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This guide is a Work in Progress and I've chosen to publish it early to help some of my friends with what early information I've made available.
The goal of this guide is to provide sample builds for each role in Conquest to allow for newer players to focus on their role and get them familiar with strong items for that role.
For an in-depth Conquest guide, go here!
A Note on Sample Builds
I'm well aware that there is no one-size-fits-all in Smite. Of course substitutions could be made and some items are specifically better on some gods, but most of your bases are covered as the specified role with the sample builds I've supplied. At the end of each section, I'll be adding links to some of my god-specific builds & guides to help with specificity, and including some general good item alternatives for the role.
The typical Carry start is clearing the Purple buff camp with your Support, quickly grabbing the nearby Harpy XP camp with help from your Support's Hand of the Gods, and then getting to lane.
This sample start and build suits most hunters. Notable exceptions include Ullr and
Neith.
Some hunters who could go for either the Spiked Gauntlet start or
Morningstar (Ability-focused build) include
Chiron,
Cupid, and
Ah Muzen Cab. Alternative builds for Carry can be found further down.
Starter
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Wind DemonWind Demon |
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Wind DemonWind Demon |
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The typical Support start is to complete the Purple buff camp with your Carry, quickly kill the single nearby Harpy camp using Hand of the Gods, and then go to wave.
Sample item builds below are for when you're playing a Guardian.
Starter
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The typical Mid start is at the Speed buff camp (yellow) with your Jungler. Help them kill the camp and leave when it is nearly dead to head to your mid lane wave. Once your jungler joins you around wave two, rotate to yours or your opponents' Red buff camp which you will pick up once completed.
Notable mage exceptions to the norm: Anubis,
Hades,
Zhong Kui, and Magical ADC's.
Starter
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The traditional start is to complete the Speed buff camp (which you pick up) with assistance from your Mid laner, then complete the Blue buff camp with your solo laner, and then complete the nearby XP camp quickly using Hand of the Gods, before joining your Mid laner to continue getting camps between waves with them, including their Red buff.
Notable assassin exceptions from the norm: Mercury. Guide to be added separately.
Starter
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The typical Solo laner start is at your Blue buff, where you will, with the help of your jungler, complete the buff camp which spawns at 30 seconds and take the buff before heading to your wave.
Starter
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I am struggling to find a way to keep the Solo section simple while still including what's needed, so for now I replaced it with Stone of Gaia. Thanks.
and as it's dual prot its usually not really needed as your opponent in lane often only does 1 type of damage making it an inefficient pick at that point.
My suggested build path for Trans Qins:
There needs to be more than 10% penetration in the builds, and
bancrofts talon >
But there are gods who build
I don't really have an exact resolution unfortunately but definitely take out first item hide of the urchin. Try to counter your lane opponent first, then go hybrid items and maybe a magical defence for their mid laner. [[gladiator's shield and/or
None of your core content is by no means bad, and I think it's a good take of work for people who don't want to look too in depth, these are just my criticisms to improve on.
It was also my intention to provide a list of viable items that weren't included in the sample builds to help newer players get into the variety of items when they choose to. An optional bank of additional information. I still plan to add this in, as well as 7th item options, and your suggestions will be very helpful to that end.
I will be altering the ADC builds a little, but I do think that an ability-based hunter is what Fail-Not is made for (given the CDR and passive), which is also the best fit for Trans. Since this guide is tailored to lower-elo players, I think Crit is far better than a power/pen build for hunters, and I chose to exclude a Power/Pen build with Trans for that reason.
I acknowledge your concerns with the Mid builds, and think I can address most via the 7th item/alternative options pool, but I disagree with a small amount of the criticism. I think summarizing Ethereal Staff and Soul Reaver as "10% penetration" is dishonest given their passives. I feel that most mages make lousy tank-killers anyway, which is why I did not prioritize a high amount of %pen. I also feel Ethereal Staff is a solid, undervalued Hybrid item for new players trying to adjust to the fast-paced end game, while still adding to their late-game damage (via the power and passive). I will be sure to add additional pen items in the pool of 7th item or suggested alternatives, though.
I understand the concern with Doom Orb vs Chronos' Pendant, but I don't think overcapping CDR in the case of the Chronos' Pendant build is a big deal. You need the CDR from those items as you build them (on a CDR-dependent god, not worth going Magi Boots imo), and you'll lose the 10% of Mage's Blessing when you sell it. There's also the passives on Chronos' Pendant and Spear of Desolation that add to CDR regardless of over-capping.
Thanks for taking the time to read and provide helpful feedback. As a newer contributor to the site, it's appreciated.