Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Chronos guides

Definitive Chronos Conquest Mid and Duo Lane Guide

15 4 47,832
8.4
by Kriega1 updated October 6, 2024

Smite God: Chronos

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Chronos Build

Start for Pendulum Build

Notes Go for the Sands build if you want more CDR before your first full item, a stronger mid game build spike and a better lategame one shot build. Works best in Mid.

Notes

Go for the Sands build if you want more CDR before your first full item, a stronger mid game build spike and a better lategame one shot build. Works best in Mid.

Build Item Sands of Time Sands of Time
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Pendulum Ability Build

Notes If Anti-Heal is needed, swap out Doom Orb or Spear of Desolation or Rod of Tahuti for Divine Ruin.

Can swap Typhon's Fang for Charon's Coin.

Can consider Perfected Rod of Tahuti over Calamitous Rod of Tahuti, though Calamitous works better with the higher power in this build path especially paired with Section 3 of Accelerate.

Notes

If Anti-Heal is needed, swap out Doom Orb or Spear of Desolation or Rod of Tahuti for Divine Ruin.

Can swap Typhon's Fang for Charon's Coin.

Can consider Perfected Rod of Tahuti over Calamitous Rod of Tahuti, though Calamitous works better with the higher power in this build path especially paired with Section 3 of Accelerate.

Build Item Pendulum of Ages Pendulum of Ages
Build Item Doom Orb Doom Orb
Build Item Spear of Desolation Spear of Desolation
Build Item Polynomicon Polynomicon
Build Item Typhon's Fang Typhon's Fang
Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti

Start for Focus Ability Build

Notes Go for the Conduit build if you want stronger early clear/poke and more pressure, especially in Duo lane. Works best in ADC.

Notes

Go for the Conduit build if you want stronger early clear/poke and more pressure, especially in Duo lane. Works best in ADC.

Build Item Conduit Gem Conduit Gem
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Focus Ability Build

Notes With the recent buff to Doom Orb it's now my preferred 1st item for Chronos. In some matches though I would sell it very late for Soul Reaver situationally.

Can swap Typhon's Fang for Charon's Coin.

Can consider Calamitous Rod of Tahuti over Perfected Rod of Tahuti, though Perfected offers more synergy with Spear of Desolation / Gem of Focus.

Notes

With the recent buff to Doom Orb it's now my preferred 1st item for Chronos. In some matches though I would sell it very late for Soul Reaver situationally.

Can swap Typhon's Fang for Charon's Coin.

Can consider Calamitous Rod of Tahuti over Perfected Rod of Tahuti, though Perfected offers more synergy with Spear of Desolation / Gem of Focus.

Build Item Gem of Focus Gem of Focus
Build Item Doom Orb Doom Orb
Build Item Spear of Desolation Spear of Desolation
Build Item Polynomicon Polynomicon
Build Item Typhon's Fang Typhon's Fang
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti

Relics and Shard

Notes Replace Golden Shard at level 12 for Aegis Amulet.

Upgrade relics to their upgraded versions once you're full build. Temporal Beads especially is the more important relic upgrade to prioritise.

Notes

Replace Golden Shard at level 12 for Aegis Amulet.

Upgrade relics to their upgraded versions once you're full build. Temporal Beads especially is the more important relic upgrade to prioritise.

Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Golden Shard Golden Shard

Alternative Items

Notes Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired.

Cyclopean Ring / Telkhines Ring - Both built together generally if considered ( Telkhines Ring being stronger earlier, and Cyclopean Ring being better later), if you want more AA DPS output in fights though running rings tends to make your build curve more awkward, not to mention its best to generally focus on pure burst. Probably would build alongside Gem of Focus / Pendulum of Ages, Rod of Tahuti, Typhon's Fang and Polynomicon.

Hastened Fatalis - Not a great option for DPS generally but can help for chasing / boxing and juking when paired with Accelerate.

