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The Overarching Conquest Guide (S5, Patch 5.19)

October 8, 2018 by Branmuffin17
Comments: 191    |    Views: 670879    |   



Introduction

Recent Guide Updates:

2018/10/8: Guide is current as of Patch 5.19, "Queen of the Gods." Hera added. Baron Samedi added to the Support listing (forgot to do this earlier). Tier list links updated.

Revision History




Recent Patches:

*NOTE ON MAIN SEASON 5 CHANGES*

Season 5 hit on January 30th, 2018. There have been some drastic changes to how Conquest is played compared to Season 4. Here are some of the key changes:
  • Conquest Map size: The map as a whole is roughly 20% wider, with most of the extra space being in the jungle.
  • Jungle: camps have been relocated, and paths have been changed. Camps respawn much quicker, allowing for true jungling focus, and have less health for quicker clear. There is now fog of war.
  • Lane Minions: shared XP is decreased and health is increased. We should see a more significant and technical laning phase.
  • Starter items: old items have been replaced by Blessings made to fit roles rather than classes.
  • Item changes: Some of the most significant item changes involve Rod of Tahuti, Deathbringer, and anti-tank items ( Titan's Bane, Obsidian Shard, Qin's Sais).
Finally, here is an early video on the potential Season 5 Meta from the eyes of EmilZy that you might find helpful:

Emilzy's Season 5 Meta Snapshot


Art by Getsukeii via DeviantArt




Welcome! This is a guide for SMITE's Conquest mode, designed to apply on a high level to general gameplay and tips, rather than focusing on individual gods or builds.


The most competitive and longest duration mode in SMITE, Conquest comes in both casual and ranked versions. It provides the ultimate conglomeration of all aspects of SMITE gameplay and strategy, including 1 v 1, jungling, build efficiency, counter-building, teamfighting, communication, and taking objectives.


This guide targets the following players:

  • New players looking for general information on the most competitive and comprehensive mode in SMITE

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

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

Conquest topics that will be covered:

  • General rules and technical details

  • Overview and gameplay for each role, including popular starting items

  • Coverage of strategic gameplay elements, including warding, awareness, and communication

This guide is NOT designed to cover all of the intricacies and in-depth information required to be an extremely successful ranked player, though the basics contained herein can help you prepare. As such, it will not cover topics such as picks and bans, or individual god strategies. With the exception of the ADC / Carry, we will also not be discussing complete builds, as there are many variations for building and counter-building for each role. It's probably best to look at individual god guides for that information, and links to some god guides are provided in the References & Definitions section.


*NOTE FOR TRUE BEGINNERS*

If you're a true beginner, and you've stumbled upon this guide, it might be better if you start at the very beginning. That beginning is:


Keep in mind that it IS outdated, but the core information still applies.


*NOTE ON TOXICITY*

SMITE is a MOBA. As such (unfortunately), you can expect to encounter toxicity in some of your matches. The easiest suggestion is to group with like-minded individuals / friends that are okay with you not being perfect (or anywhere close to...). Unfortunately, you won't always be able to do this.

If you're able to brush nasty comments off, more power to you. Another GREAT option is the in-game MUTE button!

However, you might find the following links helpful:



As a final thought before we begin, understand that I am not a pro by any means. This project is a love letter to a game I've thoroughly enjoyed, and have gathered as much information as I could from various sources and my own experience. You will not agree with everything contained herein, and with the plethora of information gathered, there are likely to be mistakes (let me know if you catch any!). The following contains information gathered through time and experience, and I hope you get something of quality out of this guide. So let's start, shall we?



Quick Tags

Conquest Overview




Legend:
  • Duo Lane (longer lane)

  • Mid Lane

  • Solo Lane (shorter lane)

  • Jungle Camps (Back/Mid/Fire)

  • Gold Fury,Fire Giant,
    Oracle Harpies,Pyromancer

  • Damage Buff,Mana Buff,
    Speed Buff, Reduction (Void) Buff

  • +Towers

  • +Phoenixes

  • +Titans


General Conquest Details

  • 5 v 5, 3 lanes, jungle. All unlocked/free rotation gods are available.

