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Atlas Support Conquest Guide

19 5 50,615
8.1
by Dashboarrd updated December 21, 2024

Smite God: Atlas

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Build Summary

Starter

Notes Sentinel's Gift is a fantastic starter because you get a really good amount of protections, sustain, and gold for the early game, making yourself much harder to kill.

Glowing Emerald transforms into Gauntlet of Thebes which provides you and your allies protections once fully stacked, since it's an aura item. This is very crucial on just about every support.

5 health pots to help you sustain while you're laning, this extra sustain can make it until you have to back to purchase Gauntlet of Thebes. Lastly, because you have 50 gold to spare, getting a Ward or 2 will help gain awareness on early jungle ganks. See the warding section below on where to place it.

Notes

Sentinel's Gift is a fantastic starter because you get a really good amount of protections, sustain, and gold for the early game, making yourself much harder to kill.

Glowing Emerald transforms into Gauntlet of Thebes which provides you and your allies protections once fully stacked, since it's an aura item. This is very crucial on just about every support.

5 health pots to help you sustain while you're laning, this extra sustain can make it until you have to back to purchase Gauntlet of Thebes. Lastly, because you have 50 gold to spare, getting a Ward or 2 will help gain awareness on early jungle ganks. See the warding section below on where to place it.

Build Item Sentinel's Gift Sentinel's Gift
Build Item Glowing Emerald Glowing Emerald
Build Item Healing Potion Healing Potion
5
Build Item Ward Ward
2
Build Item Sturdy Shard Sturdy Shard

Full Build

Notes Sentinel's Embrace is a nice set of protections for Atlas when he goes in and the auras you give in combination with Gauntlet of Thebes, and Prophetic Cloak provide you and your allies and insane amount of protections. You can also stack prophetic pretty easily with Atlas since he has ranged damage.

Shogun's Kusari is nice to have on Atlas because it allows him to pulse his 1st ability quicker, getting more damage off with it. It also gives a ton of attackspeed for your allies.

Relic Dagger with the 2 items listed above give 30% CDR which is super nice for protections late game and abilities.

Notes

Sentinel's Embrace is a nice set of protections for Atlas when he goes in and the auras you give in combination with Gauntlet of Thebes, and Prophetic Cloak provide you and your allies and insane amount of protections. You can also stack prophetic pretty easily with Atlas since he has ranged damage.

Shogun's Kusari is nice to have on Atlas because it allows him to pulse his 1st ability quicker, getting more damage off with it. It also gives a ton of attackspeed for your allies.

Relic Dagger with the 2 items listed above give 30% CDR which is super nice for protections late game and abilities.

Build Item Sentinel's Embrace Sentinel's Embrace
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Prophetic Cloak Prophetic Cloak
Build Item Shogun's Kusari Shogun's Kusari
Build Item Eldritch Dagger Eldritch Dagger
Build Item Emperor's Armor Emperor's Armor

Atlas's Skill Order Notes At level 1 Unburden gives you better clear if you want to go this route. But Kinetic Charge + Gravity Pull at level 2 gives you better fight which is why I like to level in this order. However, you can also just get Unburden level 1 if you want to focus on clear.

Notes

At level 1 Unburden gives you better clear if you want to go this route. But Kinetic Charge + Gravity Pull at level 2 gives you better fight which is why I like to level in this order. However, you can also just get Unburden level 1 if you want to focus on clear.

Unburden

1 X Y
Unburden
3 8 11 12 14

Gravity Pull

2 A B
Gravity Pull
2 15 16 18 19

Kinetic Charge

3 B A
Kinetic Charge
1 4 6 7 10

Gamma-Ray Burst

4 Y X
Gamma-Ray Burst
5 9 13 17 20
Unburden
3 8 11 12 14

Unburden

1 X
Atlas throws his Astrolabe to a target location, damaging and slowing enemies where it lands. While deployed, his Basic Attack will cause an explosion at the target area that damages all enemies and trigger Basic Attack item effects. This explosion deals 50% damage to Minions and costs 5 Mana to use. After 5s or when he re-fires this ability, the Astrolabe will return to him. Atlas' second ability changes based on whether his Astrolabe is deployed or held.

Ability Type: Circle
Damage: 50 / 85 / 120 / 155 / 190 (+40% of your Magical Power)
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Slow Duration: 2s
Basic Explosion: 23 + 6 Per Level
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 14 / 13 / 12 / 11 / 10s
Gravity Pull
2 15 16 18 19

Gravity Pull

2 A
Atlas pulls enemies towards his Astrolabe. Enemy gods who are too close get pulled into the Astrolabe. If Atlas is holding the Astrolabe he becomes immune to knockups, and enemies who get pulled into the Astrolabe get held in front of Atlas. After a brief delay, the held targets get launched in the direction Atlas is facing. If Atlas has thrown the Astrolabe, enemies who get pulled into the Astrolabe will get held at the Astrolabe’s location before being launched towards Atlas.

