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Recent Guide Updates:
2025/1/26: Guide is/should be generally current as of Patch 12.1, "Laughs of the Past."
Revision History |
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*YEAR 12 UPDATE*
Year 12 (Patch 12.1) hit on January 24, 2025, with no major changes to the map from the end of the previous season. With SMITE 2 released in Open Beta, main development is focused on that game, with only minor balances to items and gods intended for Smite 1 from this point forward. No further gods will be released after |
Art by Getsukeii via DeviantArt
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*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 That beginning is: Keep in mind that it IS outdated, but the core information still applies. ROLE GUIDES FEATURE: There's a tutorial feature called "Role Guides" that is designed to help new players. It detects your assigned role from the lobby to provide a guided experience, showing you waypoints and starting paths, draws attention to respawning camps, and highlights jungle bosses and towers as the game progresses. Can be toggled on/off at any time, and works within Co-op and PvP modes. Check it out! |
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*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![/size] |


Harpies
Gold Fury,
Fire Giant,
Oracle Harpies,
Pyromancer,
Totem,
Teleporter
Damage Buff,
Mana Buff,
Speed Buff,
Void Buff,
Support Buff,
Shield Buff,
Cooldown Buff,
Shaman
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Towers,
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Phoenixes
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Titans
Purple Buff (Chimeras)
Damage Buff (Manticores)
Speed Buff (Centaurs)
Mana Buff (Satyrs)
Support Buff (Dryads)
Fire Giant's Might Buff: Obtained by the entire team that defeats the Fire Giant. Provides 75 magical power, 55 physical power, 3% HP5 and 2% MP5, +25% damage increase to structures, 4 minute duration. Fire Giant spawns at 15:00, respawns 5 minutes after defeat. At the 30 minute mark, the Enhanced Fire Giant replaces the regular version, and the buff provides 100 magical power, 65 physical power, and 40% increased bonus damage to structures, in addition to the other stats. Also allows players to ignore 75% of a tower's backdoor protections.
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.
Oni Fury (random spawn in place of base Gold Fury): Lane minion buff. After its defeat, the next round of minions spawned in all 3 lanes are granted 75% bonus damage, 30% bonus health, increased Physical protections by 50, and Magical protections by 60.
Primal Fury (random spawn in place of base Gold Fury): Provides permanent increased damage against jungle monsters. After its defeat, grants every player on the killer's team a stacking 7% damage buff towards and 7% reduced damage from jungle camps and jungle bosses (stacks 3 times).
Pyromancer (across from the Fire Giant): When defeated, drops the "Runic Bomb," which can be picked up like a jungle buff, only by someone from the team who dealt the last hit to the pyromancer. It fills a consumable spot and can be placed later by using that slot and selecting a ground target area. Deals 300 Physical Damage to Gods and applies Knockback, and deals 1,000 True Damage to Minions and Structures. Structures hit by the Bomb are also debuffed with 35% reduced Attack Speed for 10 seconds. Can be sold in the Item Shop for 33 Gold.
The Totem (located on the outer edge of the Solo lane): for the first 15 minutes of the match, a Totem will appear near the Solo lane. While active, this objective has an aura around it that grants Gods 10% increased damage dealt to minions and other Gods. When destroyed, a single instant stack is applied to teammates near to the Totem the moment it is claimed, and provides an empowering aura in all allied tower areas that boost movement speed (5%) and mana regeneration 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.



Hard Pushing
Offensive Lane Freezing & Bullying
Defensive Lane Freezing
Proxy-Farming
Playing From Behind
Jungle Camp / Boss Details
Tower, Phoenix & Titan Details