  • Roles are generally first call basis upon entrance into the lobby. Roles are: ADC (Carry), Support, Jungle, Mid, Solo

  • Start at level 1 with 1,500 gold.

  • *NOTE* All minions, structures and the Titan deal physical damage.

Standard Buff camps (first spawn at 0:30 except Speed at 0:25, buffs last for 2 minutes, camps respawn in 2 minutes after ALL minions are killed):
  • Protection Reduction Buff: If an enemy is within 55 units, applies a 10 protection debuff. For each enemy god past the first within 55 units of you, all enemies within that area will lose additional protections. 2 protection per stack, stacks up to 4 times. Usually taken first by the Support but can be picked up by anyone.
  • Damage Buff: 10% damage + 10 mag power / 5 phys power. The bonus increases to 15% when hitting enemy gods. Usually taken by the Mid-Laner.
  • Speed Buff: 10% move speed. Applies additional stacks of 2% move speed on each jungle camp kill/assist. Stacks up to 3 times, stacks last 15 seconds. Usually taken by the Jungler.
  • Mana Buff: 3 mana/second regen + 10% CDR. Restores 2% of your missing mana upon damaging a god with an ability. Usually taken by the Solo-Laner.

Special camps / buffs:
  • Fire Giant's Might Buff: 70 magical power, 50 physical power, 4% HP5 and 2% MP5, +25% damage increase to structures, 4 minute duration. Obtained by the entire team that defeats the Fire Giant. Spawns at 10:00, respawns in 5 minutes. At the 25 minute mark, the Enhanced Fire Giant replaces the regular version, providing 100 magical power, 65 physical power, and 30% increased bonus damage to structures, in addition to the other stats.
  • Oracle Harpies (across from the Gold Fury): If a team kills BOTH Oracle Harpies, that team is given vision of the Gold Fury pit for 90 seconds. Spawns at 0:30, respawns in 3 minutes.
  • Pyromancer (across from the Fire Giant): When defeated, provides a buff for players leaving the fountain. Players gain +40% move speed for 15 seconds (entering combat immediately removes the buff). 90 second duration.

Game Phases:

A Conquest match consists of 3 generalized phases: Early, Mid, and Late-Game. These are loosely defined by a combination of the following: match time, build and level progress, objective/structure status.

  • Early Game: AKA the "Laning Phase." Beginning at the start of the match, through the timepoint is roughly around 10-15 minutes. Player levels reach around 10, and builds consist of up to around 2 full items. The majority of roles (ADC (Carry) / Mid / Solo) stay in their lanes to farm for XP / gold. The Support will often begin to rotate through the jungle before the laning phase ends, and the Jungler will roam throughout. The Gold Fury and Oracle Harpies may be targeted at any time, especially if one team gains a temporary advantage (early kills).

  • Mid-Game: From the transition through the early game to around 20-25 minutes. Player levels are approaching 20, and builds are nearing completion (4-5 completed items). Players will rotate between lanes much more to support teammates either push or defend objectives. All mid-map objectives have increased importance. The Pyromancer and Fire Giant spawn at 10 minutes and should be watched closely.

  • Late-Game: From the transition through the mid-game to the end of the match. Players reach level 20, and builds are completed. Players will often roam in groups to destroy and defend objectives. Many fights are in groups, and if a team gains a huge advantage of numbers through successful teamfighting, the Titan is targeted to end the game.


Lane Minions & Strategies


Spawn every 30 seconds in each lane starting at time 0, consisting of 3 ranged-attack Archers (in the back) and a total of 3 of Swordsmen / Brutes (in the front).

Penetration stats have no effect.


The lane minions are the main source of gold and XP for the ADC, Mid, and Solo-Laners. They provide +50% gold on last-hit, but still provide gold on assist / proximity.

Since archers deal higher damage from distance, and have lower health, they should be the priority targets if you can't hit the entire wave.