Ability Type: Cone / Circle
Pull Damage: 50 / 80 / 110 / 140 / 170 (+35% of your Magical Power)
Launch Damage: 50 / 80 / 110 / 140 / 170 (+35% of your Magical Power)
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 16s
Kinetic Charge
1 4 6 7 10

Kinetic Charge

3 B
Atlas charges forward, damaging minions and cleansing himself of slows. Each allied god he charges near will have their burdens removed, cleansing them of any current slows and increasing their movement speed. While Atlas is charging, he is immune to slows and knockups. When Atlas collides with an enemy god he will release accumulated burdens in an explosion, slowing enemies in a 15 unit radius. For every burden accumulated, the slow is increased by 25% up to a maximum of 75%.

Ability Type: Line
Damage: 80 / 130 / 180 / 230 / 280 (+40% of your Magical Power)
Movement Speed: 25 / 27.5 / 30 / 32.5 / 35%
Minimum Slow: 25%
Maximum Slow: 75%
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Gamma-Ray Burst
5 9 13 17 20

Gamma-Ray Burst

4 Y
Atlas tears the sky asunder and calls forth a Gamma-Ray Burst. Enemies in this area are hit every 0.5s and gain a stack of Radiation. Radiation can stack up to 5/5/6/6/7 times and lowers the enemy's Protections and Power. After 5s or upon re-fire the Gamma-Ray Burst will focus in power and begin traveling across the battleground. Enemies hit by this focused ray take heavier damage and gain Focused Radiation, lowering Protections and Power equal to 3 stacks of Radiation.

Ability Type: Circle, Debuff, Damage
Damage: 25 / 35 / 45 / 55 / 65 (+10% of your Magical Power)
Protection Reduction: 5%
Power Reduction: 3%
Focused Damage: 120 / 180 / 240 / 300 / 360 (+40% of your Magical Power)
Range/Radius: 55 / 30
Cost: 60 / 70 / 80 / 90 / 100
Cooldown: 90s

Extended Build

Relics & Shard

Notes Emblem of Increasing Peril I like on Atlas because it gives really good chase and solo opportunity for Atlas. It allows him to be even more annoying with his kit than he already is.

Fortifying Shell is a nice general relic for you and your allies making both tankier. I would say this is the standard relic to go in support unless you need something more specific.

Notes

Emblem of Increasing Peril I like on Atlas because it gives really good chase and solo opportunity for Atlas. It allows him to be even more annoying with his kit than he already is.

Fortifying Shell is a nice general relic for you and your allies making both tankier. I would say this is the standard relic to go in support unless you need something more specific.

Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Phantom Shell Phantom Shell

Situational Relics

Notes These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang or Ares. Then Beads is needed to prevent those characters from snowballing off of you.

Entangling Wings is also good if they have a lot of slows.

Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, or Freya. Atlas as a pick goes very well with these characters since he can grant them slow immunity and movement speed with his 3rd ability.

Notes

These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang or Ares. Then Beads is needed to prevent those characters from snowballing off of you.

Entangling Wings is also good if they have a lot of slows.

Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, or Freya. Atlas as a pick goes very well with these characters since he can grant them slow immunity and movement speed with his 3rd ability.

Build Item Temporal Beads Temporal Beads
Build Item Entangling Wings Entangling Wings
Build Item Bracer of Brilliance Bracer of Brilliance

Situational Items

Notes Note: Any of these items probably best replace Relic Dagger in the main build, unless otherwise stated.

Atlas is one of the few supports where I think it's actually good to build a damage item on him. My favorite being Spear of Desolation because it resets his cooldowns upon getting kills or assists and the flat pen is really nice to have. Another really good one is Divine Ruin because he has a lot of AOE damage which allows him to spread anti-heal very easily.

Chronos' Pendant Can also be good on him if you want more cooldown and are looking to go a damage item.

Sovereignty if they are 4+ physical characters or if their dive is mostly physical. This could replace Emperor's Armor in the build.

Heartward Amulet for the same reason, but if they're magical damage. Erosion if they have a lot of shielding, for example if they have a Charon.

Notes

Note: Any of these items probably best replace Relic Dagger in the main build, unless otherwise stated.

Atlas is one of the few supports where I think it's actually good to build a damage item on him. My favorite being Spear of Desolation because it resets his cooldowns upon getting kills or assists and the flat pen is really nice to have. Another really good one is Divine Ruin because he has a lot of AOE damage which allows him to spread anti-heal very easily.

Chronos' Pendant Can also be good on him if you want more cooldown and are looking to go a damage item.

Sovereignty if they are 4+ physical characters or if their dive is mostly physical. This could replace Emperor's Armor in the build.

Heartward Amulet for the same reason, but if they're magical damage. Erosion if they have a lot of shielding, for example if they have a Charon.

Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Sovereignty Sovereignty
Build Item Heartward Amulet Heartward Amulet
Build Item Chronos' Pendant Chronos' Pendant
Build Item Erosion Erosion

Intro / About Me

Hey there, I go by Dashboarrd and I'm a Grandmaster Support Conquest player. I've competed in the SCC (Smite Challenger Circuit) and I have won SOC (Smite Open Circuit). I have also won plenty of gem tourneys during the weekends, such as Iced and Vulpis. I have put in many hours into Smite and in particular Atlas. I hope this guide can give you some new direction with Atlas if you're struggling with him, or just improve your overall Atlas gameplay.


You can reach out to me via the following channels:

Abilities

Atlas Abilities


Passive - The Astrolabe


Atlas passive allows him to get a heavy autoattack if enough energy is built up in his astrolabe. This heavier auto will do increased damage and also tremble the targets in the AOE area.


Ability 1 - Unburden

This is a cool ability that also acts as an autoattack. When you throw this ability out it creates a zoning area and you can do 2 things with it.

You can either auto attack with it, which will create a pulse of damage or you can combo it with Gravity Pull to pull players towards the center.

If they're in the inner ring it will stick them towards the center for a second them knock them out. If they're in the outer ring then it will pull them towards the center.


Ability 2 - Gravity Pull

Gravity Pull is Atlas's biggest lockdown / main form of CC. It's got both offensive and defensive capabilities. If you hit an enemy with it, it pulls them towards him if they're in the outer part.

If they're in the inner part then he grabs them and can walk them around for a second before throwing them in any direction he chooses.

You can use this ability super aggressively or defensively depending on the situation. It contains both setup and peel.


Ability 3 - Kinetic Charge

Kinetic Charge is an AOE dash that grants both Atlas and allies next to him increased movement speed and slow immunity. If Atlas collides with an enemy he does a ton of damage and has an AOE slow.

This slow is increased if he cleanses "ally burdens" around him, essentially just giving them the movement speed will act as a burden cleanse and increase the slow value.


Ultimate - Gamma-Ray Burst

Super awesome ult, this ability is an AOE ground circle which pulses damage every 0.5 seconds. It shreds both prots and power and after a certain period of time or if Atlas cancels it early it releases a beam that traverses the map, damaging enemies and shredding their prots and power in its wake.

Atlas can use this as an engage to create a zoning area. He can also use this as a form of peel which it doesn't really peel but adds a massive debuff to the enemies making their dive on your carries more difficult.



Combos: Combine the slows on your 1st and 3rd abilities then follow up with your 2, all while your ultimate is on the ground under them. This will create massive damage (in some cases even soloing the enemy) and lockdown which should be super easy cleanup for you allies. Your goal is to keep the enemy in your ult for as long as possible for maximum effectiveness.

Map Play

Game Start:
  • Support should start purple and pull it outwards. In this time your ADC should be pulling Green and dragging it towards you (or vice versa). When both buffs are grouped, as you clear them pull them towards the lane. Watch out for invades!

  • From here you should be sitting in duo lane for a majority of the early game. You want to stay there to contest protection (or shield) buff and pressure with your ADC. If you have enough pressure you can also invade their camps, such as Purple buff and their backcamps, even Green buff.

Mid Game:
  • Around the mid game you want to now start to play around the middle of the map as more objectives are spawning now.

  • These objectives consist of Beacon, Oracle, and Pyromancer. Try to pressure mid t1 tower too if your team has the pressure for it. Once that's down it creates map pressure from mid lane.

Teamfights (Late Game):
  • Here you want to make sure to use your kit effectively. Atlas is great at either starting a fight or following up off someone else's engage. He has massive AOE abilities that do a ton of damage and slow. You can use these to control a teamfight and where you want the enemy players to go. I highly suggest you use the 1, 2 combo as mentioned earlier to start a fight.

Warding

Early / Mid Game Warding:


That ward you're buying in the early game, you want to place it at the area between their purple and shield camp about 23 seconds or sooner before the game actually starts, if you think you'll have pressure.

If you don't think you'll have pressure, place that same ward on your side in the same area about 10 seconds prior to the game starting. This will give you early gank info.

If you're able to get 2 wards at the start, place one defensively and one offensively in the same spots.

As you're playing through duo lane you really want to ward their backcamps for info for your team. Get 2 wards, typically after you buy Thebes, and place them at their purple buff or their back camps and their green buff.

Try to refresh these wards as often as you can. They give very good info on where the enemy jungler is at and if the enemy team is mobilizing towards duo side to setup for a Gold Fury.

In the map below, the red circles indicate the spots that you should ward aggressively and the blue circles indicate the spots you should ward passively.

Late Game Warding:


Of course this depends where you're at in the game. But around fire giant, same concept. Try to get high wards around their backcamps, red, and even blue buff to give your team info.

On offensive sieges, try to place a sentry ward between their phoenixes that you're about to siege to gain info on people playing that gap. These wards are indicated by the Red circles on the map.

On defensive sieges, place a sentry between phoenixes they're about to siege so you and your team can play that gap area without worry. These wards are indicated by the Blue circles on the map.

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League of Legends Build Guide Author Dashboarrd
Atlas Support Conquest Guide
Table of Contents

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