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You always want to build your 3 the fastest it will always do damage multiplied by 1/1.7/2.4 depending on the number of charges you have on the target.
Tap each threat level to view Zeus’s threats
Tap each synergy level to view Zeus’s synergies
This build is AMAZING against Tanks due to the Pen.
Hello everyone and today I'm going to be giving everyone my own opinions on this God, to be honest with all of you Zeus is very strong but also very weak. So welcome to my guild and I hope this helps experienced/newbies alike!
PROS:
Thanks to his straightforward kit, Zeus remains a fan favorite even for players who have achieved some degree of mastery in the game. Given the damage-oriented abilities of Zeus's skills, it's not extremely difficult to play him. Rather, he offers a ton of damage opportunities that aggressive players would want to take advantage of:
Area potential is frightening. As with other Mages, Zeus relies on massive damage with his AOE attacks. However, unlike other Mages, Zeus has better control over what happens in the areas of his AOE bursts. In turn, simply going to Zeus's territory can spell danger to opponents.
Range and poke make for a solid defense. Due to his incredible AOE range, Zeus can be an effective defender - especially for the Middle Lane. His range can help Zeus poke enemies without risking much trouble. Moreover, this positioning allows him to contribute to team fights without unnecessary risks.
Scaling progression adds adaptability. Unlike other Gods that usually specialize in one stage of the game, Zeus slowly grows in power the longer he stays in play. He can begin as an "okay" God in the early game, a defensive juggernaut in the midgame, and a terrifying team player in the endgame.
CONS:
Lack of mobility and escape. Sadly, due to Zeus's focus on area damage and range, his abilities don't offer a lot of room for escape and mobility. In turn, Zeus can easily get killed if he gets boxed out by his opponents. Additionally, his low mobility doesn't make him ideal for chases, either.
Low protections and health. As a Mage, Zeus shares the common problem these spellcasters have: being a glass cannon. Sadly, this also means that Zeus can suffer a lot of damage once a melee fighter closes in and unleashes their bursts.
Early Game:
Despite the sheer strength of Zeus's abilities, he won't have as much use in the early game if players build him the wrong way. By the time matches start, Zeus would work well by ranking up Aegis Assault (S2) and Detonate Charge (S3) first in order to ensure he has an early poking combo.
Additionally, leveling up Chain Lightning (S1) by Level 3 allows Zeus to have all the ingredients he needs to clear waves quickly. S2-S1-S3 always works as a wave clear combo, as the damage output here can easily kill minions and even threaten Gods.
Moreover, the S2-S1-S3 combo can pose enough of a threat to the enemy Mid that any unfortunate encounters can result in a player kill.
Mid Game:
By the time Zeus hits the mid-game, he should have grown enough to leave the Middle Lane every now and then to assist with ganks and deter ganking from enemies. Thanks to his area damage, he can easily deter enemy Junglers from trying to gank an ally or even steal a lane from the enemy.
However, players be warned that Zeus in the mid game can still be susceptible to kills if they aren't careful. As much as possible, Zeus should stick to a support rotation while clearing Mid Jungle Camps and without neglecting tower defense. That way, Zeus can sustain protection for the Middle Lane and still become an accessible threat should the team need a backup.
Late Game:
By the time Zeus reaches the endgame, he should have built some core items and have power spikes that assert his dominance in his lane. Moreover, his presence in team fights become more important as his abilities can immediately upset the enemy advantage.
Essentially, in terms of endgame team fights, Zeus should always prioritize getting all his enemies Charges. Zooming in with the S2-S1 combo will work, and a handy Ult will ensure that almost everyone will have at least two Charges. This, on top of the base damage increase that Charges provide, can easily kill an opponent or two by the time Zeus activates Detonate Charge (S3).
Credits:
Please be aware this entire section here is to inform the user of his potential none of this is mine and will be given credit here:
https://gamerant.com/smite-complete-beginners-guide-playing-zeus/
His area potential is frightening. As with other Mages, Zeus relies on massive damage with his AOE attacks. However, unlike other Mages, Zeus has better control over what happens in the areas of his AOE bursts. In turn, simply going to Zeus's territory can spell danger to opponents.
Range and poke make for a solid defense. Due to his incredible AOE range, Zeus can be an effective defender - especially for the Middle Lane. His range can help Zeus poke enemies without risking much trouble. Moreover, this positioning allows him to contribute to team fights without unnecessary risks.
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