Minions generally attack the closest target to them. However, they will switch targets to the enemy god if that god does damage to an allied god within their vicinity.

Key minion stats:
  • Lane minions deal 40% less damage to gods.
  • Minions prioritize towers, phoenixes, and Titans over enemy minions, deployables, and pets.
  • Minions reward additional XP and gold every 3 minutes, capping at 21 minutes.
  • Although minions do not have protections, per se, they take reduced damage
    as follows: 10% + 1% per minute since the start of the match.
If your tower hits the minion at least once, you still get XP but receive ONLY 25% GOLD. It's this aspect of gameplay that shapes strategies for winning your lane against your lane enemy. Let's go over some of the strategies that can help you win your lane:


Hard Pushing


Lane Freezing & Bullying


Proxy-Farming



Camps, Objectives & Structures


Camp, Objective, and Structure Details



Quick Tags

Roles: Duo Lane ADC (Carry)



Commonly Used Gods In The ADC (Carry) Role


The Hunters



The Others



General ADC Qualities:

Strengths Weaknesses

+ High single target damage
+ Strong late-game
+ Highest potential sustained damage output

- Squishy
- CC abilities may be limited
- Reliant on Support early for protection/initiation


ADC (Carry) 101

  • Who: Hunters are the common choice for the ADC role, though there are some mages whose ranged basic attacks are strengthened within their kits, giving them some potential as well. Some assassins may also do well in this role, such as Kali, but they are not considered "common" picks.

  • What: The ADC (Attack Damage Carry) is aptly named. Due to their extremely high late-game damage via their basic attacks, it is possible for them to blow through enemies and "carry" their team to victory.

  • When: Many ADCs start out a bit weak. Almost all are powerhouses in the late game, with full physical builds based around stats such as attack speed, penetration, crit items and/or Qin's Sais.

  • Where: The ADC will usually stay in the Duo Lane for the first few minutes. The Support will likely be in the area, drawing sometimes from the waves, but often rotating through the jungle. As such, the ADC may find themselves mostly trying to get the upper hand on the opposing ADC in 1 v 1 situations. In the later stages of a match, they can bring their high damage to a teamfight, and are great at taking out objectives.

  • Why: If you have the patience to wait for the late game, and like the opportunity to absolutely blast enemies down, this role is for you.

  • How: ADCs generally want to build a bit of sustain (e.g. lifesteal) to help them with laning and 1 v 1 boxing, but focus mainly on building up attack speed, penetration, and enhanced damage.

  • Responsibilities: farm minions and camps efficiently to build and level up quickly, maintain constant pressure with poke damage, be opportunistic with god kills, destroy objectives, and above all, DON'T DIE.


Hunter Builds


*NOTE ON PROVIDED BUILDS* The ADC (Carry) will be the only group in this guide with full build discussion. Only Hunters are covered, as Mages can be built in a few ways with good but different effect.

I'll feature 2 standard build types with options, and some experimental builds that aren't fully in the meta.



+ Situational

Basic Attack Crit Build



+ Situationals

Basic Attack Tank Shred (Qin's) Build



+ Situationals

Ability Hybrid Build



Experimental Builds



Gameplay Stages & Strategies


Starting Items, Process & Early Game


Mid to Late Game


Gameplay Strategies (Objectives & Split-Pushing)



Misc. Info (Relics)



Relics



Quick Tags
Original contribution by:


DucksRock

Roles: Duo Lane Support



Commonly Used Gods In The Support Role






General Support Qualities:

Strengths Weaknesses

+ Usually high protections/health
+ Some have great healing/sustain
+ Strong CC abilities
+ Great in teamfights
- Early game can be difficult
- Struggle to make gold
- Usually low damage
- Underappreciated


Support 101

  • Who: The most common class used in the Support role is the Guardian, for their strong CC abilities and tankiness. However, there is more than one way to support. Some Warriors have great potential, and some mages (healing such as Hel, or control such as Nox) can work as an alternative Support type. In the current S5 meta, select Assassins are also seeing good efficacy in the role.

