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Challenger Apollo - P4.2

3 1 30,081
by Duotem updated April 30, 2017

Smite God: Apollo

Build Guide Discussion 6 More Guides
Choose a Build: Triple Crit
Triple Crit Unicorn 4.0
Tap Mouse over an item or ability icon for detailed info

Apollo Build

Start

Build Item Death's Toll Death's Toll
Build Item Healing Potion Healing Potion
4
Build Item Mana Potion Mana Potion
4

Crit build

Build Item Ninja Tabi Ninja Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Ichaival Ichaival
Build Item The Executioner The Executioner
Build Item Poisoned Star Poisoned Star
Build Item Deathbringer Deathbringer

Swap with Ichival vs Magical

Build Item Silverbranch Bow Silverbranch Bow

Lategame Sell

Build Item Demon Blade Demon Blade

Completed Build

Build Item Ninja Tabi Ninja Tabi
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item The Executioner The Executioner
Build Item Poisoned Star Poisoned Star
Build Item Deathbringer Deathbringer
Build Item Demon Blade Demon Blade

Apollo's Skill Order

So Beautiful

1 X Y
So Beautiful
1 3 6 7 9

Serenade

2 A B
Serenade
4 8 10 11 12

The Moves

3 B A
The Moves
2 13 14 15 16

Across The Sky

4 Y X
Across The Sky
5 17 18 19 20
So Beautiful
1 3 6 7 9

So Beautiful

1 X
Apollo strums a single cord on his lyre. It's so beautiful it hurts, and all enemies in a long range line take damage.

Ability Type: Line, Damage
Damage: 90 / 150 / 210 / 270 / 330 (+90% of your Physical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 11s
Serenade
4 8 10 11 12

Serenade

2 A
Apollo uses his amazing voice to mesmerize all nearby enemies and bolster himself with additional Protections. Any damage done breaks the effect.

Ability Type: Circle, Mesmerize
Mesmerize Duration: 1.5 / 1.7 / 1.9 / 2.1 / 2.3s
Protections: 10 / 15 / 20 / 25 / 30
Buff Lifetime: 5s
Radius: 20
Cost: 60
Cooldown: 15 / 14.5 / 14 / 13.5 / 13s
The Moves
2 13 14 15 16

The Moves

3 B
Apollo runs forward and slides on his knees, dealing damage, knocking aside all enemies and adding a stack of Audacity for each enemy hit. At the end of the slide, the movement speed is decreased for enemies and increased for himself and allies.

Ability Type: Dash, Buff, Damage
Damage: 70 / 115 / 160 / 205 / 250 (+60% of your Physical Power)
Movement Speed Buff/Debuff: 15 / 17.5 / 20 / 22.5 / 25%
Buff Duration: 5s
Cost: 70
Cooldown: 15s
Across The Sky
5 17 18 19 20

Across The Sky

4 Y
Apollo rides his chariot across the sky, choosing when to land, dealing damage every .15s for .6s as he lands. Enemies hit by the last tick of the landing will also be knocked up.

Ability Type: Circle, Knockup, Damage
Damage Per Tick: 70 / 95 / 120 / 145 / 170 (+25% of your Physical Power)
Range/Radius: 60/20
Cost: 20 + 35 / 40 / 45 / 50 / 55 per second
Cooldown: 110s

Introduction

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 / Cons

Pros
Great 1v1 potential
High splitpush and rotation potential
Very safe

Cons
His steroid can't be activated whenever you want

Triple Crit

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.

Boots 1: Since this meta is all about early pressure having access to more potions can be the difference between winning lane or losing it and your jungle.

Potions: You want health and mana potions. I generally go with 4 of each so I can spam the 1 a little more.

Build

Unicorn 4.0

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.

Boots 1: Since this meta is all about early pressure having access to more potions can be the difference between winning lane or losing it and your jungle.

Potions: You want health and mana potions. I generally go with 4 of each so I can spam the 1 a little more.

Build

Skills

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 mezzes the area around him and gains physical protections for 5 seconds. A key ability for boxing. You are able to disrupt enemy attacks if close or just pop it for the protections if fighting from a distance.
Max this second for increased protections and mez time.
Apollo dashes forward knocking back enemies he hits, and increases your movement speed while decreasing enemy movement speed. This ability also stacks [audacity] for each enemy hit, including minions. This means that aggressively dashing through a minion wave towards the enemy adc is a legitimate strategy when done smartly.
Max this 3rd for increased damage and movement speed
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.

Leave a Comment

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1
GameGeekFan (50) | February 15, 2017 4:01pm
What do you think of some ADCs building wind demon and Poisoned Star early as 2nd and 3rd items? It was very prominent in the start of S4 but ever since the latest nerf to that type of building, would it still be considered viable? Or do you think it was never viable at all to begin with?
1
Duotem (10) | February 15, 2017 4:35pm
Poisoned Star 2nd was the best build last patch as the item was and to an extent still is extremely bloated. However, the increase to the gold cost and reduced power really hurt that item.

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
1
Papa Murmz (16) | February 15, 2017 12:55pm
No real complaints about the build besides picking up Warrior Tabi instead of Ninja Tabi and leveling Across The Sky whenever possible.

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!
1
Duotem (10) | February 15, 2017 2:16pm
I'm going under the assumption you are referencing Unicorn 4.0 since that's the build specifically listing Warrior Tabi.

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.
1
Branmuffin17 (400) | February 15, 2017 2:41pm
This Duotem guy doesn't know what he's talking about... XD +1 Duo, great explanation. TEACH ME.
1
CirclesAreRound (14) | February 14, 2017 10:38am
Good guide and builds. 👍
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