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The Overarching Conquest Guide (S6, Patch 6.6 "Neo Olympia")

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Introduction

Recent Guide Updates:

2019/5/29: Guide is current as of Patch 6.6, "Neo Olympia." Minor changes to Fire Giant and Primal Fury, various god buffs/nerfs. Added additional hunter build. Revamped all role "101" intro sections for better clarity. Updated tier lists. Added Set to Mid-Lane and Solo-Lane categories. Added a video from Kitten of Doom for how to use keyboard to chat on XBox.

Revision History


Recent Patches:
Patch 6.6, "Neo Olympia." Mostly minor item and god buffs/nerfs.
[*]Patch 6.5, "Sands & Skies." Horus & Set released. Minor item nerfs.
[*]Patch 6.4, "Darkness Falls." Asi / Ichaival reworks, multiple god adjustments.
[*]Patch 6.2, "The World Serpent." Jormungandr released.
[*]Patch 6.1, "Season 6." Multiple Conquest adjustments. Addition of Totem of Ku near Solo Lane. Multiple item and god balance. Merlin released.

*NOTE ON MAIN SEASON 6 CHANGES*

Season 6 hit on February 5th, 2019. There have been some adjustments to how Conquest is played compared to Season 5. Here are some of the key changes:
  • Cross-Play: PC, XBox One, and Nintendo Switch players can now team up to play with/against each other in normal (casual) Conquest and other modes. There is an option in the settings menu to restrict cross-play if preferred.
  • Role Queue: Normal and Ranked Conquest will now have role queue, where you select your top 2 roles. The system will try to match you up to give you one of these assigned roles (though not guaranteed). Also, duo-queuing ranked Conquest is now available again!
  • Elixir of Speed: a new item for Conquest only. Costs 1,500 gold, and provides a permanent 18% movement speed boost. Does not stack with standard MS items such as Tabi/Greaves/Shoes, and is meant to replace those items and allow for an extra item slot for a different item.
  • New Objective: Totem of Ku has been added in the jungle next to the Solo Lane. Jungle entrances to the Solo Lane have been changed due to this addition. See the Conquest Overview chapter for further information.
  • Gameplay Adjustments: Minions spawn 1:00 after the game starts, instead of 1:30. Fountains boost MS during this countdown. Brute Lane Minions spawn differently. Kill bounty against enemy gods of higher level provide more XP and Gold. Gold Fury gets 3 total forms with different effects (see the Conquest Overview chapter for further information). Fire Giant has different attack sequences and adjusted stats. Jungle minions have adjusted stats.


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 complex mode in SMITE, Conquest can be played in both casual and ranked modes, and is the mode played by the pros. 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 and starting processes

  • 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, I will also not be discussing complete builds, as there are many variations for building and counter-building for each role.


*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 for years, 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)

  • XP Jungle Camps (Back/Mid)

  • 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 requested before queue (2 preferred roles per player). Roles are officially assigned by the system upon entering 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 (exception being the Fire Giant, who deals both physical AND magical damage depending on attack).

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: 5% 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 30 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. Also allows players to ignore 50% of a tower's backdoor protection.
  • Oracle Harpies (across from the Gold Fury): If a team kills BOTH Oracle Harpies, that team is given vision of the 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.
  • Totem of Ku (behind the Fire Giant next to the Solo lane): for the first 15 minutes of the match, a totem will appear near the Solo lane. Players can attack this Totem, and after enough damage is dealt the totem will favor a team. Towers for that team will provide 25 gold to each team member, as well as an empowering aura in all allied tower areas that boost movement speed (5%) and mana regeneration (+25 MP5) for 1 minute.

Game Phases:

A Conquest match consists of 3 conceptual 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 & General Lane 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.
  • Flaming Minions: a special form of minion that spawn while an enemy phoenix is down in the opposite lane. These minions deal twice as much damage and have 200 more health than their non-flaming counterparts. Their damage reduction remains the same.
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 (or allow you to stop the bleeding, re: Playing From Behind):


Hard Pushing

Lane Freezing & Bullying

Proxy-Farming

Playing From Behind



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



Typical 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 (typically plays as an ADC): Hunters are the common choice for the ADC role due to their reliance on ranged basic attacks, though there are some mages whose 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 (does the ADC do): 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 objectives, and "carry" their team to victory.