Warlock's Staff - Offers decent stats (mainly when paired with Book of Thoth) when stacked, but is a bit too slow to go early and a bit awkward to stack at times later on so not really seen.

Nimble Bancroft's Talon - Decent option for a lone AA item and good for splitpushing.

Blink Rune (and upgrade) - Alternative aggressive relic to Aegis Amulet.

Magi's Revenge - Can be considered into heavy CC comps / teams using displacement/hard CC after blink engagements.

The Alternate Timeline - Defensive alternative to Pendulum of Ages that can be strong in some scenarios. Can be considered if getting focused.

Book of Thoth - Good option for lategame scaling, but leaves your early weaker.

Chronos' Pendant - Decent with a Gem of Focus build path with Spear of Desolation, the early CDR helps with lane pressure and safety, but you trade a little burst for more spamming.

Soul Reaver - Usually meh on Chronos but can be considered situationally (tanks stacking HP + magical defense and they're causing a lot of pressure in fights), e.g. as a very late Doom Orb replacement.

Charon's Coin / Obsidian Shard - Alternative 20% pen options.

Notes

Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired.

Cyclopean Ring / Telkhines Ring - Both built together generally if considered ( Telkhines Ring being stronger earlier, and Cyclopean Ring being better later), if you want more AA DPS output in fights though running rings tends to make your build curve more awkward, not to mention its best to generally focus on pure burst. Probably would build alongside Gem of Focus / Pendulum of Ages, Rod of Tahuti, Typhon's Fang and Polynomicon.

Hastened Fatalis - Not a great option for DPS generally but can help for chasing / boxing and juking when paired with Accelerate.

Warlock's Staff - Offers decent stats (mainly when paired with Book of Thoth) when stacked, but is a bit too slow to go early and a bit awkward to stack at times later on so not really seen.

Nimble Bancroft's Talon - Decent option for a lone AA item and good for splitpushing.

Blink Rune (and upgrade) - Alternative aggressive relic to Aegis Amulet.

Magi's Revenge - Can be considered into heavy CC comps / teams using displacement/hard CC after blink engagements.

The Alternate Timeline - Defensive alternative to Pendulum of Ages that can be strong in some scenarios. Can be considered if getting focused.

Book of Thoth - Good option for lategame scaling, but leaves your early weaker.

Chronos' Pendant - Decent with a Gem of Focus build path with Spear of Desolation, the early CDR helps with lane pressure and safety, but you trade a little burst for more spamming.

Soul Reaver - Usually meh on Chronos but can be considered situationally (tanks stacking HP + magical defense and they're causing a lot of pressure in fights), e.g. as a very late Doom Orb replacement.

Charon's Coin / Obsidian Shard - Alternative 20% pen options.

Build Item Divine Ruin Divine Ruin
Build Item Cyclopean Ring Cyclopean Ring
Build Item Telkhines Ring Telkhines Ring
Build Item Hastened Fatalis Hastened Fatalis
Build Item Warlock's Staff Warlock's Staff
Build Item Nimble Bancroft's Talon Nimble Bancroft's Talon
Build Item Magi's Revenge Magi's Revenge
Build Item The Alternate Timeline The Alternate Timeline
Build Item Breastplate of Determination Breastplate of Determination
Build Item Book of Thoth Book of Thoth
Build Item Chronos' Pendant Chronos' Pendant
Build Item Soul Reaver Soul Reaver
Build Item Charon's Coin Charon's Coin
Build Item Obsidian Shard Obsidian Shard
Build Item Scorching Blink Rune Scorching Blink Rune

Experimental Focus Build

Notes Start Conduit Gem, Lost Artifact, 2 Healing Potions and 2 Multi Potions. Finish Lost Artifact into Charon's Coin after you get both flat pen items.

Notes

Start Conduit Gem, Lost Artifact, 2 Healing Potions and 2 Multi Potions. Finish Lost Artifact into Charon's Coin after you get both flat pen items.