  • What: The tanky Support is an early companion to the ADC. Later, they are expected to use their CC to initiate and/or tank in teamfight situations, and protect the other, more squishy classes. Other Supports that are more offense-oriented will use aggressive early play to gain an early advantage.

  • When: The Support role can generally remain relevant even when under-leveled, due to the nature of their kits providing support function rather than needing to focus on damage. Guardian's Blessing can help gold income to help with their build progress.

  • Where: The Support may assist the ADC in the Duo Lane for some portions of the early game, while also rotating into the jungle to clear camps and provide opportunities for ganks. Later, they will be looked to for defense and protection of squishier teammates, and should always be in the middle of a teamfight.

  • Why: If you don't like being appreciated love being the backbone of your team, helping others to personal glory, this role was made for you.

  • How: Supports generally focus on building protections, so they can bear the brunt of the enemy's attack. CDR (so they can use their abilities more often) and extra mobility (so they can get to where they're needed more quickly) are also helpful. Late-game, counter-building is extremely important.

  • Responsibilities: Watch the Duo-side jungle, protect the ADC in the early game, initiate and/or secure kills with CC abilities, rotate between lanes to support teammates and be in the front-line for all teamfights.


Gameplay Stages


Starting Process & Early Game


Mid to Late Game



Misc. Info (Relics & Key Support Items)



Relics





Important Early Support Items





Important Counter Items




Quick Tags
Original contribution by:


ThePerfectPrism

Roles: Jungler



Commonly Used Gods in the Jungler Role:


The Assassins:



The Others:



General Jungler Qualities:

Strengths Weaknesses

+ Great mobility
+ High damage or gank ability
+ Element of surprise
- Usually squishy
- Requires gameplay adaptation
- Often weak teamfight presence


Jungler 101

  • Who: Assassins form the majority of common Jungler choices, for their high mobility and great 1 v 1 boxing potential. A select few Mages, Warriors, and Guardians can also fill this role, depending on how they're built.

  • What: The Jungler is a wandering role, constantly on the move in the jungle and supporting multiple lanes. Rather than assigned a set position, their roving nature makes this a complex role, and their presence can shift the balance of a fight or set up an easy gank.

  • When: The Jungler needs to be a potential threat for ganking the entire match. Early-game gods should try to get as many early kills and objectives for their team as possible, to put them ahead. Late-game gods should try to maintain pressure until they come into their power, at which point they should go where the enemy is weakest to take down objectives and create havoc.

  • Where: The Jungler will often start out by securing their Speed Buff. Their main functions after that are clearing jungle camps when they respawn, providing extra pressure in the various lanes to help push, and watching closely for ganking opportunities.

  • Why: If you like being sneaky and get a thrill hiding in the fog and stalking your prey, sign up here.

  • How: Junglers should focus on mobility first, to help with roving efficiency. Depending on their kits, power, penetration, and either attack speed or CDR are all stats that help them clear camps and gank quickly. Some can even build a protection item or two and remain dangerous threats.

  • Responsibilities: clear jungle camps, ward, gank lanes when opportunity knocks, and counter-jungle the enemy Jungler.


Gameplay Stages


Starting Process & Early Game


Mid To Late Game



Early & Late-Game Junglers


Strong Early-Game Junglers


Strong Mid / Late-Game Junglers



Misc. Info (Relics)



Relics



Quick Tags
Original contribution by:


GameGeekFanGreenevers

Roles: Mid-Lane



Commonly Used Gods In The Mid-Lane


The Mages:



General Mid-Laner Qualities:

Strengths Weaknesses

+ Strong late-game damage
+ Generally strong wave clear
+ Strong teamfight presence
- Squishy
- Can lack escape / mobility
- Usually ability-reliant


Mid-Laner 101

  • Who: almost all standard Mid-Laners are Mages. This is not only in magical / physical balance to natural preferences for other roles, but also because Mages have great ranged damage potential, many of which are AOE. Some ability-reliant hunters (e.g. Medusa, Neith) can also do well in this role.

