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Quick Aphrodite Conquest Guide

15 4 41,320
8.4
by Kriega1 updated March 2, 2024

Smite God: Aphrodite

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Aphrodite Build

Start for War Banner Build

Build Item War Flag War Flag
Build Item Glowing Emerald Glowing Emerald
Build Item Healing Potion Healing Potion
4
Build Item Mana Potion Mana Potion
2

War Banner Support Build

Notes Consider swapping Sovereignty for Spectral Armor if needed.

Notes

Consider swapping Sovereignty for Spectral Armor if needed.

Build Item War Banner War Banner
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Breastplate of Determination Breastplate of Determination
Build Item Shogun's Kusari Shogun's Kusari
Build Item Sovereignty Sovereignty
Build Item Rod of Asclepius Rod of Asclepius

Start for Focus Build

Notes Conduit Gem start works best when rushing Chronos' Pendant on Aphrodite, which helps her early/mid game clearing a lot. Sands of Time into Book of Thoth is a pretty slow start and only feels bearable once you have Spear of Desolation online as well as Blue Totem.

Notes

Conduit Gem start works best when rushing Chronos' Pendant on Aphrodite, which helps her early/mid game clearing a lot. Sands of Time into Book of Thoth is a pretty slow start and only feels bearable once you have Spear of Desolation online as well as Blue Totem.

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

Pendulum Ability Build

Notes If Anti-Heal is needed, swap out Spear of Desolation or Perfected Rod of Tahuti for Divine Ruin. If replacing Divine Ruin then you could also maybe consider going Staff of Myrddin over Rod of Tahuti.

Notes

If Anti-Heal is needed, swap out Spear of Desolation or Perfected Rod of Tahuti for Divine Ruin. If replacing Divine Ruin then you could also maybe consider going Staff of Myrddin over Rod of Tahuti.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of Desolation Spear of Desolation
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver
Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti

Support Relics and Shard

Notes Replace Vision Shard/ Sturdy Shard at level 12 for 2nd relic choice.

Upgrade relics to their upgraded versions when needed.

Notes

Replace Vision Shard/ Sturdy Shard at level 12 for 2nd relic choice.

Upgrade relics to their upgraded versions when needed.

Build Item Temporal Beads Temporal Beads
Build Item Phantom Shell Phantom Shell
Build Item Entangling Wings Entangling Wings
Build Item Sundering Blast Sundering Blast
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Vision Shard Vision Shard
Build Item Sturdy Shard Sturdy Shard

Mid Relics and Shard

Notes Replace Horn 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 Horn 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 Horn Shard Horn Shard

Alternative Support Items

Notes Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Stone of Binding - Decent utility option for helping your team do a bit more damage especially to squishy targets, though a low priority item to fit in builds.

Spear of Desolation / Divine Ruin - Offensive damage options, Deso is decent for cooldown if another CDR option was dropped, Divine could be considered for anti-heal but generally you won't get it as you don't have wide area application for the passive.

Chronos' Pendant - Good CDR utility option if omitting other sources of cooldown in the build when going for a different build path.

Ethereal Staff - Generally niche bruiser option that is generally inferior to Rod of Asclepius on Aphrodite but can be considered for stealing health from bulky frontliners.

Sentinel's Gift/ Sentinel's Embrace - More sustain focused / tankier alternative to War Flag/ War Banner, but worse for early game pressure.

Heartward Amulet - Situationally good into magical heavy enemy team comps.

Breastplate of Regrowth - Selfish defensive option that can good for the CDR and mobility.

Magi's Shelter - Can be considered into certain enemy matchups that rely on specific CC to setup / heavy CC enemy teams, though the passive can be awkward at times to get beneficial use for allies.

Prophetic Cloak - Very tanky / lategame focused investment defense option, not ideal as an alternative to Gauntlet of Thebes because mage supports have lower base defensive stats and hence are even more reliant on the fast power spike from a stacked Gauntlet of Thebes.

Bewitched Dagger / Eldritch Dagger - Good utility option when you're having constant relic usage and enemy team has a heavy AA focused team comp (especially melee gods). Eldritch Dagger is better for some occasional extra tankiness.

Erosion - Decent anti-shield counter option, but generally better to build on frontline guardian supports depending on matchups.

Absolution - Bonus CC immunity to help nearby allies when playing around your ultimate.

Notes

Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Stone of Binding - Decent utility option for helping your team do a bit more damage especially to squishy targets, though a low priority item to fit in builds.

Spear of Desolation / Divine Ruin - Offensive damage options, Deso is decent for cooldown if another CDR option was dropped, Divine could be considered for anti-heal but generally you won't get it as you don't have wide area application for the passive.

Chronos' Pendant - Good CDR utility option if omitting other sources of cooldown in the build when going for a different build path.

Ethereal Staff - Generally niche bruiser option that is generally inferior to Rod of Asclepius on Aphrodite but can be considered for stealing health from bulky frontliners.

Sentinel's Gift/ Sentinel's Embrace - More sustain focused / tankier alternative to War Flag/ War Banner, but worse for early game pressure.

Heartward Amulet - Situationally good into magical heavy enemy team comps.

Breastplate of Regrowth - Selfish defensive option that can good for the CDR and mobility.

Magi's Shelter - Can be considered into certain enemy matchups that rely on specific CC to setup / heavy CC enemy teams, though the passive can be awkward at times to get beneficial use for allies.

Prophetic Cloak - Very tanky / lategame focused investment defense option, not ideal as an alternative to Gauntlet of Thebes because mage supports have lower base defensive stats and hence are even more reliant on the fast power spike from a stacked Gauntlet of Thebes.

Bewitched Dagger / Eldritch Dagger - Good utility option when you're having constant relic usage and enemy team has a heavy AA focused team comp (especially melee gods). Eldritch Dagger is better for some occasional extra tankiness.

Erosion - Decent anti-shield counter option, but generally better to build on frontline guardian supports depending on matchups.

Absolution - Bonus CC immunity to help nearby allies when playing around your ultimate.

Build Item Spectral Armor Spectral Armor
Build Item Stone of Binding Stone of Binding
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Chronos' Pendant Chronos' Pendant
Build Item Ethereal Staff Ethereal Staff
Build Item Sentinel's Embrace Sentinel's Embrace
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Breastplate of Regrowth Breastplate of Regrowth
Build Item Magi's Shelter Magi's Shelter
Build Item Prophetic Cloak Prophetic Cloak
Build Item Bewitched Dagger Bewitched Dagger
Build Item Eldritch Dagger Eldritch Dagger
Build Item Erosion Erosion
Build Item Absolution Absolution
Build Item Spartan Flag Spartan Flag

Alternative Mid 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.

Staff of Myrddin - Brings extra burst within a specific time window when the passive is active but is more mediocre outside of that period. Could be considered as a more lategame focused alternative to Spear of Desolation, especially when substituting Deso for Divine Ruin.

Charon's Coin - Alternative to Obsidian Shard when you want more MP5.

Notes

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

Staff of Myrddin - Brings extra burst within a specific time window when the passive is active but is more mediocre outside of that period. Could be considered as a more lategame focused alternative to Spear of Desolation, especially when substituting Deso for Divine Ruin.

Charon's Coin - Alternative to Obsidian Shard when you want more MP5.

Build Item Divine Ruin Divine Ruin
Build Item Staff of Myrddin Staff of Myrddin
Build Item Charon's Coin Charon's Coin

Aphrodite's Skill Order Notes In Mid you can take Back Off! at level 2.

Notes

In Mid you can take Back Off! at level 2.

Kiss

1 X Y
Kiss
2 15 16 18 19

Back Off!

2 A B
Back Off!
3 8 11 12 14

Love Birds

3 B A
Love Birds
1 4 6 7 9

Undying Love

4 Y X
Undying Love
5 10 13 17 20
Kiss
2 15 16 18 19

Kiss

1 X
Aphrodite blows a kiss to an allied god, making them her soul mate and giving them both increased movement speed. If it hits an ally, it has a reduced 1s cooldown. If the kiss hits an enemy god, they are Damaged, Stunned and Aphrodite's soul mate gets jealous, increasing their damage. Also, Aphrodite's soul mate gains 50% of her MP5 and 10% of her Physical and Magical Protections.

Ability Type: Line, Buff
Damage: 40/60/80/100/120) (+25% of your Magical Power)
Movement Speed: 6 / 7 / 8 / 9 / 10%
Stun Duration: 1s
Jealousy Damage Increase: 5 / 7.5 / 10 / 12.5 / 15%
Jealousy Duration: 5s
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Back Off!
3 8 11 12 14

Back Off!

2 A
Agitated by all the attention, Aphrodite commands enemies to get away from her, doing damage around her, slowing them by 25% for 2s and knocking them back to 25 units from her.

If Aphrodite has a soul mate, an explosion originates on them in addition, dealing the same damage as well as slowing enemies.

If an enemy would be hit by both blasts, they will only be affected by the one originating from Aphrodite.

Ability Type: Circle, Knockback, Damage
Damage: 80 / 140 / 200 / 260 / 320 (+85% of your Magical Power)
Damage (Soulmate): 80 / 140 / 200 / 260 / 320 (+70% of your Magical Power)
Slow: 25%
Radius: 20
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Love Birds
1 4 6 7 9

Love Birds

3 B
Aphrodite calls forth a flock of beautiful doves that fly forward in the area in front of her. The doves circle around all enemies in the path, damaging enemies every .5s for 3s. Aphrodite and her soul mate also receive healing when cast and decreased ability cooldowns.

Ability Type: Line, Heal, Damage
Damage per Tick: 15 / 25 / 35 / 45 / 55 (+15% of your Magical Power)
Heal per Tick: 7 / 10 / 13 / 16 / 19 + 2 per Level
Cooldown Decrease: 0.2s per Tick
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 16s
Undying Love
5 10 13 17 20

Undying Love

4 Y
Aphrodite pledges undying love to herself and her soul mate, halving the cooldown of Love Birds. While this is active, she and her Soul Mate are invulnerable to all damage and gain the Jealousy effect for a short duration. All Crowd Control effects are also removed when activated.

Ability Type: Buff
Invulnerability Duration: .8 / 1.1 / 1.4 / 1.7 / 2s
Cost: 100
Cooldown: 90s

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 Aphrodite in the Support role and also in the Mid lane.

Abilities

Aphrodite's Abilities

WIP



Ability 1 - Kiss


Ability 2 - Back Off!



Ability 3 - Love Birds



Ultimate - Undying Love


Example Combos:

Main Combos:

WIP

How to Play

(Mid) Gameplay Start / Early Game:
  • 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 Love Birds 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 Love Birds 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 Love Birds on the whole wave or just be able to hit the front melee minions.

  • 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.

(Support) Gameplay Start / Early Game:

WIP


(Mid) 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...


(Support) Mid Game:

WIP


(Mid) 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 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.


(Support) Late Game:

WIP

Warding

Support Warding:

WIP


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.


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 (e.g. if you are Mid and therefore will be squishy) 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.

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League of Legends Build Guide Author Kriega1
Quick Aphrodite Conquest Guide
Table of Contents

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