Build Item Gem of Focus Gem of Focus
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Charon's Coin Charon's Coin
Build Item Polynomicon Polynomicon
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti

Pendant Focus Build

Notes Get Perfected Glyph only once you are full build.

Notes

Get Perfected Glyph only once you are full build.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of Desolation Spear of Desolation
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Polynomicon Polynomicon
Build Item Typhon's Fang Typhon's Fang

Chronos's Skill Order Notes You can opt to max Accelerate before Stop Time if you want the extra attack speed and movement speed earlier.

Notes

You can opt to max Accelerate before Stop Time if you want the extra attack speed and movement speed earlier.

Time Rift

1 X Y
Time Rift
1 4 6 8 9

Accelerate

2 A B
Accelerate
3 12 13 15 16

Stop Time

3 B A
Stop Time
2 7 10 11 14

Rewind

4 Y X
Rewind
5 17 18 19 20
Time Rift
1 4 6 8 9

Time Rift

1 X
Chronos creates a rift in time, damaging all enemies in the area.

Ability Type: Circle, Damage
Damage: 80 / 125 / 170 / 215 / 260 (+80% of your Magical Power)
Radius: 10
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 5s
Accelerate
3 12 13 15 16

Accelerate

2 A
Chronos accelerates himself over time, allowing him to move faster initially and gain speed over time. While active, his Attack Speed is increased. This ability also stops the Wheel of Time.

Section I: Heal 1% Max Health Per Second
Section II: 100% Mana Refund On Abilities
Section III: +35% Magical Power
Section IV: +35% Magical Power Contribution to Basic Attacks

Ability Type: Buff
Movement Speed: 20% Initial + 12 / 14 / 16 / 18 / 20% over time
Attack Speed: 25 / 27.5 / 30 / 32.5 / 35%
Lifetime: 7s
Cost: 60
Cooldown: 12s
Stop Time
2 7 10 11 14

Stop Time

3 B
Shooting forward spinning gears of time, any enemies hit by Chronos' attack have their Attack Speed reduced and Ramp to a Stun, taking damage on the initial hit and again when they are stunned.

Ability Type: Line, Crowd Control, Damage
Damage (Applied Twice): 50 / 75 / 100 / 125 / 150 (+45% of your Magical Power)
Stun: 1s
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 16 / 15.5 / 15 / 14.5 / 14s
Rewind
5 17 18 19 20

Rewind

4 Y
Chronos travels through time to where he was 8 seconds ago, gaining Health and Mana back to the values of that time. All of his Cooldowns are instantly reset as well.

Ability Type: Buff
Cost: 100
Cooldown: 100 / 95 / 90 / 85 / 80s

Chronos Threats

Tap each threat level to view Chronos’s threats

Max
0
Major
3
Even
0
Minor
0
Tiny
0

Intro

Hi, this guide is brought to you by Kriega1, I started playing Smite on PS4 in 2016 around Erlang Shen's release in Season 3, and eventually long term migrated to PC Smite around mid Season 7. I have peaked GM/Masters on PS4 and Masters in Ranked Conquest on PC. I also am a Mentor on the Official Smite Discord where I focus on general building for each role. I hope you find this guide as a useful learning resource for playing Chronos in the Mid and ADC roles.

Abilities

Chronos' Abilities

Passive - Time Lord

This passive helps Chronos scale stronger into the lategame, with the extra power equivalent to having another full tier 3 item when fully stacked, but also can help with making you feel less punished damage wise for getting a utility/defensive item in your build if needed. But generally it's just a enhancer to a burst focused build with Polynomicon.


Ability 1 - Time Rift

This ability is your primary wave clear and damaging poke ability, with the low cooldown you can use it often for lane harassment and poking enemies that out of position / that are easy targets due to being CC'ed (whether from ally CC or setup by your own Time Rift).


Ability 2 - Accelerate

The attack speed from this ability helps your auto attack dps, especially when paired with Section 4, while the mobility can be useful for rotating across the map, chasing, dodgding abilities / auto attacks, or to help retreat.