  • When (is the ADC most relevant): Many ADCs start out a bit weak, and they are dependent on items. Almost all are powerhouses in the late game, with builds based around stats such as power, lifesteal, attack speed, penetration, and (for physical gods) crit items and/or Qin's Sais.

  • Where (should they be): The ADC will usually stay in the Duo Lane with the Support for the first few minutes. In the mid-game, they'll often find themselves alone more often with the enemy ADC, as their focus will be to continue farming resources, though their scope will increase to nearby skirmishes and objective control. In the later stages of a match, they need to bring their high damage to a teamfight, and focus on taking down the rest of the objectives taking out objectives.

  • Why (would you want to play as an ADC): 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 (should you play them): 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. They want to clear waves quickly and efficiently, and poke the enemy (or outbox them) when possible.

  • Main 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.

The first 3 are standard cookie-cutter builds that should work well in most situations, depending on god. In addition, I've included an ability-focused build, and a build utilizing Runeforged Hammer.


+ Situationals

Traditional Devourers / Qins Basic Attack Build



+ Situationals

SPL O-Bow Rush / Qin's Basic Attack Build



+ Situational

Traditional Basic Attack Crit Build



+ Situationals

Transcendence / Basic-Attack Builds




Transcendence / Ability Builds



+ Situationals

Runeforged Hammer Build



Gameplay Stages & Strategies


Starting Items

Starting Process & Early Game Considerations

Mid to Late Game Considerations & Strategies

Key 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






Typical 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 (typically plays in the Support role): 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 S6 meta, select Assassins are also seeing good efficacy in the role, such as Fenrir, Ne Zha, and Serqet.

  • What (does the Support do): The tanky Support is an early companion to the ADC, protecting them and helping set up kills. Later, they are expected to roam more, warding areas to give their team better vision, using 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 play to gain an early advantage.

  • When (is the Support most relevant): 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 greatly helps early sustain and gold income to help with their build progress.

  • Where (should they be): The Support will assist the ADC in the Duo Lane in the early game. In the mid-game, they will rotate into the jungle to clear camps, protect teammates, and provide opportunities for ganks. Later, they will be relied upon for defense and protection of squishier teammates, and should always be in the middle of a teamfight.

  • Why (would you want to play as a Support): 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 (should you play them: 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.

  • Main 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 Items

Starting Process & Early Game Considerations

Mid to Late Game Considerations & Strategies



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:



Typical 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 (typically plays in the Jungle): Assassins form the majority of common Jungler choices, for their high mobility and damage potential. A select few Mages, Warriors, and Guardians can also fill this role, depending on how they're built.

  • What (does the Jungler do): 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 (is the Jungler most relevant): 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 (should they be): The Jungler will often start out by securing their Speed Buff. Their main functions after that are clearing their own jungle camps efficiently when they respawn, looking to steal resources from the enemy, providing extra pressure in the various lanes to help push, and watching closely for ganking opportunities.

  • Why (would you want to play as a Jungler): If you like being sneaky and get a thrill hiding in the fog and stalking your prey, sign up here.

  • How (should you play them): Junglers should focus on mobility and damage first, to help with roving efficiency and kill potential. 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.

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


Gameplay Stages


Starting Items

Starting Process & Early Game Considerations

Mid To Late Game Considerations & Strategies



Early & Late-Game Junglers


Strong Early-Game Junglers

Strong Mid / Late-Game Junglers



Misc. Info (Relics)



Relics


*SmoothHomie's Quick Jungle Guide*

If you'd like to read another guide on the Jungle role, SmoothHomie has provided some great information and strategies. Check it out!




Quick Tags
Original contribution by:


GameGeekFanGreenevers

Roles: Mid-Lane



Commonly Used Gods In The Mid-Lane


The Mages:



Typical 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 (typically plays in the Mid-Lane): 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 (does the Mid do): Mid-Laners often want to have strong wave-clear potential. This helps them clear quickly and allow them to focus more on damaging the enemy. 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 (is the Mid most relevant): with the wide range of abilities, strengths and weaknesses, some gods will find themselves more effective at certain times, though most Mid-Laners are item-reliant and are at their strongest late-game. It's important for them to take advantage of their strengths and push when they are able, without overextending themselves.

  • Where (should they be): they are mainly in charge of controlling the Mid-Lane and surrounding areas in the early game. 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 (would you want to play in Mid): because...you like magical things. You like blowing things (gods) up. You want to be Harry Potter or Gandalf.

