clear
+ Many have good utility skills
+ Some of the best group healing in the game
- Super squishy
- Escape ability is often weak


Mage builds focus on power, penetration, CDR, and lifesteal. This class has both the highest number of individual gods, as well as the widest variety of abilities, including group healing capability, long-range attacks, mid-range attacks, CC, and mobility. Barring the basic attack group (sort of...), all are extremely ability-reliant.

Mages are often the first choice for minion wave clearing (e.g. Ra, Anubis, Isis, Kukulkan, Poseidon, and Vulcan). Depending on if you're wave pushing or freezing (more on this in the Tips section under Location Scenarios), it may be best to prioritize clearing the wave before targeting enemy gods.

DO NOT REROLL if you have Ah Puch, Aphrodite, Chang'e, Hel, or Ra. Ah Puch's abilities have great AOE, and his ult, Empty the Crypts, is OP in Assault. The latter gods are all healers. You might consider Agni, Isis, and Zeus in this category too, for their massive poke potential.

*note* It is no mistake that I've put Sol and Chronos in 2 groups, as their kits can make them effective as either nukers or basic attackers. Gods such as Poseidon and Zeus can be functionally built as basic attackers, but are not listed in that group because they are generally much better built for ability damage.


Mage Builds


Basic attack mage builds:


Healing mage builds:


Nuking mage builds:


Example Mage Builds


Example Mage builds:



Quick Tags




Warrior Builds

Warriors




I've categorized Warriors into two groups...ability-reliant and basic attack. Amaterasu and Bellona are listed in the Basic Attack group, but are hybrid gods that work well with an ability focus. Likewise, Vamana is listed in the ability group, but he can also be built for basic attacks.


Ability-Reliant Warriors:



Hybrid / Basic Attack Warriors:




General Warrior Qualities:

Strengths Weaknesses

+ Flexible build styles
+ Great initiation/escape abilities
- Reliant on items
- Have to get in close to be effective


Warrior builds focus on a mix of CDR, protection, and damage. Perhaps more than any other class, their item choices influence their strengths and weaknesses. Tanky builds focus more on protection, while bruiser builds target power and penetration. With the exception of Amaterasu, Bellona, Erlang Shen, Osiris, and Vamana, their attack progression is slow, so they don't focus on attack speed. Some have great mobility, some have strong CC. They're all over the place.


A Quick Note On Blink Rune


Some warriors really benefit from getting Blink Rune. Let's go over some of these instances.

Blink Rune Discussion


Guan Yu


DO NOT REROLL if you are Guan Yu, as he's in the healer category. Since he is unique in the Warrior class, he's earned his own guide page. You can still find an example build and gameplay video in the general section, but if you want more in-depth coverage, see here (Build #3):



Warrior Builds


With all of the counter-building options, it's difficult to provide a build list without making it too complex. I will try to keep it simple and provide basic build schemes, and it's up to you to choose the various options properly.

FYI: I personally never go full damage as a warrior. Since they have an inherent tankiness, I like to accentuate that with items. The most aggressive build you'll see from me is a form of bruiser. If you want to go full damage, I'm sure you've got enough experience and knowledge to build the way you want.

Part of your build structure is going to depend on your role on the team. In some cases, you'll be relied upon as the main tank. In other cases, you can focus more on damage.


Starting Item Considerations:


Starting Items



Example Ability-Reliant Tank Build (With Team Healer):


Universal Items (Movespeed & Pure Protections):



Example Ability-Reliant Bruiser Build:


Offensive & Utility Ability-Reliant Items:



Example Basic Attack Bruiser Build:


Offensive Basic Attack Items:


Example Warrior Builds


Example Warrior Builds:



Quick Tags




Tips & Scenarios



This chapter contains an assortment of tips, scenarios and other things that others have suggested to be added. Some parts might be long-winded and lacking pictures =( Thanks to everyone for their feedback!


