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Hello, my name is Duotem and I'm a semi competitive player on PC(ign:Duotem). I've played on two different challenger teams and made it to wildcards in the AVGL Fall 2016 tournament. This guide assumes you know the adc role and deals with the theory around the build.
Pros
Great 1v1 potential
High splitpush and rotation potential
Very safe
Cons
His steroid can't be activated whenever you want
This build is all about blowing up squishies in as few autos as possible. The build is expensive but has a great DPS and kill time. However, this is very much a lategame build and you will lack a bit of damage until you get a few items online.
Start
Death's Toll sustain is amazing and the 100 hp is a huge deal during lane fights. |
The penetration for this build. You have to hit autos to stack the penetration, but you'll end up reducing the enemy protections by 36%. It also provides attack speed which is key to your DPS. |
This increases the crit damage multiplier by 40%. The most expensive item in your build which is why you wait so long to get it. This is when you start exploding enemies in just a few autos. |
Wind Demon | You want to sell Ichaival or Silverbranch Bow for this once you finish the rest of the build. it increases crit chance, power, and attack speed as well as increasing attack and movement speed when you crit. |
This build is all about dealing non-rng sustained damage and functions on a sharper power curve so you don't have to wait so long to come online. This focuses on Qin's Sais and penetration to ignore enemy protections. This build ends up dealing true damage to squishies.
Start
Death's Toll sustain is amazing and the 100 hp is a huge deal during lane fights. |
This build really wants Warrior Tabi because the rest of the items you are building have a high attack speed value so you get more out of the extra power. |
You want this item over Devourer's Gauntlet in this build because it provides attack speed and penetration in addition to the lifesteal as well as being cheap immediate value. |
Provides 33% penetration which is extremely good. It also counts against towers allowing you to just annihilate objectives and tanks. |
After 10 successful basic attacks Apollo gains 100% of his base attack speed for the next 5 autos. This is what allows Apollo to be such a dominate boxer as it's a very powerful free attack steroid. |
Apollo damages enemies in a straight line in front of him passing through minions and gods. Max this first for lane clear and damage |
Apollo rides his chariot across the map for as long as he has mana. When he lands he does damage. Max this last as it only increases damage on a long cooldown. |
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
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From what I can see I think a more standard build would be the new normal. I do think that Poisoned Star takes the place of Wind Demon cause it is still more gold efficient overall and the damage reduction is amazing. This lets you use Wind Demon in place of Malice because WD allows you higher crit chance and increased dps and utility through the passive
Apollo's Ultimate is often taken as a joke or an easy in or out of lane, but hitting every tick -- Damage (Max) 680 (+120% of your Physical Power)...yes please!
Overall the dps difference between boots is negligible and you can comfortably build either in almost any build based on what you value. Warrior Tabi provides stronger early clear while Ninja Tabi deals a slightly higher end game dps, roughly 25, outside of audacity, where Warrior Tabi provides roughly 50 during audacity.
Also if you look at the first 4 items, counting Death's Toll, in Unicorn you'll see the boots and Death's Toll are the only things providing constant power early. However, Ichival and Asi both provide a large amount of attack speed each, making the power more valuable. You also need to factor in that this build wants to spike earlier than the crit build, and getting Warrior Tabi as your first item reduces kill time by roughly half a second and shots to kill by 2 as opposed to Ninja Tabi.
When leveling you can't just factor in straight damage you also have to look at what utility each ability gives per level as well as usage. So lets break this down.
So Beautiful we know is leveled for clear and provides 55 flat damage a level not really any argument here.
Now looking at Serenade you add .4 seconds to the mez, 10 protections to the buff, and reduces the cooldown by 1. This allows you to run from enemies for increased time, stun enemies out of sustained damage more often, and increasingly reduces damage you take from all physical sources for 5 seconds, including objectives. So this allows you to escape, start fights at an advantage, and gives you a chance to better solo things like gold fury, or become able to take that last shot or two from the tower to kill it while split pushing or when your team is diving a fight.
Now onto The Moves. For each level this ability adds 45 damage and increases the movement speed swing by 10% if you hit someone while always adding an extra 5% when you use it. This is more likely to safely secure that last bit of damage in lane for a kill because you can still ult out, provides a 50% movement speed swing at max rank when you hit someone meaning they'll have an almost impossible time getting away from you if their jump or dash is down, and gives you greater escape potential with a standard 25% movement buff. So it overall increases your outplay potential and survivability allowing you to keep pressing an advantage and get further ahead.
Across The Sky gives you 100 extra damage per level, provided you hit each tick, and that's it. So it allows you to travel and kill people that's really it. 99% of the time you want this for the rotation or as an escape as using it removes your inherent cc immunity and screams I can't escape super easy for the next 2 minutes to the enemy team. So the having this up dissuades a large number of ganks as they know you'll likely be able to escape very easily from an even position. Then you need to factor in what ulting into the enemy team will do, if you ult on a tank and it does enough to kill they were likely dead anyway or being forced back so your team had an advantage to press on objectives where you're more needed. It'll also put you out of position most of the time as if you ult someone running back to base you're now in the enemy backline likely to die unless every enemy in the area is super weak or you have a huge level advantage. Is it the right thing to do sometimes sure. However, there is generally a better objective based play and by keeping the ult up you make yourself a bigger and harder to deal with threat.