This is the safest pick for early sustain of both health AND mana, and is a good pick for gods reliant on a bit more ability use (due to mana sustain, and has power as opposed to increased basic attack damage).
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This starter helps with farming and situational boxing. It doesn't provide any health sustain, but does have a bit of mana sustain. The basic attack damage boost and situational AS boost is nice, and the gold increase is helpful to get your build online a bit faster.
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Physical Gods Only!
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Physical Gods Only! This is intended mainly as a Solo starter, but has stats that can serve an ability-based ADC well. This could be functional for a god like
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This is considered a Jungle starter, but provides interesting stats to help you play aggressively, and can be used to good effect for a select few ADCs to provide enhanced early wave clear (e.g.
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This is also considered a Jungle starter, and its passive functions require you to be in the Jungle areas to gain those benefits. That said, the base stats provide some attack speed, which is attractive to a basic attacker. It's also great for jungle camp clearing, and its later upgrades will help immensely in securing objectives.
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Magical Gods Only! Most magical ADCs have some reliance on ability use, which makes the MP5 and CDR valuable early stats. Can be helpful when you don't need as much attack speed in your full build, due to the god's kit providing an AS steroid (e.g.
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Anti-Tank Basic Attack Build
Arrow / Crit Basic Attack Build
Cowl / Crit Hybrid Build
Transcendence / Ability Build
Starting Items
Starting Process
Early Gameplay Elements
Mid to Late Game Considerations & Strategies
Key Gameplay Strategies (Objectives & Split-Pushing)
Recommended Relics
Situational Relics


Starting Items
Starting Process
Early Gameplay Elements
Mid to Late Game Considerations & Strategies
Recommended Relics
Situational Relics
(Some) Helpful Early Support Items
Important Counter Items