Although not too useful, especially once you have lifesteal online (unless there are no enemies around to lifesteal from), you can use the First Section for health sustain if you need to regenerate lost health from being poked. Going a higher mana sustain starter (e.g. Sands of Time), can possibly let you gain more usage out of this section early game.

The Second Section of Accelerate helps to reduce his massive mana consumption in the early to mid stages of the game until you have an item like Book of Thoth or Rod of Tahuti online to help with any mana problems, unless you went Sands of Time (which means you can be a little bit more lenient with your ability usage early game when not using Section 2).

The Third Section can be used in burst focused builds with Poly to more easily one-shot kill most non tanky targets with a Stop Time + Polynomiocon proc + Time Rift combo, and is good in scenarios where you don't think you'll be able to land auto attacks without putting yourself into a bad position, simply using his abilities to poke. The Fourth Section is used to help deal additional damage with his Auto Attacks to enemies, and greatly improve his objective and structures shred.

Most of the time, you'll be using Section 2 for early game wave clearing, and Section 3 in the mid to lategame, unless you opt for a hybrid ability / AA build then you will usually rely on Section 4.


Ability 3 - Stop Time

Although typically used to help wave clear with Time Rift, you'll often want to save it to either use it as a offensive tool to help box an enemy / lane opponent to help guarantee a hit from Time Rift and follow up auto attack damage, or the stun can simply be used to help for ganks and team setup. Otherwise, it is used as a defensive tool if being aggressed on or being ganked yourself.


Ultimate - Rewind

Besides being a source of renewed health, mana, and ability cooldowns, Rewind is very effective for getting you out of sticky situations and possibly relocating you out of danger. While often used defensively, it can be used offensively to take advantage of the cooldown reset and/or to reposition closer to where an enemy may be retreating to depending on your prior positioning.

The initial wind up will also make you CC immune, though in the case of high ping / lag you can sometimes be disrupted during the animation, though it's rare. Keep in mind you can still be bursted during the windup, so timing / positioning is crucial to getting a successful Rewind off.


Example Combos:

Main Combos:

(Double Poly Full Combo) Accelerate (Section 3 or 4) > AA (Poly Proc) > Stop Time > AA > Time Rift > AA (Poly Proc)

(Regular Full Combo) Accelerate (Section 3 or 4) > Stop Time > AA (Poly Proc) > AA > Time Rift > AA

Accelerate (Section 3 or 4) > Stop Time > AA (Poly Proc) > Time Rift > AA

Accelerate (Section 3) > Stop Time > Time Rift (Safe poking at range / through walls)

How to Play

Gameplay Start / Early Game (Mid):
  • Start at the Fire Giant side Speed/Red buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the intersection (towards mid lane) between the Speed and Red buff camps, at the same time your Jungler will have leashed the Red/Speed buff towards the intersection.

  • As the 2 camps position together use Time Rift to clear the camps. Make sure to pickup the Red buff once it has dropped. After these camps are cleared you will be level 2.

  • Now quickly make your way to the Gold Fury side Speed buff, if your jungler has not reached it yet (they should be) then leash the camp yourself towards the mid lane while you use Time Rift to clear the camp. Avoid pulling the camp into tower range if possible. After this you will immediately head to lane while your jungler will typically clear the xp camp to the side of the green buff.

  • From here you will usually meet the enemy mid in lane on the first wave. Depending on yours and their early pressure/clear and positioning you will decide whether you'll be able to fight or not and whether you'll be able to use Time Rift on just the wave, or be able to use Time Rift and Stop Time aggressively.

  • How it goes from here will determine: if it's just a stalemate, you or your jungler has kill potential, if you will have mid camp pressure or if you'll have to back towards your tower line and safe clear.

  • From here you'll mainly be looking to clear waves, contest mid camps, clear the damage buff, assist support with health buff clear (once they rotate over from duo), and being aware of rotation opportunities.