General tips:


Minions are a Resource


Team composition and build scenarios:


Location Scenarios (with consideration for dying and use of minions):



Quick Tags



Quick Definitions & References



Here are some helpful references and tools:




Here is a quick list of some of the abbreviations/terms that I 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.



Quick Tags




Some Of My Guides



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


The Overarching Series


The
Overarching
Arena Guide

The
Overarching
Assault Guide

The
Overarching
Conquest Guide



Individual God Guides



Bacchus:
An Alcoholic's Chugging Guide

Freya:
Aurora
Gory-Alis

Ganesha:
Selflessly
Gifting Kills

Shifu Guan Yu:
The Battle
Master

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned

Conclusion



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 you think my build structure sucks (and provide reasons why, and propose an alternative), or if you would like me to add some specific content, or have suggestions on presentation/formatting.


And okay, the jumping party at the beginning (before minions spawn) is fun. But my suggestion...don't tempt the jerks that will ruin your party before it even starts!


Peace!


Brandon / PC IGN: Muffinman17 / PS4 IGN: Branmuffin17


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2
[-]
Gulfwulf (55) | July 31, 2018 1:54pm
Bran, you don't list Baron Samedi and Ravana's now an assassin. :P
1
[-]
Kriega1 (72) | July 31, 2018 2:01pm
I would list Baron under Mid and Solo.
1
[-]
Branmuffin17 (272) | July 31, 2018 2:09pm
(This is the Assault guide, Kriega)

@Gulf, good call. I hadn't updated. Will do that really quick.
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[-]
DV-8 (23) | July 31, 2018 1:59pm
It is updated as of Patch 5.12
2
[-]
boogiebass (34) | June 14, 2018 12:30pm
Future update request: I would suggest listing items that are banned in assault.
1
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Branmuffin17 (272) | June 14, 2018 12:46pm
Adding now (I do give multiple examples in the Assault Overview section, but don't list all).

Do me a favor...confirm the following for me: Doom Orb, Gauntlet of Thebes, Talisman of Energy.
1
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Branmuffin17 (272) | June 14, 2018 3:13pm
Tentatively final list added. It's to the right of the map. Listed items right now: Book of Thoth, Devourer's Gauntlet, Doom Orb, Gauntlet of Thebes, Talisman of Energy, Transcendence, Warlock's Staff. Still to confirm: Shaman's Ring.

Also added a bit of extra wording to the Guardian and Warrior sections regarding considered starting items if you have self-healing. Boogie, I'm looking at you.
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[-]
Gulfwulf (55) | June 14, 2018 1:21pm
I know that Thebes is banned; I'll have to test the others.
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boogiebass (34) | June 14, 2018 12:52pm
yes, i meant a comprehensive list. you also missed Warlock's Staff
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Kriega1 (72) | May 16, 2018 12:53pm
Not too sure about the Basic attack mage builds for Sol/ Chronos. It has 50% CDR. Divine Ruin is also a great pickup in Assault against ever-present healing. Pythagorem's Piece is nice for the team but I would rather get more power for Chronos/ Sol considering you are picking up Hastened Ring and Demonic Grip.

I would build this instead: Chronos' Pendant, Shoes of the Magi, Divine Ruin, Bancroft's Talon, Demonic Grip, Hastened Ring.


Also a good Freya start would be Specialist's Blessing and Pythagorem's Piece, I might be wrong on that though. Hastened Ring or Demonic Grip may be better paired with it.

And how good is Hunter's Blessing and Asi start for hunter in assault compared to Bloodforge? It gives extra gold for further items/potions/chalices.
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Branmuffin17 (272) | May 16, 2018 1:44pm
Oops, I screwed up. I breezed past the basic attack builds for Sol/Chronos. Thanks for taking the time to review. I like that build. I agree also with focusing on their abilities first and getting into basic attack function late. I'll use that build as the example if you don't mind. Will give credit in the update section at the top.