Starting Items
Starting Process
Early Gameplay Elements
Mid To Late Game Considerations & Strategies
Strong Early to Mid-Game Junglers
Strong Mid / Late-Game Junglers
Recommended Relics
Situational Relics
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Mid-Laner 101
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Gameplay Stages
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Starting Items
Starting Process
Early Gameplay Elements
Mid to Late Game Considerations & Strategies|
Relics
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Recommended Relics
Situational Relics
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Solo Laner 101
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Gameplay Stages
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Starting Items
Starting Process
Early Gameplay Elements
Mid To Late Game Considerations & Strategies|
Relics
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Recommended Relics
Situational Relics|
Warding 101
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Early & Mid-Game Warding
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Duo Lane Warding
Mid Lane Warding
Solo Lane Warding
Jungler Warding|
Late-Game Warding
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Late-Game / Objective WardingA 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!
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Awareness
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PC Communication Options
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PC VGS System
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Common VGS Notifications|
Console Communication Options & VGS
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XBox Keyboard Chat
XBox VGS Commands
PlayStation VGS CommandsUnderstand 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!
Year 12 has just started, but there haven't been any updated lists that I have found since mid-2024, due to the shifting interest for SMITE 2. As there haven't been any god releases in a year, but there HAVE been item and god balances, take the below lists with a grain of salt.
2024/8/7: Dashboarrd's SEASON 11.8 RANKED TIERLIST (FROM A GRANDMASTER)
2024/7/17: Weak3n's 11.7 TIER LIST - THESE ARE SOME HOT TAKES|
YouTube Channels, References & Tools
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YouTube Channels
Twitch Channels
General References & Tools|
Abbreviations & Terms
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Abbreviations & TermsSo 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
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Well done! :)
One question I have that I'm confused about is the coloured border for the god pictures. What does this mean? Is it possible to add a key to explain it? I thought it was about their meta role but it doesn't seem to line up like that properly so I was just curious :)
Other than that it's all good from my perspective! Thank you! :D
Honestly, the borders for the gods is just a fancy color scheme...it's all based on chapter recognition. Green = ADC, Yellow = Supp, Orange = Jungler, Red = Mid, Purple = Solo.
The gods in each chapter are split in categories, main/meta and flex picks, and that's mostly based on historical function with a slight bent on more current considerations. It's not an indication of who's best in the meta right now, and for that I would suggest checking on current tier lists.
I do have a tier list chapter and you can watch some of the embedded videos there to see how gods are being ranked. Hopefully that's helpful for you, and thank you for the kind words!
it is a sun wukung called sun wukung taking out the trash
Thanks for the comment and question. Every engagement in a bigger team fight is going to be different, so it's difficult to say specifically. Here are some general considerations and rules to follow:
- Your primary goal in any engagement is to do your best to stay alive. You will typically want to place yourself in what would be considered the back row of a fight. That said, if you stay too far back, you're not really going to be contributing much, so it's a fine balance and feel that you need to develop for your positioning. You also need to watch your sides and back for the potential of an enemy like a jungler to try to surprise you and burst you down quickly.
- In the most likely situations, your closest enemy will be a tank of some type. It could be the support if they are aggressive initiators, or it could be the solo or a tankier jungler. If they are the only ones in range then you should probably attack them. In terms of consistent damage your output should be the biggest overall threat to them.
- In the case that you've got a squishy target in range at the same time as a tanky target, almost always choose the squishy target. Their damage output is more of a threat to your team (and you in particular), and you can also kill them much more quickly than a tank.
- Awareness definitely comes into play here, but if you have an opportunity to attack a nearby squishy target that's not quite in range but you could get there, and at the same time you have a tanky target on you, consider recent ability uses by the enemy. If the tank hasn't used abilities in a while, they may be the more immediate threat to you, either in damage or in CC of some type to take you out of the play or set their teammates up to kill you. If you know they've used those types of abilities recently, then you can likely expect to be safer to engage the squishy target.
Does this all make sense? Do you have any other questions?- Standard crit: Wind Demon + Silverbranch (30% when critting)
- Hybrid crit: Fail-Not + Silverbranch (possibly with Wind Demon also, 30-40%)
- High AA / Qin's: Silver + Ferocious Exe (28% prot red + 20% pen)
- Ability: Titan's Bane, option Hydras and/or Heartseeker
Remember, pen not only helps against enemy tanks in particular, but also structures and objectives, so it's always useful no matter the team comp.I ended up not changing the wording I had, and this was partially due to being at roughly the same time, I believe there were some changes. In patch 8.9, which was announced right around the first week of September and activated on September 21st, they changed spawn timers (Supp buff changed from 00:20 to 00:35). Even at the 00:20 mark, it wasn't something that the Supp should have gone for, but I think enough Supps were trying those inefficient starts that they needed to make it more obvious that they shouldn't do that. HR said: "And finally, all of the key jungle camps that players clear before wave 1 are being spawned even earlier to make sure players have time to get to lane or to potentially find new starting routes. One specific change contrary to the previous point is the green buff, which is now going to spawn even later to help communicate to players that they should not be killing this camp as part of their starting route." It's a bit funny, because Supps were delaying their starts to get this buff, and mostly what it was doing was delaying their farm and their lane's ability to pressure early...and for such little solo farm.
My wording I think you're talking about is from the Jungle chapter starting process, where I show the suggested starting route, and identify key camps (and don't specifically identify / point out the Supp camp). And while I identify the Supp camp in the Supp section, it's not a part of the starting process and is, honestly, almost an afterthought.
In any case, I'm in agreement here with Kriega, just based on experience in my own games and watching any variety of higher level games (e.g. SPL championships, one example at 34:05). I can give many more examples of the Jungler clearing this buff in other games played by pros / high level players.
The Support buff is fairly often cleared by the jungler, and it's not really a big deal either way IMO, at least not at the level of calling a jungler that clears it "flat out selfish." The amount of farm is pretty low in comparison to other camps, and the buff, while...helpful...isn't usually a huge deal if the Supp misses it, which they often do.
Just for reference on jungle camp farm (scaling value is increased every 3 min):
- Void Buff + Buff Guards (total): 100.5 (+4.5) gold, 221 (+36) XP
- Mana Buff: 100.5 (+4.5) gold, 221 (+36) XP
- Supp Buff: 25.5 (+1.5) gold, 44 (+12) XP
- 3 Harpies near Supp Buff (total): 52.5 (+4.5) gold, 72 (+27) XP
If the Jungler happens to be doing rotations and goes for the back harpies near the Supp buff or they're just nearby, why would they not be okay to clear the Supp buff as well?In my own games, as ADC, if the Supp buff is up while I'm heading back to lane and I don't need to be immediately in lane for a wave, I'll clear the buff and the back harpies whether or not the Supp is close, if the Jungler isn't heading to it themselves. As Supp, I'll clear the buff, and maybe the back harpies, if they're available. As Jungler, I'll usually clear the buff along with the back harpies, if both are up. If only the Supp buff is up, I often won't bother unless there's absolutely nothing for me to do anywhere else at that time because most other farm is worth more.