  • What: Mid-Laners often need to have strong wave-clear potential. If they are weak in the early game but can force a stalemate until their power spikes, they can shift the balance of power in a teamfight, allowing their team to secure objectives.

  • When: with the wide range of abilities, strengths and weaknesses, some gods will find themselves more effective at certain times. It's important for them to take advantage of their strengths and push when they are able, without overextending themselves.

  • Where: as their name implies, they are mainly in charge of controlling the Mid-Lane and surrounding areas. They will venture outside their lane here and there (read: Mid-Camps, central objectives, gank attempts), but until the mid to late game when they group up to split-push and teamfight, they need to cement the center of the map.

  • Why: because...you like magical things. You like blasting things. You want to be Harry Potter or Gandalf...?

  • How: Mid-Laners need to balance mana consumption while always applying pressure to the enemy Mid-Laner. Focus is often on items that provide a deep mana pool, along with high power and penetration to maximize damage. However, some mages do well built a bit more tanky, and can be effective when building some health and protections.

  • Responsibilities: clear the minion waves, apply pressure with poke damage and by pushing towers without overextending, work with the Jungler to set up ganks, avoid ganks by the enemy Support and Jungler.


Gameplay Stages


Starting Process & Early Game


Mid to Late Game



Misc. Info (Relics)



Relics



Quick Tags
Original contribution by:


GameGeekFan

Roles: Solo Lane



Commonly Used Gods In The Solo Lane





The Others:



General Solo-Laner Qualities:

Strengths Weaknesses

+ Versatile gameplay
+ Balanced damage and protections
+ Generally strong teamfight presence
- Vulnerable to ganks
- More of a 1 v 1 than any other position



Solo Laner 101

  • Who: Warriors are often chosen for the Solo role, as they generally have a good balance of damage and survivability to hold their own. More than any other lane, however, a wide variety of gods/classes can be chosen with a good chance for success. It's more about how the individual gods match up.

  • What: More than any other lane, the Solo lane generally plays the closest to a 1 v 1 match. Threat from the Jungler is always a possibility, but the main objective is to out-play the enemy Solo.

  • When: Solo-laners may be stronger early or late. Early gods should try to take advantage and pressure the enemy, while the best strategy for late-game gods is to force a stalemate until you're stronger.

  • Where: As the name implies, of course. You won't stray often from the Solo lane until mid-game, when the teams start fighting more in groups.

  • Why: If you like 1 v 1 battles, this role is calling your name.

  • How: Most tanky Solo-laners will build a balance of survivability and damage. Counter-building the enemy Solo god - as well as the Jungler - is key.

  • Responsibilities: Clear minion waves, protect your tower, out-farm the enemy, work with your Jungler to secure kills in the early game. Be in the middle of teamfights in the late game.


Gameplay Stages


Starting Process & Early Game


Mid To Late Game



Misc. Info (Relics)



Relics



Quick Tags
Original contribution by:


Stuke99

Warding



Wards are your extra set(s) of eyes. A necessity for pros, and whose use and placement is an enigma for new players. That's why we're going to cover some warding basics.

Regulars: you can skip this section if you feel solid on this, or you can pretend you're young and innocent and continue reading.

First, some general info:

  • Wards costs 50 gold, and allows you to see normal enemy movement within 45 units. It respects line of sight and can't see through walls or stealth. Remains for 3 minutes or until destroyed (3 basic attacks). It is invisible to enemies and cannot be targeted unless Sentry Wards are used nearby. Can only carry 2 at one time, and only 2 wards of any kind can be active at one time from any one player.

  • Sentry Ward costs 120 gold, and does all of the things regular wards do, but ALSO allows you to see enemy wards, which additionally allows you to target and destroy them. Can only carry 1 at one time, and only 2 wards of any kind can be active at one time from any one player.

  • Chalice of the Oracle costs 400 gold, and provides you with a stack of 2 standard wards that are refilled EVERY TIME YOU BACK. If you value vision and use a ton of wards every game, this is a reasonably-priced consumable that everyone should consider purchasing.