For Freya, I do find Specialist's Blessing (which I do suggest) to be a weird item, but one that fits in the end. Although she doesn't heal allies, she should still get stacks quickly, and I'm pairing it with Hastened Ring early for that extra MS and the AS, which as you know she needs to do any reasonable amount of damage. Also like the CDR that comes with it. I strongly would prefer Ring, personally, over Pythag's, though I can see how that has some appeal for immediate team benefit. Guess I'm just selfish that way =P

I've honestly never done a Hunter's Blessing + Asi start. I like the lifesteal potential out of it, along with extra cash for whatever. Since some damage is going to come from abilities early game when my basic attack DPS isn't all that great (safer to poke, item reliant), I'll expect Blessing to be fully stacked before I even die (unless I start like *** and die quickly). So the inherently high power from Bloodforge is a better balance for overall DPS (along with that power having at least some effect on scaling of damaging abilities). With stacking items not being available, BF has just been my go-to, and I'm very comfortable with it.
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Gulfwulf (55) | May 16, 2018 3:48pm
The next time I play an AA hunter, I'll try out the Hunter's Blessing/ Asi start because I'm not crazy about buying Bloodforge first and spending all but 200 of my starting gold. I would definitely keep it for ability hunters like Skadi and Hou Yi.
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boogiebass (34) | October 12, 2017 11:57am
I would like to bring to your attention how powerful Lotus Crown is as a first item, in this game mode, on Hel or Terra (due to their huge AoE heals). I've played a couple games with this, and it has allowed my team to be very aggressive early. +20 dual protections is A LOT early game.

I like playing these lovely ladies (I was gonna make a MILF joke about Terra, but my better judgement tells me not to) as tanky support medics. So my build for both of them would look something like:
Lotus Crown
shoes of your choice (reinforced/focus for Terra and magi/focus for Hel)
Breastplate of Valor
Rod of Asclepius (Keep your guys alive!)
Shogun's Kusari to support a good ADC or Pestilence (if no one else builds it)
Void Stone (Help an offensive mage)

Getting Lotus Crown instead of boots or BoV on Hel hurts her survival chances, so stay in the back and pop heals/use your #2 to debuff/buff enemies/allies. Lotus Crown also includes MP5, so you won't be running out of Mana too fast.
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boogiebass (34) | October 12, 2017 12:06pm
I don't play Chang'e or Aphrodite, so I don't know how well this would work on them.

I haven't had the chance to play Ra in this gametype, so I can't say how well this will or won't work.

Bran, next time we play Assault together, and you get either Hel or Terra, try this out.
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Gulfwulf (55) | October 15, 2017 10:02am
RNG hasn't been kind to me, but I have played a few games with Ra using the Lotus Crown and I think it makes a difference. It's especially great when an enemy team has an assassin like Loki who's gunning for you. I think I pissed one off because he only managed to kill me once or twice during a ten minute match (his team surrendered) and he died every time he got near me. I'll try this on Hel and/or Terra if I ever get either again...
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Branmuffin17 (272) | October 12, 2017 1:18pm
I'll try it out. I agree it has good potential, but it all depends on what you prefer. In my case, I think I value starting with CDR for most healers, more than anything else. I guess I would consider this if there were 4+ physical gods, 3+ if they were all high damage. The MP5 isn't too bad either, and the cheap price would still allow me to get at least Sands of Time.

It's a good suggestion.
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Gulfwulf (55) | September 29, 2017 5:33pm
So how would you categorize Hachiman? Is he a basic attacking hunter or an ability based one?
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Branmuffin17 (272) | September 29, 2017 9:33pm
He is definitely a basic-attacking hunter. Oh...I need to update this, don't I? Good reminder, lol.
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Gulfwulf (55) | September 29, 2017 10:34pm
Cool, thanks. I wasn't sure if he was better built with attack speed or power/cdr.
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Gulfwulf (55) | August 2, 2017 9:37am
Hey Bran, you may want to mention not re-rolling Artio or Sylvanus because they're both healing guardians unless there's already a "real" healer on the team like Hel or Aphrodite.
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Branmuffin17 (272) | August 2, 2017 10:24am
Hey Gulf, good suggestion...I'll point out it's already there in the Guardian section.



