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GrandMaster Chiron ADC GUIDE

27 4 70,561
8.9
by TottiGR updated November 26, 2024

Smite God: Chiron

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Chiron Build

Skills Starter Build

Notes Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Bluestone Pendant Bluestone Pendant
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Skills Build

Notes Bluestone Brooch gives you a lot of power and stacks damage with your main push and damage skill Suppress The Insolent.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Notes

Bluestone Brooch gives you a lot of power and stacks damage with your main push and damage skill Suppress The Insolent.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Transcendence Transcendence
Build Item Soul Eater Soul Eater
Build Item Fail-Not Fail-Not
Build Item The Crusher The Crusher
Build Item Heartseeker Heartseeker
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other Items

Notes Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Fail-Not.

Jotunn's Vigor can be a really good choice instead of buying Soul Eater because it gives you flat pen, lifesteal, 20% cooldown and a lot of power.

Notes

Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Fail-Not.

Jotunn's Vigor can be a really good choice instead of buying Soul Eater because it gives you flat pen, lifesteal, 20% cooldown and a lot of power.

Build Item Mantle of Discord Mantle of Discord
Build Item Titan's Bane Titan's Bane
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Jotunn's Vigor Jotunn's Vigor
Build Item Phantom Shell Phantom Shell

Chiron's Skill Order

Training Exercise

1 X Y
Training Exercise
1 4 6 12 14

Masterful Shot

2 A B
Masterful Shot
3 7 8 10 11

Giddyup!

3 B A
Giddyup!
2 15 16 18 19

Centaurus

4 Y X
Centaurus
5 9 13 17 20
Training Exercise
1 4 6 12 14

Training Exercise

1 X
Chiron warns his teammates to evade the area, granting them .5s of Crowd Control Immunity so they can escape before it explodes and does damage to all enemies in the area. Applies Target Mark.

Ability Type: Circle, Buff, Damage
Damage: 100 / 150 / 200 / 250 / 300 (+80% of your Physical Power)
Radius: 17.5
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 13s
Masterful Shot
3 7 8 10 11

Masterful Shot

2 A
Chiron passively marks his enemies as targets when he damages them with Basic Attacks, Training Exercise, or Centaurus, reducing their Physical Protections by 10%. He may activate this ability to fire seeking arrows at all marked targets within range, damaging and slowing them.

Ability Type: Target, Slow, Damage
Damage: 55 / 90 / 125 / 160 / 195 (+80% of your Physical Power)
Mark Duration: 3.5s
Slow: 25 / 27.5 / 30 / 32.5 / 35%
Slow Duration: 2s
Cost: 65
Cooldown: 15s
Giddyup!
2 15 16 18 19

Giddyup!

3 B
Chiron gallops forward damaging enemies, knocking up minions, and kicking enemy gods behind him. Chiron is immune to knockups while charging. Chiron may fire Basic Attacks and Masterful Shot while charging.

Ability Type: Dash, Knockback, Damage
Damage: 75 / 105 / 135 / 165 / 195 (+50% of your Physical Power)
Bonus Power: 10 / 20 / 30 / 40 / 50
Cost: 70
Cooldown: 16s
Centaurus
5 9 13 17 20

Centaurus

4 Y
Chiron is transformed into a constellation, and can fire three long distance shots, even through walls. If Chiron would be killed during this ability, he does not die until he runs out of time or shots. Killing an enemy with this ability when Chiron would have died returns him to life with health equal to the damage dealt instead. Applies target mark.

Ability Type: Line, Damage
Damage Per Shot: 130 / 175 / 220 / 255 / 310 (+65% of your Physical Power)
Range: 130
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Chiron Threats

Tap each threat level to view Chiron’s threats

Max
5
Major
0
Even
0
Minor
0
Tiny
0

Chiron Synergies

Tap each synergy level to view Chiron’s synergies

Ideal
5
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Chiron as an ADC.


Here are my socials:

Abilities

Chiron's Abilities


Passive - Herbal Medicine

This passive is really good during the laning phase because it grants you and your support some extra healing every time Chiron uses an skill.

It also provides you or your allies depending on who are you using your abilities on. In conclusion, it provides you a magical/physical damage buff that will give you pressure and higher chances of winning trades or duo fights.


Ability 1 - Training Exercise

Chiron's first skill to max out, as it is your main lane clearing and highest dmg skill. It is very good at poking enemies too, as it also applies Target Mark, not to mention the cleansing effect, granting a brief CC immune time for every friendly god inside (and yes, it does save lives + proc passive on target with lowest health around).


Ability 2 - Masterful Shot

Chiron's second skill and the one that should be the 2nd maxed out. It follows every enemy with a Target Mark (either jungle, minion or god, with no cap of how many market targets you can gather simultaneously in 3.5 seconds).

