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The Overarching Conquest Guide (S6, Patch 6.10 "Odyssey: Underworld")

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Recent Guide Updates:

2019/9/18: Guide is current as of Patch 6.10, "Odyssey: Underworld."

Revision History

Recent Patches:


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, PS4, 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.


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.


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

  • 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. While the aura is active, players leaving the tower areas retain the MS and MP5 buff for 10 seconds. It is refreshed if they re-enter the area if the aura is still active.

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


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

Devourers / Qins Basic Attack Build

+ Situationals

Basic Attack Crit Build

+ Situationals

Transcendence / Basic-Attack Builds

+ Situationals

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)


Quick Tags
Original contribution by:


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)


Important Early Support Items

Important Counter Items

Quick Tags
Original contribution by:


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)


Quick Tags
Original contribution by:


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): 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)


Quick Tags
Original contribution by:


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 & Early Game Considerations

Mid To Late Game Considerations & Strategies

Misc. Info (Relics)


Quick Tags
Original contribution by:



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!


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 Update (2019/8/9)

Weak3n's Persephone Patch Tier List (2019/8/17)

Wraithyn's ADC Tierlist for Beginners with Wowy (2019/8/19)

Wraithyn's Solo Tierlist for Beginners (2019/7/24)

Wraithyn's Support Tierlist for Beginners with Genetics (2019/8/14)

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


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!



The Overarching Series

Arena Guide

Assault Guide

Conquest Guide


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

Post-Publishing Thanks

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Kriega1 (86) | September 11, 2019 2:10am
Some images in the guide are aparrently hosted on “” and are no longer available?
Gulfwulf (65) | September 11, 2019 2:56pm
I can't see them either.
Branmuffin17 (288) | September 11, 2019 3:14pm
Yeahhhh...I'm going to have to fix that. It's a pain. Gotta see if I have the original images on my PC, and then reupload them to
Kriega1 (86) | August 18, 2019 10:43am
Some ideas for changes I was thinking of:

Mid: Add AMC and Anhur as "other" common picks.

Add Blink as a relic option for Mid (I don't see how heavenly wings is a good choice when you can just get winged blade).

Solo: Add frenzy and phantom as relic options.

Support: Add frenzy and phantom as relic options.
Branmuffin17 (288) | August 19, 2019 7:36pm
Yup, you were right to pm me to remind me. I had missed this. I'm fine with all of these.

I do see use for heavenly in mid though. Yes winged is an option, but 0 power for a God that probably wants lots of power cuts into that. Heavenly is just an option anyway, since most times you'll be defaulting to beads + aegis.
xmysterionz (47) | August 12, 2019 11:31am
Hello Bran, some questions about your guide:
  • When you talk about solos, why it is purple and not blue? (random question :p)
  • Fire giant backdoor debuff applies to phoenixes too?
  • Would be nice comment that totem buff persist for 10 secs after leave the tower area
  • Wow I have almost 2 years of smite experience and I still don't know some VGS commands XD
Branmuffin17 (288) | August 12, 2019 11:55am
  • Solo color: I'd color-coded everything at the beginning of the guide creation. It's just what it is.

  • Yes, the fire giant buff applies 25% bonus damage to structures, including towers and phoenixes.

  • Totem: "While the aura is active, players leaving the tower areas retain the MS and MP5 buff for 10 seconds. It is refreshed if they re-enter the area if the aura is still active." That has been added. This is a very good suggestion, thanks Myst.

  • VGS: I also don't know all of them. Some I just never use.
TheShiningRod1 | August 4, 2019 2:56pm
Such a great guide Bran, I don't usually play conquest bc I solo queue, none of my friends play anymore:/ and I play on Nintendo switch so I can only use VGS. Still super useful guide, and excellent for new players.
Branmuffin17 (288) | August 4, 2019 3:47pm
Hi Shining,

Thank you very much! Yeah, I'm the same way, I usually only play Conq when I've got friends with me (and when those friends are okay playing it). I'm glad you've found it useful!
Branmuffin17 (288) | July 31, 2019 8:50pm
So Malvodion over at Smite Wiki told me that he's asked the devs at HR multiple times for an updated Conquest map showing the Totem addition, and he's been pretty much met with radio silence. I've sort of been waiting for an updated map too, but it sounds like it might not be coming. What a pain.
Branmuffin17 (288) | July 31, 2019 9:04pm
Alright, so I took matters into my own hands and did some crude paint work. Went into custom match, blew up the minimap and made it fully opaque, took a screenshot, cut the specific section out, resized and made it look pretty close. For anyone that's interested in using it, here's the link for the picture, if you want to use the map for warding or other things:

Kriega1 (86) | August 1, 2019 4:47am
Is the Totem that very faint yellow bit on the right side?
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FootFetish (4) | July 20, 2019 8:18am
Hi bran, i love this guide, but in "Wlfy's mid-lane tier list" i see "EmilZy's Support tier list" maybe the page is bugged for me, i'm not sure. Check it so you'll be sure!
Branmuffin17 (288) | July 21, 2019 9:46am
No, that's not a bug, just a copy and forgot to paste the different link. Thanks for finding.
Lukatomic (2) | June 19, 2019 10:13pm
Where is the solo lane totem in this?
Branmuffin17 (288) | June 20, 2019 9:52am
I believe you're talking about the map (and it would be good for you to clarify that by just saying "in the map").

I pull the original maps from the official SMITE Wiki. Unfortunately, they STILL have not updated the map.
ThePerfectPrism (52) | June 19, 2019 10:16pm
On the Special Camps section. Use Control + F and search for Totem of Ku
Lukatomic (2) | June 19, 2019 10:42pm
Welp, I am on mobile
Load more comments (1 more replies) →
Kriega1 (86) | May 23, 2019 1:25pm
Baron should probably be removed from the Mid lane mages choices.
Kriega1 (86) | 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...)
Branmuffin17 (288) | May 23, 2019 9:53am
That is a negative, I have not added. I actually don't even know that the XBoxers have to use an attached keyboard or something?
Kriega1 (86) | May 23, 2019 10:12am
No they don't have to they can use a virtual keyboard.
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.
Branmuffin17 (288) | 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.
PsiGuard | April 24, 2019 9:06pm
Impressive amount of detail, thanks for putting so much time and effort into this guide. <3
Branmuffin17 (288) | May 1, 2019 10:47am
Late response, but thank you Psi!
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