Also, only one healer would be rolled...if the god qualifies as a healer, you won't see two...so you never get a Guan Yu + Sylvanus or things like that...at least as far as I've ever known.
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Gulfwulf (55) | August 2, 2017 2:00pm
Huh. I've read this guide more than a few times and I refer back to it when I play assault. I guess I just skimmed over that part.
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Bernardozomer (33) | August 2, 2017 10:55am
True, but Chiron, Cupid and Artio aren't considered healers, so you can see Cupid + Sylvanus or something like that.
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Branmuffin17 (272) | March 20, 2017 12:38pm
F THIS GUIDE!!! UGHHHHH it's taking me foreevvvvvveerrrrr to get this updated. *sigh* Okay, rant over, back to work.
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xZeroStrike (46) | March 20, 2017 12:42pm
Hah, you literally just dropped in to comment on your own guide on how it's super annoying to get it updated? Lol, serves you right for making it in the first place! Hahaha.

You know, if there's any way I can help with some stuff you just gotta ask muffinman. 'Cuz helping people... 's the thing I do most of the time, right? Right? Ye?.... K.
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Bernardozomer (33) | March 20, 2017 1:30pm
It's BB-Code Time!
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Time2medicate (4) | February 16, 2017 1:41pm
I found the guide. It took me a minute. I agree this mode is challenging and it's not that bad. I used to cringe when someone wanted to play assault. Last night Branmuffin choose the game and we played assault. I didn't mind playing the game but I got Nike after trying to trade with Bran which didn't work I was stuck with her. I wasn't sure how good I would do which I didn't do great but I learned alot more about Nike and now I might try her out in a regular mode. So all in all it worked out good because it opened my eyes to a new god. So overall assault is great mode and want to play it more
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Branmuffin17 (272) | February 16, 2017 1:47pm
I have to update this guide for S4. I'm procrastinating, cuz it's going to suck working on it.
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Yasanoo | October 1, 2016 12:16am
Rage on Serqet is unprofitable. She rarely stack it with basic attacks. Her 1 Deathbane can't stack Rage passive too. Checked
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Branmuffin17 (272) | October 1, 2016 12:57am
Ahhh got it...thanks for the info. Probably suggest Malice then...concur or no?
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Yasanoo | October 2, 2016 1:28am
Malice and Deathbringer are best options for her. Poisoned Star is decent option too. Wind Demon is nit bad too, but really situational, passive sometimes help escaping
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xZeroStrike (46) | October 1, 2016 12:04pm
Malice probably best, combined with Deathbringer.

If you use Deathbane and your first hit is a critical, the 2 following hits will have an increased damage. If you're lucky enough those hits will also critical hit, allowing for massive damage, and increased damage on your following attack(s) after Deathbane.
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Branmuffin17 (272) | April 1, 2016 3:23pm
ksvr wrote:

Just a quick note regarding Soul Reaver: I recently had an assault match where both mages and the guardian on enemy team bought Soul Reaver first item and my god they were hard to deal with. Ymir would blink in and freeze, then the 2 mages would smack you with an ability and you were just erased. For enemies who survive your initial burst, you've still got a big advantage with basically doubled mana pool so you can keep spamming abilities. It's definitely niche, but with the right team comp it's a monster.


Yikes, that sounds sort of horrifying! (Thanks for the comment by the way) I can see how an item start like that could be demoralizing to the other team. As you said, though, it's niche, and you can't really control your team comp or rolling the best gods that can do enough damage early like that. There's give and take on that, too...aggressive start on 3 gods means they're going to be squishy, without much mobility, longer CD, etc. I've never come across that myself, but I guess I'm sort of glad I didn't!

ksvr wrote:

The biggest piece of advice I'd like to give anyone wanting to learn how to play assault is this: enemy minions are a resource for your team. Almost every game I have a teammate who puts themselves into a bad position, rushing up to the edge of enemy tower radius to burn mana on an ability to clear the wave. Not only does that cost you mana and make you a prime target for a quick cc-fueled death that will likely give an assist to at least 2 enemies, but it also costs all of your teammates that waves' gold and xp.