Any target hit by this ability also get a slow of 25-35% for 2 seconds, which can come in handy.


Ability 3 - Giddyup!

Chiron's escape/chase ability, that not only increases move speed, but also grants a physical power buff and allows basic attks mid-skill.

Galloping through enemy gods causes some damage (and procs The Crusher and Bluestone Pendant DoT) and knock-ups (beware of Gaia Stone users though, as the Health recovery should outweigh damage from ability itself).

Marking enemies with basic attacks and Training Exercise, retreat with Giddy up and immediately casting Masterful Shot is the safer ability cycling with poke & lane clearing damage.

In team fights, fleeing enemies that don't get killed by Masterful Shot still get a considerable slow, allowing Giddy up to catch up & finish them (either with basic attks, ability damage itself or a second Masterful Shot (if you cap skill CD%, it is possible).


Ultimate - Centaurus

Chiron's ultimate skill. Is one of the hardest-to-hit ult in the game, it does come with some perks. It does apply Target Mark, go through walls, towers, multiple enemies, and jungle objectives (useful for stealing objectives from afar while damaging opponents - and even finishing some of them with a Masterful Shot follow-up).

However, you are basically still during the 3-shot casting ultimate, opponents facing you can easily dodge and predict your shots and it does take some time of DPS off from teamfights, so timing and positioning are essential here.

You become so unbelievably still during this ult that even if you are killed during casting, you can shoot all 3 projectiles before actually dying and this comes with a second chance: getting the kill-damage with this ult while pseudo-dead allows you to come back to life with health = damage inflicted on kill.

It is one of the most interesting perks of an ultimate (yet Kali's version of this reincarnation is obnoxiously more aggressive and easier to explore). Mostly, 1v1's to death with another Hunter/Jungler that has the advantage can be held until the last section of health and before dying right away, cast this ultimate and finish the opponent (not event Neith's escape can save her from this - yet breath deeply and use all your aiming skills to this, as you have a small window and 3 questionably-useful shots to hold the line).


Example Combos:


Training Exercise > Masterful Shot > Centaurus > If you need to chase the enemy for getting a kill you should use Giddyup! as the last resort.

Basic Attacks > Masterful Shot > Training Exercise > Giddyup! > Centaurus > Masterful Shot again.

In late game teamfights you can use your ultimate as an engage because it has a lot of range and deals so much damage. If you at least hit once of the shots in your ultimate, you can also use Masterful Shot that will increase your damage into the enemies and most of the times force actives on carries like Aegis of Judgement. This is something you need to take much care and be smart because it can make you win an important game or teamfight.

How to Play

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the exp camp, meanwhile the support deals damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your Giddyup! so you will have an skill that can be used for escaping or for starting a duo lane fight, dashing offensively and hitting the knock up will make you having higher chances of doing a CC combination with your support and get an easy kill.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you should use your attack speed shard to do it as quick as possible, for securing the buff you should always maintain your Training Exercise available. If someone comes to contest, you should always try to fight them instead of securing the buff because if you get them low HP they will just play safe and go back to lane trying to farm.

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave as quick as possible.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low HP ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This type of hunter's build is use to focus on farming and scaling power buying items for the late game. You should always try to poke the other ADC and farm. 1vs1 without any early poke will always be negative for you because the DPS build will burst you before you are able to kill him. Make sure to not use your ultimate just for finishing a kill, you can always use it for starting an engage or a duel 1vs1 against the other hunter, he will get hardly damaged and stun so if he doesn't use Temporal Beads he will be 100% death from the combination of your skills and basic attacks. In case you miss it, just try to run and keep poking the enemy using your Training Exercise and Masterful Shot combination from the distance, this will deal a lot of damage to the enemy hitted, so he will need to play safe and not try to do aggresive plays.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:

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

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity 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...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • 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 midlaner 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.

  • Your ultimate skill Centaurus will be so determinant during teamfights because if you hit the shots into carries they will need to use Aegis of Judgement or they will be low hp before starting the fight. You can use Centaurus as an engage when your jungle and solo lane are fighting the backlane you can support them from a high distance by using it and dealing a lot of damage to the enemies or you can use it deffensively as an inmunity to enemies CC chain.

  • I do recommend to use your ult offensively tying to hit the carries. REMEMBER THAT YOU SHOULD ALWAYS LOOK TO COMBO Centaurus WITH Masterful Shot this will deal insane ammount of damage because of your skill power based hunter build.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • 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.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

Warding

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), 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 and pressure.


  • 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.

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League of Legends Build Guide Author TottiGR
GrandMaster Chiron ADC GUIDE
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