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Ares is a powerful tank whose passive allows him to be a pain to kill and gain high amounts of damage causing him to be one of most deadly gods late in the game. his crowd control abilities may be lacking compared to other tanks such as sobek and ymir but he can easily outpace these gods in damage later in the game if played correctly. Ares should be played in duo lane with an ADC.
Passive: Blessed Presence- Each completed aura item that Ares' owns grants him 30 additional magical power.
First ability (1): Shackles- Chains extend from Ares' shield, doing 25/45/65/85/105 (+15% of your magical power) damage to all enemies in its path. Hitting a god shackles them to Ares, cripples them, preventing movement abilities, dealing the same damage every second while slowing them by 15% and buffing Ares for the same amount for 4s. While shackled, Ares can fire another chain for free within 2s, up to 3 times.
Cost: 70/75/80/85/90 mana.
Cooldown: 15 seconds.
-Shackles is the bread and butter of Ares' kit as it deals a large amount of damage and slows the target.
-Make sure you land shackles on your target as without it you will not be able to hold enemies within range for you and your allies to do damage and when you have not finished cooldown it may be too late before you get it again.
-Use shackles to chase fleeing enemies so you and your allies can catch up and finish them off.
-Make sure if you land your shackles you use your two free chains to further damage the original target or to shackle another god.
-Getting your chains on someone is your most important task as ares, if you are with someone your target will be easy to finish off.
Second ability (2): Bolster Defenses- Ares strengthens the defenses of himself and all nearby allies, granting 20/25/30/35/40 protections and reducing crowd control durations by 10/15/20/25/30% for 8s. For each shackled enemy, the protection buffs are increased by 7.
Cost: 60/65/70/75/80 mana.
Cooldown: 15 seconds.
-Use this during group fight or when fighting inside a tower/phoenix to give minions more survivability.
-Also useful when being chased due to extra defenses and cc time reduction.
Third ability (3): Searing Flesh- Flames pour forth from Ares' shield, engulfing enemies in a cone in front of him for 15/20/25/30/35 (+7% of your magical power) damage plus 1/1/2/2/3% of their maximum health every .5s for 4s. Ares is immune to knockback for the duration.
Cost: 55/60/65/70/75 mana.
Cooldown: 12 seconds.
-Searing flesh is Ares' only ability that is even remotely good for killing minions.
-Good when combined with Shackles, first shackle your target and follow it up by chasing them with Searing Flesh.
Fourth ability (4): No Escape- Ares throws chains out to all enemy gods in an area around him. All enemies hit by the chains are pulled to Ares after 2.5s, taking 200/275/350/425/500 (+40% of your magical power) damage and are stunned for 1s plus .3s for each enemy god hit by the ability.
Cost: 80/85/90/95/100 mana.
Cooldown: 90 seconds.
-Ares' ultimate ability is very powerful and is useful in group fights as well as early game laning.
-If an enemy gets close enough to your tower use No Escape and once you have them in the tower follow up with Shackles and Searing Flesh for a near guaranteed kill
-Try to grab as many enemies as possible during team fights so the stun will be longer and it is a near guaranteed death if you have a good amount of teammates nearby.
-Early game use No Escape to isolate your squishier opponent or to grab both enemies. Once you have brought them to you Shackle the enemies and chase them with Searing Flesh.
Shoes of Focus- +50 Magical Power, +250 mana
UNIQUE - +18% Movement Speed. (Speed does not stack with other boots).
PASSIVE - You gain +15% Cooldown Reduction.
-Although you are sacrificing early game resistances for these boots in place of greaves, the trade is definitely worth it as the cooldown will allows you to use No Escape more often, allowing you to get ahead in kills and allowing you an easy victory in duo lane.
-Early game magical power will give you a decent damage boost and the extra mana helps with Ares' problem of early game mana hungriness.
Mystical Mark- +300 Health, +60 Physical Protection
PASSIVE (AURA) - Deals 40 magical damage per second to enemies within 25 feet.
-Mystical Mark will make you an early game tank and also comes with an aura that not only gives you 30 Magical Power from your passive but also damages nearby enemies, this will be useful when chasing or fighting at close quarters.
-When you are still in the laning stage stand near enemy minions with this to do damage without risking being attacked.
-If you would rather have more protection and health build Sovereignty instead of Mystical Mark
Void Stone- +50 Magical Power, +50 Magical Resistance
PASSIVE (AURA) - Reduces the Magical Protection of enemies within 55 feet by 15
-Void Stone gives you a total of 80 Magical Power alongside the protection you gain as well as reducing your enemies resistance to you, this is a core item in the build and should always be used.
-If the primary damage dealer in your lane is magical build Void Stone before Mystical Mark
Breastplate of Valor- +75 Physical Protection, +550 Mana
PASSIVE - Your ability cooldowns are reduced by 25%.
-Breastplate of Valor greatly boosts Ares' Physical Protection and gives him much needed mana. In addition it cuts his cooldowns allowing him to initiate a group fight with No Escape and then use it again soon after to chase or finish enemies.
Gem of Gaia- +70 Magical Protection, +100 health, +25 HP5, +10 MP5,
Passive - Regen 2% of max health every 5 seconds.
-Pestilence finishes off the tank part of your build, leaving you nearly invincible. Additional 30 Magical Power helps too.
Rod of Tahuti- +125 Magical Power, +15 MP5
PASSIVE - Increases magical power by 25%.
-Rod of Tahuti is built because it will give you more Magical Power than any other item in the game, it will give you the late game killing capacity you need to be a serious threat as a damage dealer as well as a tank.
Pros
Hard to kill
Great at chasing
high damage for a tank
Ultimate great for initiating or mass CC
Cons
No escapes
Weak early game
Ultimate easily countered
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- Play smart kids.
But I agree with everything else said so far
Ares
Build
Your build is odd, but it's not the worst I've seen. Not bad, and you present some alternative options, although I think Rod of Asclepius is rather bad for Ares.
Items
Firstly, you don't explain all of the items. That is very bad.
But you give pretty good reasons to buy the items you do.
Skills
Ares is a pretty simple god, so I guess the simplistic skill explanations are alright. I think you could give a little more emphasis on using Shackles, maybe some help on getting multiple targets.
Guiding/Gameplay
Zero guiding, except for the abilities. Nothing on laning phase or farming or poking or whatnot. If I were a teacher, I'd give this an F for missing work.
Details
Um, you know you can put an icon rather than an image, right? Like this?
The images are overlarge and are at the very bottom. I also feel that the pros and cons are incomplete, as they don't mention how Ares lacks any peel or hard CC outside his ultimate.
Also, the pros and cons should be at the top.
Summary
This guide is missing any and all gameplay. Even if this guide had a perfect everything else, I'd still downvote it. Downvote.
I suggest expanding the skills and items section while adding some gameplay.
Instead, I recommend Telkhines Ring in place of Pestilence. Although it's not an Aura, it provides 45 m.power in place of Ares' passive bonus, m.protections and attack speed along with it's passive for more basic attack damage.
Reasons to take it:
-Magical Power and Protections provide synergy into a tank-damage ares hybrid
-Ares' chains and ult can close gaps and enables him to land basic attacks.
-Pestilence's Aura m.power bonus is compensated with Telkhines
-Pestilence's m.protections is compensated with Telkhines.
To add more protections and apply a little more tanky'ness, I'd also recommend fitting Magi's Blessing into there as well. As Ares, it's valuable to make full use of Searing Flesh for maximum damage potential. Because Searing Flesh is a channeled ability, a hard cc would cancel it. This is where Magi's Blessing unique passive comes in.