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Ares is a fairly simple god to understand. His bread and butter are his skill shots, which play a major role throughout the entire game. It doesn't take a large amount of time for you to become familiar with landing them, and once you do, the results are incredibly rewarding. There is plenty room for error due to his natural bulkiness and can suit newer players who are having difficulty avoiding death with squishier gods. Ares forces a five thousand gold advantage over the enemies and is a very valuable asset to any team.
Positives! + Amazing slow. + Can buff surrounding allies and creeps. + Extreme damage output. + Extreme tanking potential. + Teamfight winning ultimate or gold advantage ultimate. |
Negatives. - Worthless in the early game with regards to farming creeps. - You must be able to land your skill shots. - Ultimate can be countered easily. - Potential to killsteal extremely easily. - No reliable escape. - Poor jungler. |
Choosing abilities is very difficult. You have to balance the current situation of the game and what will benefit you the most. Your ability choices are affected drastically by what the other team consists of, their playstyle and their level of experience.
Chains extend from Ares' shield, doing 25/45/65/85/105 (+15 percent of magical power) magical damage to all enemies in its path. Hitting a god shackles them to Ares, dealing the same damage every second for 4s while slowing them and buffing Ares by 20%. While shackled, Ares can fire a chain for free within 2s, max of 3.
Each completed aura item that Ares owns grants him 40 additional magical power.
During the early stages of the game, you should play defensively and stay within range of your tower when the enemy decides to push. Start with three health potions and two mana potions, this will give you enough sustain to gain maximum levels and provide full support for your laning partner. Occasionally try to land your shackles on enemy gods and harass them in addition to softening them up for an eventual kill. Do not waste your abilities on the minions, instead, when it is safe to do so, you may auto attack the minions. It is favorable to lane with a ranged carry god who needs to be fed, as they can help clear out the minion wave more efficiently. Do not attempt to jungle at this stage unless you are doing so with your laning partner to help him take your team's mana or health buff, as you will lose a lot of life and likely not be able to clear the camp if you do so individually. Ares lacks the damage output and sustain to be able to jungle efficiently in the early game. Once you feel as though the enemy team is susceptible enough, go in and use your No Escape to pull them in, shackling them three times, buffing your partner with Bolster Defenses and using Searing Flesh to burn them down. Remember to right click once they're down to a sliver of health so as not to take your partner's well deserved food.
At this point in the game, it is likely your enemy would have purchased Aegis Amulet. Remember to make smart and efficient plays to work around this. You and your laning partner should have pushed and destroyed the first tower in your lane at this point, or be especially close to taking it down. Remember to keep your eyes on the map at all times and listen for gank requests, missing in action and help requests. If you feel confident you will not lose too much experience, feel free to head there with your partner and gank the enemy team. It will earn your teammates some pushing power and some extra experience. Towards the end of this level bracket, you should stay on your toes and ward Gold Fury and Fire Giant buffs. L14 is a typical level bracket for your opponent to get into a teamfight and take down Fire Giant thereafter. Pay attention to what level your teammates are; as a tank, Ares generally levels up much slower. The reason you must pay attention is because the level brackets I have advised are for your teammates, so while you may be only L13, your partner might be L16 already. Take note of this.
Feel free to jungle to your heart's content, you should be at an appropriate level to take buffs now.
Ideally, you would have taken the final tower out in your lane and be pushing for the phoenix occasionally, putting pressure on your opponent. Be sure to pay attention to ganks and teamfights, Ares is incredibly strong in both of these aspects and is necessary asset for your team to have in one. Be sure to continually ward Fire Giant and Gold Fury buffs and continue to call MIA. Hug your teammates and provide them constant protection, a minute while you're not around is a minute they could be dying in a teamfight or such. After killing a few gods, go to Fire Giant to tank the damage he does while your teammates kill him off. Spam your skill number two while there and make sure to make it clear you're going for it. Unless you get a deicide however, I recommend having one or two teammates distract the enemy team while you take it, or they will realize something is up and gank you, potentially stealing your buff.
The results are tremendously rewarding once you do get the buff though, following the build I have outlined you are likely to have upwards of 700 magical power, 850 if at L20 and fully completed. For the sake of large numbers, get the red buff and watch as you dominate the other team.
Check with the TAB key to monitor your carry's progress. If your carry has both completed their build and is at L20, feel free to get all the kills you liked now. The Shackles have been unbound now and you are free to collect as much gold as you need to complete your build as well as achieve that golden 16-0-999 K/D ratio. Killing off the other team aids in your team pushing phoenixes, so kill them and take the golden opportunity to attack the Minotaur while they are dead. Polynomicon will take out towers extremely quickly now, so abuse that to the fullest.
You should try to avoid jungling until the mid game, where you can clear jungle buff camps to your hearts content. During the early game, however, I recommend you stay in your lane to farm. Jungle buffs that are particularly useful for Ares include the speed buff, which allows you to get in and ultimate quickly, or the cooldown buff, which provides a larger window for you to use your ult while their Aegis Amulet is on cooldown.
I cannot stress this point enough however, buy wards and place them on the entrances to your lane from the jungle, on the entrance to Fire Giant, and on the entrance to Gold Fury. Map awareness is SO important in this game, stay on the ball and avoid ganks and gank teams that decide they want to take Fire Giant and Gold Gury for themselves.
You are the tank. You are a beefy support character that is there to debuff the enemy team, buff your allies, take damage on behalf of your team and weaken their team to a point where your team can take a kill. The main ramification of playing with this build is that you will do upwards of 800 magical power towards the late game, making it very difficult to avoid stealing your team's kills.
You have amazing synergy with all gods in a lane. If they have a slow, that's decent, although it won't compare to yours. If they have a stun, that's a godsend, that means you can land all of your Shackles with plenty time to finish them off. If they have a lot of burst damage, weaken them to a point where their burst damage alone can kill them off. You are very versatile and have to adapt to many different situations.
As a tank, you go in there, mess with their set up, disrupt them, deal damage, pull them and put them in awkward situations. If you die; that's a shame, and you likely could have avoided that, but your team still got two kills because of YOU. YOU are the star of your team and the most favored player. Everyone will love you, who doesn't love a machine who gets them kills?
In conclusion, Ares is a very powerful magical bruiser that can completely change the tides of teamfights. He takes a decent amount of skill to use, though once you can use him effectively, the rewards are infinite. I highly recommend giving Ares a try whenever possible.
Please feel free to message me through SmiteFire or on my Skype if you have any additional questions. I do my best to respond to each and every message I receive within reasonable time. My Skype is "machipz" without the quotation marks.
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You might also want to consider having Mark of the Vanguard somewhere in these builds too. It's cheap and stupidly effective earlygame for mitigating roman ranged damage, and it significantly weakens the DoT-relient gods like Arachne and other Ares.
Also I completely agree about the Ultimate towards part, it seems as if I'm the only player to realize this, I've seen tons of Ares drag them or myself back, instead it's much better to head towards the opponent using Ultimate so Aegis provides nearly the same effect as Ares' stun.