  • When enemies enter the range of a friendly Ward, an audible *ping* can be heard, and a visual effect can be seen on the mini-map. Train your mind you react to this sound and glance at the mini-map every time you hear it.

  • Wards are commonly used in most areas of the jungle, and even in front of enemy towers. Sentry Wards are often used close to the Gold Fury and Fire Giant, and are also used to counter-ward commonly used areas.


Warding 101

  • Who: The correct answer is EVERYONE. In casual games, the reality is that you can't really depend on all teammates to ward properly, or even at all. Depending on team comps and skill levels, you might be able to get by with just the Support and Jungler warding, but that's asking for trouble. So, the more people that ward, the better off you'll be.

  • What: Pretty much went over the basics above.

  • When: Against a really strong/aggressive early-game Jungler, your team might want to place a couple of wards at the very beginning of a match. However, the time when things become more dangerous is usually when gods hit level 5 and their ults become active, and this is the point when wards become more essential. But ganks aren't the only concern...there are multiple strategic objectives that should also be watched and warded when possible.

  • Where: Good question. We'll go over it in detail below.

  • Why: Because you like spotting vulnerable enemies. Because you don't like to be ganked. Because you don't want the enemy team to get key objectives. Because you want to be a good teammate. Awww, how sweet.

  • How: Well, for starters, buy them at the fountain. But you can learn how best to place them, given the situation, in significant detail below.


Keep in mind, locations in the maps below are based on you being on the Order side, and the enemy being on the Chaos side. It may be obvious, but these locations should be generally reversed if you start in Chaos.

These locations are going to generally be very simple, and don't involve complex counter-warding...just looking to give you good vision of general areas.

For higher level Warding, check out this Warding 101 Season 5 video, by EmilZy, as it provides some in-depth thinking on warding at all stages (even pre-start via Chalice of the Oracle), counter-warding, etc.




Early-Game Warding


This section will cover basic warding locations for all roles in the early to mid-game, when most objectives (e.g. Towers) are still up.


Duo / Solo Lane Warding


Mid Lane Warding


Jungler / Objective Warding



Late-Game Warding


As objectives start to crumble, the distance between safe areas becomes further and further away, opening up the game to a lot more random play. Players will be less likely to be found in their starting lanes, and there will be teamfights aplenty. Warding during this time really helps your team coordinate attacks, or retreat in an out-numbered situation.


Late-Game Warding



Quick Tags

Awareness & Communication



A Conquest match can be very complex. Just considering yourself, you have to clear minion waves / camps, utilize abilities and mana in an efficient way, monitor gold to determine when to back, know build orders and how to counter-build, battle the enemy, watch out for other invaders trying to gank, etc. On top of all this, you have to realize that this is a map-wide struggle, and each of your teammates are going through the same thing!


Awareness


Maintaining general awareness of the various things going on in the game at any one time is thus a key aspect of gameplay. How can you expand your awareness beyond your own vicinity?

Besides relying on nearby wards pinging to notify you of enemy locations in the jungle, it's also important for you to use that nifty little mini-map in the top right corner of your screen...OFTEN. In fact, the general suggestion is:

Look at your minimap EVERY 5 SECONDS!

A quick glance can provide map awareness from your team's perspective, depending on the situation:

  • where your teammates are
  • where the minions are
  • timing for jungle / buff respawns
  • if enemies are contesting the same lane as a teammate
  • if enemies are alone or grouped up
  • if enemies are pushing an objective

However, if the enemy is out of the visual range of teammates, wards, and friendly minions/objectives, you won't know exactly where they are, making you and your teammates vulnerable to ganks and outnumbered situations. This is where team communication comes into play.


PC Communication Options


Typing to your team (start by pressing ENTER) can provide very specific details, but precious seconds are wasted while you stand still. There are two alternatives to typing.