  • How (should you play them): 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. CDR for more ability use is also popular. However, some mages (e.g. Zhong Kui) can do well when built a bit more tanky, and can be effective when itemizing into some health and protections.

  • Main 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 Items

Starting Process & Early Game Considerations

Mid to Late Game Considerations & Strategies



Misc. Info (Relics)



Relics



Quick Tags
Original contribution by:


GameGeekFan

Roles: Solo Lane



Commonly Used Gods In The Solo Lane





The Others:



Typical 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 (typically plays in the Solo Lane): 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. Gods that have sustain via self healing can have an advantage.

  • What (does the Solo do): 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, win their lane, and start rotating as soon as possible to help other lanes. Most Solo-laners are a tank for their team, to help absorb damage and provide disruption for their team.

  • When (is the Solo most relevant): Solo-laners may be stronger early or late. Early-game gods should try to take advantage and pressure the enemy to win lane more quickly while they have the advantage. Late-game gods want to force an early stalemate, allowing them time to get their strength online to more effectively help their team.

  • Where (should they be): In the early game, they start the game in the Solo lane. They usually won't stray from the lane until mid-game, when the teams start fighting more in groups. In the mid-game, they will start rotating, covering / helping other teammates secure objectives or gank. In the late-game, they should be in the middle of teamfights, helping tank, shut down damage dealers, or whatever else their individual god strengths allow them to do.

  • Why (would you want to play in Solo): If you like 1 v 1 battles, this role is calling your name.

  • How (should you play them): Most Solo-laners will build tanky, though some of the more aggressive picks may build more into damage. Counter-building the enemy Solo god - as well as the Jungler - is key.

  • Main Responsibilities: Clear minion waves, protect your tower, secure the Totem of Ku, 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 Items

Starting Process & Considerations

Mid To Late Game Considerations & Strategies



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 (via 3 basic attacks). Can only carry / place 1 at one time, and only 2 wards of any kind can be active at one time from any single 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 (should ward): 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 (items do we consider): Ward, Sentry Ward, Chalice of the Oracle.

  • When (should you ward): 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 (should you ward): Good question. We'll go over it in detail below.

  • Why (should you ward): 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 (do you ward properly): Well, for starters, buy them at the fountain. 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


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.

XBox players also have an additional option to use a keyboard for chat. See Kitten of Doom's video below for a short tutorial.

XBox Keyboard Chat

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 full cheat-sheet for all consoles 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!



dmBrandon's Tier List (2019/5/22)

EmilZy's Ranked Supports Tier List (2019/3/1)

fineokay's Solo Ranked/Competitive Tier List (2019/3/31)

Weak3n's Jungle Tier List (2019/5/27)

Weak3n's Mid-Lane Tier List (2019/5/28)

Wlfy's Mid-Lane Tier List (2019/3/27)




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



Quick Tags

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


The Overarching Series


The
Overarching
Arena Guide

The
Overarching
Assault Guide

The
Overarching
Conquest Guide

Credits



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





Post-Publishing Thanks

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1
[-]
Kriega1 (73) | May 23, 2019 1:25pm
Baron should probably be removed from the Mid lane mages choices.
1
[-]
Kriega1 (73) | May 22, 2019 11:37pm
I might have missed it/not checked properly but have you mentioned that for Console, you can now type in chat? (only in match though, lobby chat isn't yet here - if it's coming eventually that is...)
1
[-]
Branmuffin17 (276) | May 23, 2019 9:53am
That is a negative, I have not added. I actually don't even know that functionality...do the XBoxers have to use an attached keyboard or something?
1
[-]
Kriega1 (73) | May 23, 2019 10:12am
No they don't have to they can use a virtual keyboard.
1
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ENK_92 | May 1, 2019 2:14am
Thank you. I've been playing Smite for 6 weeks straight and this guide helped me to understand more about buff camps and what time is the camp most useful etc. Aldo Hunters build was great. Please keep this updated.
1
[-]
Branmuffin17 (276) | May 1, 2019 10:48am
Hi ENK, thank you, and very glad it's been useful for you! I absolutely plan to keep this updated.
3
[-]
PsiGuard | April 24, 2019 9:06pm
Impressive amount of detail, thanks for putting so much time and effort into this guide. <3
2
[-]
Branmuffin17 (276) | May 1, 2019 10:47am
Late response, but thank you Psi!
1
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NitroC (2) | April 24, 2019 7:22pm
Another minor mistake I found. For the Freya start in the Starting Items section in the ADC section, it says you can buy 6 potions with hunters blessing + tiny trinket, but Tiny Trinket cots 550, not 500, so you can only buy 5 potions
1
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Branmuffin17 (276) | April 24, 2019 8:09pm
Holy hell, are you reading the guide line-by-line? Crazy.