Hmmm...I have a bit of mention on denying minion xp/gold to enemies in the tips section under lane freezing, but I don't think I have anything general on this subject. Thanks...I'll consider adding this.

ksvr wrote:

Furthermore, many gods have passives that rely on them hitting enemies. Fenrir, Cupid, Poseidon, Agni, etc all want to at least hit the minions to get their passives charged. Bakasura and Zhong Kui are a lot more useful to your team if they get to kill minions. Yet every damn time there's an Aphrodite on my team they rush up to enemy tower to lay down a strip of birds on the minion wave before it can get close to the rest of our team. And that's not even taking into consideration lifesteal items. I get that you want to get xp and gold, but letting your hunter regain a significant amount of health and letting all your teammates share in the xp and gold will really do a lot more for you.


Yup, I see this a lot too. Saw it last night, in fact, and with both me and our Hades screaming to allow Tyr to heal up a bit, or Hades when he was practically dead, our other teammates still kept clearing most of the waves. Thankfully, we still won in the end, but it was close...

http://smite.guru/match/hr/238621674

ksvr wrote:

In the lategame, it seems the mentality completely changes. When our phoenix is down and the enemy has fire minions, teammates run right past them to chase kills. Meanwhile our titan is taking a significant amount of damage with no enemy gods anywhere near it.

Understanding how to utilize enemy minions to help your team is a pretty basic skill in smite, and in assault it's amplified since there's only one lane.

EDIT: Also, Hades can put out some pretty significant heals to your team if you let him 2/3 the minions. A few different gods can heal themselves significantly (especially Ratatoskr) if you let some minions get to them. Basically, if you're pushed out further than your teammates to kill minions on your own, you're doing it wrong.


I hear you, bud. Funny how that goes. Thanks for this too, and I'll see about adding further info on minions.
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Bullfrog323 (27) | April 1, 2016 7:15am
Branmuffin17 wrote:
Though I guess, in the general scheme, if you don't go below 50% health, it is semi-permanent. Just weird choice there...

This has nothing to do with the fact that stack could be lost or not.
In Assault, stacking items have always been banned.
The only exceptions were after patches which changed and item to include stacks.

Heartseeker and Doom Orb both changed multiple times between a stacking item or not.
There was a period where these 2 items were stacking from kills and assist (like Hide of the Urchin) up to 10 stacks, losing half upon death.
During that time, these 2 items were available in Assault, as they did not require stacking from killing minions.

Then, Doom Orb changed back to standard stacking items, up to 50 stacks.
For about 1 month, Doom Orb was available in Assault, but it was not intended and they fixed it.
During that month, Doom Orb was the best item to use for a mage because of that.

Also, they changed Heartseeker to build "stacks" up to 5, but stacking from basic attack hit and not killing minions.
Therefore, Heartseeker is still available in Assault, and will remain as long as this item is not changed again.

So, basically, the rule to ban an item is that it must not rely on killing minions.
I read somewhere (I don't know where) that HiRez created that rule to prevent a player getting all the extra farming just because he has a stacking item.
Assault being the casualest mode among the casual modes, they wanted to avoid last hitting competition between the members of the same team.

In my opinion, they should have allowed stacking items in Assault.
Because many gods have a core item that is a stacking item.
Because Transcendence and Book of Thoth would be incredibly useful in this mode with their large mana pool, therefore allowing us to take other relic than Meditation.
Because physical lifesteal (a very useful stat in Assault) now only has 2 options to choose from.

If they wanted to remove the last hitting competition, they could have changed Watcher's Gift a bit, and add that an ally last hitting also counts for you, for stacking purpose.
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