The first communication option is using a chat program. SMITE has its own embedded system (which you can enable by going into Settings\Audio Tab and enabling in-game chat). Any people you're grouped with in a party (or if you're playing a ranked game) can use this feature.

You can also use a 3rd party program when playing with friends, including Discord, Twitch, Teamspeak, and Mumble.




Of course, talking isn't always preferred. Sometimes it's a language barrier. Perhaps it's sleeping roommates/parents/children/significant others. Maybe you've run into one too many toxic players. Whatever the case, your communication options don't end there.

The second option is built directly into SMITE, and doesn't require any talking or lengthy typing. In fact, it can be the quickest, most efficient way to communicate with your team. This is where VGS (Voice Guided System) comes into play.


PC VGS System


For full details, check out the Wiki page: VGS: Smite Wiki


Pressing "V" initiates the VGS system. When the full command is inputted, not only does it list the command in chat for reading, but a preset voice audibly issues the statement, making it an immediately useful notification for teammates.

The various codes take some time to memorize, and even further time to become instinctual, but learning this system is key to effective teamwork. Not only can it gather teammates to efficiently take down objectives, but it can counter enemy strategies

The following are examples of extremely helpful commands in various situations...not all commands are covered here:


Common VGS Notifications


Console Communication Options & VGS


Console players unfortunately don't have access to keyboards and thus can't type out complex commands or notifications. That said, microphones are generally very easy to obtain and set up, and it is highly, highly recommended to use them. Even if teammates aren't talking, it's very likely they can hear you.

As for the VGS system, as of Patch 5.3, it now has full VGS capabilities. Below are helpful visuals for both consoles for some of the main commands. The additional commands added for XBox and PS4 can be found HERE.


XBox One VGS Commands


PS4 VGS Commands



Quick Tags

Tier Lists



Understand that tier lists are subjective. At the Pro level, god abilities and builds can be considered and analyzed almost to a science, but even at that level, things follow a trend. Trends (and the people that follow them!) can be fickle beasts, and each new game patch can alter the effectiveness of each god, item, build, etc.

The best way to consider a tier list may be as a general consideration of potential. Potential, though, depends not only on the god, but also on each player's skill level, the compositions of each team, and how well the teams work together.

At the casual level, then, there is a lot more leeway in everything. So, consult any tier list with discretion, but don't take it as gospel. Have fun, discuss with friends, and argue merits to your heart's content. That's part of what makes this game so fun!



AlphaJackal's 5.17 Tier List Update (2018/9/21)

DMBrandon's 5.17 Tier List (2018/9/28)

DukeSloth + Emilzy Fall Split 5.17 Support Tier List (2018/9/10)

fineokay's Solo-Lane Tier List (2018/8/14)

Weak3n's Inside Look At Competitive Picks and Bans (2018/10/1)




Quick Tags

References & Definitions



YouTube Channels, References & Tools


Here are some helpful YouTube channels of various players/streamers, as well as general references and tools:

YouTube Channels


General References & Tools



Abbreviations & Terms


Here is a list of some of the abbreviations / terms that are used in this guide:

Abbreviations & Terms



God Guides


Here are a list of individual god guides you might find helpful. If you have a good, in-depth guide and feel it would fit in here, PM me and I'll consider it. Don't be offended if your guide isn't here!

I'll try to keep this list up-to-date with only guides that are reasonably maintained.

*NOTE* I have basically wiped the entire guide slate clean! I will try to add as much as I can, but this is a lot of work, so I'd appreciate any suggestions for additions to this list.


Guides A-F


Guides G-P


Guides R-Z

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 any information is incorrect (objectively, not subjectively), or if I've missed some key information or topics (though, keep in mind that this is meant mostly as an overview, rather than providing very specific gameplay elements). I update this guide regularly, so you're welcome to check back frequently!


Peace!


Branmuffin17

Credits



The original release was a collaborative project with major input provided by multiple sources, including:






Post-Publishing Thanks


The Overarching Series



The
Overarching
Arena Guide

The
Overarching
Assault Guide

The
Overarching
Conquest Guide

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