Thanks, I'll fix that. Psi also just noticed that I don't really have any Jungler starts for magical gods, so I have to add that too.
1
[-]
NitroC (2) | April 13, 2019 9:15pm
Cernunnos is mislabeled as an assassin in the jungle section.
1
[-]
Branmuffin17 (276) | April 13, 2019 9:25pm
LOL WTF how did that happen??? Thanks for catching that; fixed.
2
[-]
Draisaitl (5) | January 29, 2019 10:01pm
Guide’s looking good, Bran. Maybe we can get back into it like the old days when cross play hits.
3
[-]
Branmuffin17 (276) | January 29, 2019 5:19pm
FYI to everyone, I've published the S6 update to the Conquest guide. It's not complete but I've made a variety of adjustments, and want some feedback and people to catch mistakes or things I've missed.

In order for it to be fully complete, I need the official map from SMITE Wiki, as well as artwork for the Totem of Ku, etc. But for all intents and purposes, it's pretty much good to go.
2
[-]
Kriega1 (73) | January 27, 2019 11:26pm
Just wanted to say that Mage's Blessing, Magic Focus start is missing from mid starts. Also the doom orb start could also be named the Chronos' Pendant start since it's not just for Doom Orb.

Tier 2 Bancrofts start missing as well.

Also I don't really take Skadi as a solo laner, other hunters can do solo lane better and any could probably go there.

Also add Hera for support/solo.

And also add Achilles for support as well.

Also Merc support? May as well add Nemesis too I guess.

And lastly for the mage adc Chronos/sol start I would just change it to hunters blessing and tiny trinket (Especially Sol, who really doesen't use mage's blessing that well). There isn't a point in getting tier 1 boots with mage's blessing. Same for Freya. That is unless you want to list the hunters blessing, tier 1 celestial helm start.

For support starts add guardians blessing, tier 1 shoes, and 3 health pots and 3 multi pot start.

Those solo starts need an overhaul as well. No mention of guardians blessing at all , or tier 1 shield start with health chalice and 2 or 3 health pots (for those rushing beserkers or glad shield), tier 2 soul eater start with health chalice.
1
[-]
Kriega1 (73) | January 29, 2019 2:31pm
Just checking to see if you saw this or are waiting until a later point in time, in preparation for some minor season 6 changes.
1
[-]
Branmuffin17 (276) | January 29, 2019 2:44pm
Actually working on a lot of this right now. Conquest update in progress. Will probably post before the actual patch, and just continue working on it from there. Biggest thing is I won't have the maps updated until I get the actual maps from SMITE Wiki...that affects the overview chapter, the starting process sections of each role (maybe I'll only focus on Jungle/Solo for the new Totem), and the warding sections. What a pain in the ***!

FYI just because I don't want to, I'm not adding Nem in the Support list, but adding Hera Support/Solo. Making multiple starting items adjustments too.

Want one clarification...what's the purpose of the Magic Focus start? I don't see any of those 3 items being good early items, with perhaps some very, very situational use of Magus.
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1
[-]
DV-8 (23) | November 6, 2018 3:15pm
Under your Camps, Structures, and Objectives section, for the Fire Giant, you explain that killing him rewards your team with the Fire Giant's Might Buff. However, the details of the buff are left out.

I think it could be beneficial to your guide to include the details of the buff for readers to consider.
1
[-]
Branmuffin17 (276) | November 6, 2018 5:11pm
Good point, but note it's described in the overview section regarding special buffs.
2
[-]
Kriega1 (73) | October 6, 2018 6:37pm
Add Baron as "Other" Support please.
2
[-]
Branmuffin17 (276) | October 8, 2018 9:55am
Will do. That one slipped by me. I can't wait for the day he's no longer viable as Support.
1
[-]
xmysterionz (41) | November 7, 2018 4:38am
I can't wait for the day he's no longer viable in any role.
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