  • In some cases you may be able to steal enemy side jungle farm but it is risky and not that generally beneficial for direct farm compared to your own side's farm and controlling neutral farm, but can be useful to put the enemy further behind.

Gameplay Start / Early Game (ADC):
  • Start at the Gold Fury side Health (Green) Buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the intersection between the Purple Camp and Health camp that leads towards the duo lane entrance, at the same time your Support will have leashed the Purple camp towards this same point.

  • As the 2 camps position together use Time Rift to clear the camps making sure it hits as many jungle creeps as possible and make sure to prioritise killing the Health buff holder first because it can heal the nearby Jungle creeps. Then pick up the Purple buff and make your way to Duo lane.

  • From here you will meet the enemy ADC and Support in lane with your Support on the first wave. Depending on yours and their early pressure/clear and positioning you will decide whether you'll be able to fight or not and whether you'll be able to use Time Rift on just the wave, or be able to use Time Rift and Stop Time aggressively.

  • How it goes from here will determine: if it's just a stalemate, you or your support has kill potential, if you will have Shield buff pressure or if you'll have to back towards your tower line and safe clear. You will also need to be aware of the enemy Jungler / Mid possibly rotating to Duo lane to gank when you are around Levels 3 / 4 onwards.

  • From here you'll mainly be looking to clear waves, contest Shield buff, clear the Attack Speed buff, and being aware of rotation opportunities (Totem, Gold Fury). If you have pressure in lane you may also consider freezing the wave to starve the enemy ADC from farm, on the other hand if the enemy ADC is trying to do the same to you (maybe also with their Support rotating more to your lane) you can try freeze / last hit minions by your tower so you can farm more safely.

  • In some cases you may be able to steal the enemy Attack Speed buff to put the enemy further behind, but can be risky and make you likely to be ganked easily.

Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to control the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury and Pyromancer objectives.

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. In 1vs1 cases you'll have to decide whether you or the other enemy has more kill potential and who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it.

  • As for Gold Fury and Pyromancer opportunities they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...


Late Game:
  • At this stage you'll mainly be looking at wave pushing, contesting Fire Giant, and Phoenix sieging / Phoenix defense, though Pyromancer and Gold Fury (especially Oni variant) will still be somewhat relevant but less important.

  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your Mid/ADC to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

Warding

Mid Warding:

Here are your regular warding spots for mid, to help your team be aware of the enemy team's general rotations especially when you're not in mid lane. Generally with good map awareness you shouldn't need to rely on wards much yourself for safety.


  • Green: Placing wards at these locations on both sides of the lane give you good general vision of the nearby jungle, giving vision of the entrances to your lane so you can see incoming ganks.

  • Purple: You can place a ward directly in front of the enemy tower (but not within its range), which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps.


Duo (ADC) Warding:

Here are your regular warding spots for Duo lane side of the map, to help your team be aware of the enemy team's general rotations especially when you're not in duo lane. Generally with good map awareness you shouldn't need to rely on wards much yourself for safety.

  • Green: Standard locations to place wards, especially for the ADC. These give you a good view of the main entrances to your lane to warn you of incoming ganks from both the enemy and your sides of the map. These are solid locations if you're in the middle of the lane or playing defensively.

  • Yellow: These ADC ward placements are more effective when you're pushing your lane and you want early notice of enemies coming to gank. Precise placement of the ward near the enemy buff can give you vision on the buff timer.

  • Orange: These wards are typically where the Support should place their wards, especially when the ADC is being responsible and doing their own wards. These allow you to get significantly more vision on the enemy jungle, especially near some of their camps, and can also help the Mid-laner. If the ADC hasn't placed wards and you're looking to cover them, you can choose any of the other locations.


Late-Game Warding:

Over here is shown the ideal lategame warding spots around Fire Giant, though often you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes.



  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward.

    The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

Loading Comments...
Load More Comments
League of Legends Build Guide Author Kriega1
Definitive Chronos Conquest Mid and Duo Lane Guide
Table of Contents

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved