Jump to content
  • Announcements

    • Terra

      Upcoming Event   04/02/2017

      Drunken Rocket League Night - Friday May 25, 8pm Central
    • CompFreak(OD)

      Recruitment Game Challenge is Open!   05/04/2018

      Dave's Recruitment Challenge Has Begun! Open to CWO 4 and lower - Grand Prize (per Division) is a 1 rank promotion! Ends 7/4/18!

Search the Community

Showing results for tags 'Smite'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Forums
    • Join Clan OD Today!
    • Clan Info
    • The OD Review
    • General Clan Discussion
    • Off Topic
    • Overdosed Academy
    • Committees
  • Gaming Related Forums
    • Diablo II
    • Diablo III
    • Final Fantasy XIV
    • Heroes of the Storm
    • League of Legends
    • Overwatch
    • Path of Exile
    • Star Wars: The Old Republic
    • World of Warcraft
    • Squads
  • Supplemental
    • Testing! Testing!
    • Storage Forum

Calendars

  • Overdosed Gaming Calendar

Battle.net Accounts


STEAM Contact Address


World of Warcraft Character Name


Playstation Network Name


Xbox Live Gamertag


Favorite Movies


Favorite Bands


Favorite Books


Favorite TV Shows

Found 35 results

  1. Stepping Down as DL

    I have made the decision to step down from my position of one of the Division Leaders for the Smite Division. I will still be around, I just won't be a part of the leadership anymore. This has been something I have been thinking about for sometime, and I am glad to be able to leave the division in the capable hands of the current 4 Division Leaders. As I am sure some of you may have questions, you can either respond here or you may ask if you see me around. ThyrstOD
  2. About the maps (Season 4)

    This post if for any member of Smite, or any other OD member who wishes to try Smite. I am updating the previous version, I will try responding to replies on this post if extra help is needed. You do not have to listen exactly to this due to Meta in conquest constantly changing. Arena This game mode is a basic circular map, it is a 5 v 5, it is very fast pace game mode, the look of the map is like a literal arena in a roman coliseum. There are no obstacles other than 4 pillars in the center and a small area on the left and right side of the map. It has 0 turrets that are damageable but there are two phoenix gates located around the exits near both fountains. to achieve victory any team needs to reduce enemy teams tickets to 0 (starting tickets are 500 for each team) this can be achieved by : A ) Killing enemy gods (-5 ticket per god killed), B ) Killing enemy minions (-1 ticket per minion killed), C ) Protecting your minions until they reach enemy's portal (-1 ticket per minion that enters portal) D) Pushing a siege minion through that spawns every 10 kills for the team. (-15 ticket per siege pushed through portal) (preview of Arena map) On the left and right side there are jungle camps, they have a small invisibility range that only at a close distance can you see the enemy. The three camps are as followed: Mana buff spawns at 0:00 Damage Buff spawns at 0:00 Attack speed buff spawns at 0:00 Now unlike conquest, siege and clash the jungle is completely different each jungle camp buff is controlled by a single creature instead of three. At the start of a game your team goes to the left side of the map. If you wish you can take out the enemy right camps and them but be wary as the enemy gods will most likely steal or kill you. But typically you go left side and get mana buff, then the god who picks mana buff attacks a small amount of damage then goes alone to middle, be very careful at this moment you are vulnerable so you can also go with your team and complete buffs first. Warding is of little to no use in this game mode. Most likely place for wards would be damage camp due to to being the most important buff. Joust/Duel This game mode is a Japanese style map, it is 3 v 3 the map is shaped similar to a bow with the middle left being bull demon and right being attack damage buff. The map has one tower and one phoenix and one titan on each side with a single lane instead of multiple. For duel the map is the same and so are the same rules but it is a 1 v 1 instead of a 3 v 3. Victory is achieved by defeating titan, When you leave the titans line of sight or area it will travel, it will replenish base of 1000 health and a percentage of what was dealt. A typical team for this map consists of one mage, one adc or assassin, and tank of some sorts whether it be a warrior or guardian. (preview of Joust/Duel map) Warding is key for this map you want to constantly ward the inter sections in the jungle that connect lane to bull demon also be sure to sentry ward bull demon. The buffs for this map are as followed: One mana buff on each teams side located near tower spawns at 0:10 One damage buff in the very center spawns at 0:10 Bull demon(Joust only) spawns at 4:00 Conquest The map conquest to many new players is extremely confusing, yet the map itself is not that hard to understand. It is a map 5 v 5 which has 3 lanes. The roles have typically normal assigned lanes that can switch around depending on the team, for duo(hunter and guardian) they go the long lane, which is located left of the map for order and right side of the map for chaos. Mid(Mage or hunter), Solo(Warrior or specific mages and assassins) they go to the right side of the map. Jungle(Assassins or specific gods) Victory is achieved by defeating titan, for each tower and phoenix down the titan loses some health, it becomes weakened the more towers and phoenixes you have defeated. Be wary when a phoenix is revived it replenishes some of the titans health. When you leave the titans line of sight or area it will travel, it will replenish base of 1000 health and a percentage of what was dealt. (preview of Conquest map) Buffs are as followed: Mana buff and speed buff on either side located near solo lane and mid lane spawns at 0:30 Damage buff and protection debuff aura located near duo and mid lane spawns at 0:30 Meta for conquest When starting the game your support and adc go to the long lane(The lane with the ocean beside it) aka duo lane, and mid laner goes to mid. Solo lane and Jungle have a choice between starting off at the elementals which spawn at 0:30 and most likely contest for the elementals then go to short lane to farm or going to lane killing minions then check elementals if they are taken go to mana buff if they are not take them then return to lane. Repeat kill lane minions then buff then lane minions until all buffs are dropped if they are the jungler goes to mid lane and can start from there. Jungler must all ways focus on dropping buffs for allies and can sometimes take advantage of enemies away from the buffs and take the enemies buffs. Solo lane has to contest alone for a majority of the game and worry about ganks, getting wards placed in the intersections in the jungle between mana buff and the lane is a good placement. They also need their mana buff constantly to clear wave at an efficient rate. Mid laner will be alone for the first bit of the match usually, unless a meta switch can not always be predicted. Mid laner needs to get damage buff and usually should get items that give them large amounts of mp5. Some items like sands of time or vampiric shroud are good for mid laners. Support should constantly get wards at the intersections between void buff and duo lane. But should also roam around to other lanes especially mid lane. Adc may be alone sometimes except for the very start of the game. Adc should try and focus lane minions then the opposing adc. Warding is key for warding objectives (gold fury and fire giant) Siege Siege is a 4v4, 2 laned map with a special feature. Siege minions are implemented into this, these creatures are spawned after you get 100 tics, tics can be received by killing minions(1 per minion) or killing gods(5 per god) Siege minions are extremely strong and there is a portal near fountain located directly in front of spawn that teleports you to the siege minions farthest ahead. If you defeated the siege monster at middle you get your own siege minion. When the time hits 0:00 your team should be all near or at their buffs, each team should have one member getting damage, one getting attack speed and two getting blue, Your team after getting buffs will separate into two teams of two. Each group should have one person with mana buff. You will then lane and once you have a chance either destroy enemy tower or take a siege minion and take advantage of it to destroy an enemy tower. Sadly only could find this image it is the exact same map except that speed buff is replaced with an attack speed buff. (preview of Siege map) Warding is important only on the siege monster in the center, in this game mode only sentry wards are available. Buffs are as followed: Two mana buffs on each side One damage buff on each side One attack speed buff on each side Clash This map is a 2 laned 5 v 5 map, the map has 2 lanes that curve together one lane is short and one is longer depending on the side. This map doesn't have gold fury or fire giant instead it has its own type of buff. The meta for clash is basically anything similar to assault you just have a comp that works as long as there are 3 physical and 2 magical or 3 magical and 2 physical your team and one of the gods are a tank(Warrior or Guardian) you usually can win. (preview of Clash map) Warding is not as important due to the fact that the main buff is in the center of the map where everyone sees. It is important to keep an eye on the enemy because enemies will be very close to you at most times because of the small sized lane gap. The buffs are as followed Two mana buffs on each side one located to the right of each spawn and the other is in the center of the map The damage buff/Apophis is located in the center of the map. At 10:00 Apophis spawns and does damage to anyone in range. Assault Everyone who has played League of Legends and Smite's assault can say that they are very similar and they really are, but non the less I find people that play assault often do stuff that I really don't understand so I will put this here so they try to get better at game. Assault is single lane map, gods are chosen random (the reason why most of people don't like to play it), once you exit your base you are not able to go back to buy item and heal yourself, this map has no minion camps, here are few things that can help you with this kind of map: (preview of Assault map) first of all before anything happens open shop and buy items because if you leave your spawn point you can't return to it. This is maybe one of most often mistakes that players can make, resulting enemy's first blood second thing that is really necessary for this map is Salvation (this item gives you mana and heals you and your allies around you once activated) there is no need to ward in assault game Victory is achieved by defeating titan, when you leave the titans line of sight or area it will travel, it will replenish base of 1000 health and a percentage of what was dealt. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Buff/objectives info: Mana buff (which gives a 10% cooldown reduction and 5 mana per second for 2 minutes) Damage Buff(which gives 20% attack power or magical power, if you are magical damage you get +10, if you are physical damage you get +5 for 2 minutes) Attack speed buff(which gives 15% attack speed magical basics do +15 damage, physical basics do +12 for 2 minutes) Protection debuff aura(which gives an aura 55 units around the god that holds it to any enemy god, it reduces all protections by 10 each) Speed buff(which gives 20% movement speed buff for 2 minutes) Fire Giant buff(Which grants +70 magical power, +50 physical power, 4% hp5(Health per 5 seconds) 2% mp5(Mana per 5 seconds), and increases damage verses towers and phoenixes by 20% for 4 minutes.) Spawns at 10:00 Apophis(Which grants 50 magical power and 30 physical power, enemy gods hit by your abilities take 2% of their health over the next 4 seconds.) Spawns at 10:00 and does damage to enemies in range. Bull Demon buff(This buff grants 4% hp5 and 2% mp% for 90 seconds) Gold fury(This objective gives gold on defeat, and it starts at a small base gold amount and over time works its way up. to a larger amount) Hopefully this helps anyone who is having trouble on any specific map (hopefully it will be fully complete soon after season 4 comes out I have to understand the meta and explain it the best I can once it is out)
  3. All gods review

    Alright to start this off basically since this is a review on every single god in the current smite god list, I am going to break each group up into pantheon/class type/alphabetically. This is not a build review, it just talks about each of the gods in minor to decent detail, if you have any questions just comment them or PM me. Also do remember that this was made just before Season 4 was updated. ---Pantheons--- --Chinese-- Assassins- Ne Zha - He is a god who excels in single target damage. He is great as a jungler and closing in on an enemy, he is especially good at singling out an enemy and killing an squishy nearly instantly. His passive makes him build stacks that give him built in crit, his 1 throws a disc that bounces into targets slowing them and lowering their physical defenses. His 2 is special with that the higher his passive stacks are the more his 2 heals him. He is a great engager do to his 3. His 3 throws out a lash that if it hits an enemy god, pulls himself towards the god and stuns them as well as dealing damage on contact. His ult is easy to use if you understand it, you become cc immune for the quick dash and also if you hit an enemy god you will push them up into the air and have unleash attacks on them, you have to click to do damage, if you time your attacks right when it says attack you get a crit and it does more damage if you miss you do less damage. Hunters- Hou Yi - He has decent Area of effect damage as well as he excels single target damage. He can use his 1 to ricochet off walls and it does 50% more damage for each time it hits a well. If it hits the enemy you can do massive damage on the second ricochet off the wall. You can lure an enemy god into a small area and hit them with 3 consecutive hits of the ricochet if you can do it right this nearly kills any god. His 2 is a mark that follows gods for 10 seconds, revealing them on the map and increasing the damage you do to them with your abilities and basics. If you hit them with your 1 it will stun them as long as the mark is active. If you leap into them with your 3 it will knock them up and away. Your ult is an area of effect that you fire 9 suns down on your enemy, if an enemy has mark of the crow (your 2) it will slow them well they are in the area of range. Jing Wei - She has high mobility with a strong built in crit that makes her excel in damage. Her passive lets he fly around once exiting the fountain. It is a great way to get around easily and get to lane or camps fast. Her 1 summons a gust that stays for 6 seconds knocking up any enemy that walks into its range including yourself. If you knock yourself up it will give you increased attack speed for 7 seconds. Your 2 gives your next 3 basic attacks an area effect range as well as gives crit at ability lvl 2 or higher. Her 3 dashes forward, and if you are knocked up into the air you dashes farther. Combine this with your own 1 and you will chase far and as well do large damage with your basics. Your 4 sets you into the sky doing damage to enemies as you go up, you can land when you want or wait up in the sky. Mages- Ao kuang - He is a great jungler he also can become invisible and can execute. His 1 counts as a basic attack and hits in a cone attack. His 2 creates mini dragons and makes any basic he has that hits an enemy do extra damage. He can also throw his 2 and it slows for the amount of remaining dragons he has. His 3 is his invisibility and makes him teleport forward somewhat it can be used to go over small walls or just get away a bit. If he does any action he becomes visible again. His three shots enemies into the air and if their health is below the threshold it will instantly kill them. He can then fall down onto the ground in a very long range. Chang'e - She is a great mage, she can become cc immune and immortal. Her passive makes her 1 2 and 3 increase her movement speed when doing them. Her 1 hits in a cone that sweeps left to right in a 180 degree cone, dealing damage. Her 2 can make her immortal and cc immune to anything as well as for every tick of damage she receives she will gain mana for it. Her 3 hits in a 360 degree attack that reduces healing does decent damage and minor healing. Her ultimate stuns enemies in a line and does large damage. He Bo - He has large amounts of damage in his kit, his 1 fires a small cone at enemies dealing large damage, his 2 throws out a long water carpet that increases your teams movement speed but not your enemies. His 3 knocks enemies up and does large amounts of damage, his 1 can be combo-ed with it and will do massive amounts of damage together if both hit. His ult moves yourself forward and makes you cc immune for the moment. It does massive amounts of damage to enemies hit and is easy to hit as well. Nu Wa - She can summon minions and attack all enemies on the map. Her 1 summons a fog that makes your team invisible if out of combat and you as well if out of combat. It does damage to enemies and speeds up your team that are in it. Her 2 summons clay soldiers that create more at each level, 1 for lvl 1, 2 for lvl 2 - 4 and 3 for lvl 5. All minions stay out for 10 seconds. Her 3 throws a line attack and if it hits a clay soldier it will detonate them doing damage and stunning. Her 4 do damage to any enemy on the map and also give you vision for the duration of the ult. Zhong Kui - He can be tanky and do decent amount of damage. His passive stacks up and increases his protections until he gets to 20 stacks. His 1 puts a marker on enemies and do DoT damage. His 2 hits in a cone effect that and can stack any enemy that is hit my his mark from his 1. His 3 stuns enemies and stuns for double the time if the enemy is marked. His ultimate unleash his stacks and give him double protections from what his stacks gave him when he ulted. His ult chases enemies and accelerate over time. Warriors- Erlang Shen - He is a god that can do multiple hits per hit because of his passive with his dog. His passive makes him do 15% of his basic attack power extra each time he hits. It also triggers item effects for 15% of their normal damage and can crit. His 1 gives him extra attack power and while this ability is on cooldown basic attacks reduce the cooldown of this ability. His pin roots enemies in place that are hit in the center of the throw but will not root enemies in the center only damaging them. His 3 gives him 2 transformations a Turtle or a Mink. The turtle grants him a shield and knocks up enemies that come into his path while charging. His mink form allows him to gain addition attack speed as well as a no basic attack movement speed penalty for 5 seconds. His ultimate taunts enemies towards him and gives him damage mitigation as well as after 4 seconds he gains health. Guan Yu - He has a basic kit in which he can chase enemies heal and steal protections as well as stun. His passive increases effects that his ability will do when maxed but also increases healing for the amount of stacks he has from his 1. His 1 heals himself and allies all around him and if it hits an ally god his cooldowns are reduces by 2. His 2 dashes forward and if it his an enemy gods also reduces his cooldown by 2s. Guan yu is immune to roots and cripples and knockups while dashing. His 3 hits enemies in front of him constantly and steals protections and makes him immune to knockback. His ult makes him ride his horse and charges forward hitting enemies with every time you basic. If you hit right click you cancel your ult and stun any enemy, or it will make you cancel your ult after the maximum duration is achieved. Do note that is is hard to turn properly with your ult. Sun Wukong - He can transform into 3 different forms can heal and can do large amounts of damage. His 1 is his line attack where he throws down his pole and does damage to gods and double damage to minions. His 2 slows enemies as well as doing damage. His 3 can make him transform into either his Ox form, his Tiger form, or his Bird form. He is slower in ox medium speed in tiger and fast in his bird form. He is immune to roots and cripples and slows in his ox form. Immune to slows in his tiger form. And extremely fast in his bird form. His ox knocks up enemies in his path and stuns a single enemy in his tiger form. His bird for is just for an engage or escape. His ultimate sets him up to sit in his cloud were he heals a large amount of health over time. You can land on your enemy or wait for the duration to end to get massive healing. Guardians- Xing Tian - He has high cc as well as percentage damage. His passive gives him a stack for each enemy hit by an ability of his. He gains 3 hp5 per stack and 12 stacks max. His 1 is a percentage damage that is also a DoT it does a percentage per hit and decreases enemy basic attack damage well active. His 2 launches enemies into the air then shoots them into the ground rooting them. His 3 is a dash that charges forward and can leap twice. His ultimate picks up enemy gods and swings them around then throws them in the direction he is facing. --Egyptian-- Assassins- Bastet - she is a goddess that excels in ganking or surprising your enemy, she has high damage in general and her ultimate summons three cats, these can be used in multiple was, for getting an upper hand on an enemy you are facing, having them tank a tower because if no enemies are around the cats will attack the tower, or simply escaping or narrowing down an enemy due to their slow. She can be built with high crit or pen but many other ways as well depending on the situation. To engage use your 3 then use your 2 and chase enemies with your 1 and need be ultimate. Your 3 can be used again to jump back to your original position as well as well your 3 is active you gain movement speed. Serqet - she is a goddess who also excels in ganking or surprising your enemy, she has high single target damage and can stay in stealth for as long as need be, she is extremely mobile with a dash and a leap, but be wary when leaping because if the enemy team has an Awilix you may be ulted and die. Her speed can be used to escape or engage, her ult negates all healing so use it wisely, her ult also spreads from enemy to enemy if in radius on enemies death. To engage use your 1 and keep your 3 up for a needed escape unless engaging over a wall, then use your 2, if needed ult the enemy. Hunters- Anhur - He has an ability kit that does large amount of single target damage. His 1 throws up a pillar that will slow enemies and increase Anhur's basic attack damage on a successful hit if the enemy is inside the pillars range. His 2 does large amounts of damage and pushes enemies away on contact and if the enemy is flung into a wall it stuns. His three leaps into the air and lands on his targeted zone, any enemy in the range is knocked away. His ult throws his spears doing decent amount of damage, take advantage of his ult if you can see an enemy past a wall, his ult attacks through walls. You can throw a pillar up behind an enemy then use your 2 to stun them and chase with your 3. Neith - She has large single target damage and an ult unique to herself, as long as she has sight she can fire an arrow that travels across map at any distance to hit a target. Be wary that if you fire this ult it may hit other gods instead so only use this ult when you are sure that it will hit your target not if someone is in front of you. Here passive is a great way to sustain or set up traps, upon any death there will be a weave placed under the god for 2 minutes. If you fire your 1 at the weave it detonates doing aoe damage around it, if you fire your 2 at it, it heals you for an double the amount you would get from hitting an enemy. Do note that this doesn't count to the maximum 3 enemies you can heal off of with your 2. Your three back flips and goes over god made walls but not structures or map walls. It also places a weave beneath you. Mages- Anubis - He has a great combo within his kit and completely destroy an enemy if used right. His passive steals enemies protections when hit with an ability also giving him increased lifesteal scaling. His 1 is a attack that hits over time enemies in front of him in a 180 degree cone. His 2 is a stun that is a projectile if it hits an enemy god, it will stun, anything else it goes through. His 3 is an area effect that he can through down doing damage over time to any enemy that goes over it, it also slows. His ult fires a beam that constantly hits enemies in the lines range. It does massive amounts of damage. To use Anubis, you can use his 2 then his 3, well they are slowed get in range for your 1 and if needed you can ult. Isis - She has a very strong kit that can be used in multiple ways, her 1 can be used as an engage or a disengage even when back-petaling (it removes back petal effect when it is active) it also fires 3 blasts that deal a large amount of damage if added up together. Her 2 does damage and scales higher the farther distance it travels. It also stuns enemies. Her 3 silences and slows enemies down. Her ultimate does damage to enemies and heals allies within its range. The healing and damage are increased the more damage that have been caused within the circle. It lasts a long amount of time so you want to use it to its fullest, but you can detonate it whenever need be, it can be a life saver or a final hit. Thoth - He is one of the highest damage gods in the game and can completely obliterate if necessary. His 1 make his next 3 attacks large balls that do damage. His 2 is an escape that lets him attack with a slow(next update it will be a stun), his 3 places a glyph that if he uses his 1 through increases its damage and its range, or if he uses his 2 through increases the distance he travels, if he uses his ult through it, it increases the range and damage it does. His 3 then 1 is a great way to clear lane, his 3 then 4 is a great way to do a large kill, do remember that his ult takes time to charge and if you hold it to long it will automatically fire. Warriors- Osiris - He has a strong passive with every ability he uses he gets damage mitigation, until 8 fragments he is normal but once he hits 8 he becomes a spirit making his basic attacks have no movement penalty and he can also walk through god made walls. Including Odin's ult! This effect lasts for 6 successful basic attacks. His 1 slows enemies and increases the slow his 2 will do and increase the duration of the slow. His 3 tethers nearby enemies and if an enemy stays in range long enough he stuns them. His ult is a cc immune leap, and if he lands on a god he takes 100% healing reduction away. Guardians- Geb - Geb is a great support, he has a very high defensive stat and health and his kit allows him to help out team mates and do damage if needed. His passive makes it so crits do only 25% damage instead of 100%. Making him a good counter to gods with built in crit like Artemis. His 1 is a dash that makes him become a rock over time he gets faster and will eventually become cc immune after a while if he becomes at this state, the next enemy he hits will be knocked away and knocked up. His 2its a 180 degree cone effect that does a minor knock back. His 3 grants a shield onto either himself or an ally, if an ally is cc'd you can throw your 3 onto them to cancel the cc. His ult does a percentage of a gods current health if they are in range. Khepri - Khepri is a great support, he has a root, a silence and a pull, but most importantly he has a revive, his revive is his ult and if an ally dies when they have the ult on them come back to life, you can use it on yourself as well if necessary. His 1 is a dash that if hits an enemy god pulls them and silences them. They can still attack with basics however. His two is a dot damage attack that fires in a line. This three is a root that is very useful if used properly. His ultimate is the revive I stated above. His ult can be a life saver you must use it when needed to save an ally or yourself. Your pull can be used as an escape and your root can be used to use before you use your 1 to escape. Sobek - Sobek is a great support, he has a great pull that knocks up and can be combo perfectly, his 1 is the pull and can be used to pull enemy gods into tower, out of a fight momentarily or simply just poke them. His 2 is a 360 degree attack that knocks enemies up and away, his 3 heals him for each enemy hit up to 3 max and reduces healing that enemy gods can get for a set amount of time. His ult is great for escapes, engaging or simply just trying to survive, it gives mana back the longer you are in it and gives you 30% protections as well as cc immunity. It also slows all enemies in the effect range. --Greek-- Assassins- Arachne - Arachne is great at chasing enemies and sustaining during a battle. Arachne gains a percentage of physical damage on her basics when hitting a god for every 5% of the targets missing health. Her 1 does DoT damage and gives her health over time as well. She can use her 1 on any enemy at all. Her 2 increases her attack speed which makes her next 3 basics faster, if all 3 basics hit the same target the target is stunned. Her 3 fires a web projectile that puts a path to the web which gives speed, if an enemy walks into the web a trail of spider webs will follow the enemy. It also slows and spawns 2 spider minions. She leaps unto a floating web and can travel along with increased movement speed. She can land and do damage to enemies when she lands. Well on the web she can activate her 1 and 2. Nemesis - She is great at taking stats and using them for herself. Her passive tips the scales and for every basic on an enemy steals 6% of the power from the enemy and transfers it to herself. Her 1 is a dash that can do damage, she can dash again unless using another ability within 2 seconds. Her 2 is a cone attack that slows, enemies in the center are slowed and receive double damage well enemies in the outer edge receive regular damage and no slow. Her 3 puts a temporary shield which when she takes damage heals her and reflects some damage back. If she is hit by hard cc she will lose the shield. Her ultimate steals protections and does a percentage of current health to the enemy. It also speeds up herself. Thanatos - His passive allows him to gain 20% of maximum health from gods killed and 10% of maximum health from minions and other creatures. Be wary that his abilities cast an amount of his current health. He can deal massive amounts of damage with his 1 which does 10% of an enemies maximum health. It heals for 75% of the total damage that it does. His 2 increases his movement speed and if in front of him is a enemy god below the threshold it gives him increased speed further more it gives pen. His 3 silences an attacks in a cone attack. It does large amount of damage as well and has high scaling. His ultimate allows him to see any enemy on the map that is below the threshold. His ult makes him fly into the sky. He is one of the few gods that can execute. His ult if he lands on a god below threshold will instantly die. All others are stunned. Hunters- Apollo - He has a unique passive in which after he achieves 10 successful basic attacks his passive makes his next 5 shoot at double the attack speed. His 1 fires a projectile that goes through gods but each time it goes through is somewhat weaker then the last enemy hit. His 2 is a mesmerize which will have enemies mesmerized until hit. His 3 dashes forward knocking any enemy in his path, once he is done charging he gives any ally and himself in the range a movement speed buff. His ultimate makes him travel around but uses up mana over time, if he runs out of mana he instantly goes down and lands. It can be used as an escape or an engage. Artemis - She can attack with a decent amount of damage and her cc chain can be used greatly. Her passive gives her built in crit when she gets a successful hit. Her 1 places a trap which if an enemy walks cripples and roots as well as doing damage. These traps last forever and she can have a maximum of 3. Her 2 increases her attack speed and movement speed well, and her 3 fires out an area effect attack, it slows. Her ultimate unleashes her boar into enemies and if it is in range will stun the as it charges at them doing damage it will hit enemy gods first. She is also CC immune for 3 seconds when she activates this ult. Chiron - His passive makes it so when he uses his abilities it heals the lowest health god around him. His 1 removes all cc effects on enemies if they are on him and does damage when it explodes. His 2 passively marks enemies with all his basics and his ultimate. When activated any enemy that is marked will have an arrow come straight towards them dealing damage and slowing. His 3 is a charge where he can attack will charging. His 4 is special it allows him to die and still live if he gets a kill on an enemy god after death he will still be alive, if he doesn't get a kill when the duration ends he dies. His ult lets him fire 3 arrows that go through anything as well as marking enemies. Medusa - She is highly mobile and her passives makes it better, she can side strafe with no movement penalty and can move backwards with only have the regular penalty. Her 1 makes her next 3 basic attacks deal damage over time. Her 2 fires acid which sprays in a cone once it hits an enemy and can be hit off statues. Her 3 charges into an enemy stunning them and dealing damage. Also reduces healing for 3 seconds. Her ultimate stuns and petrifies all enemies in the area, if an enemy god is killed with your ult they become a statue and your 2 can spray off them. Mages- Aphrodite - Her passive gives her protections for each friendly and enemy god around her. Her 1 throws a kiss if it his a enemy god it will stun them and if it hits an ally god will attach a link to them giving them movement speed and allowing her 2 3 and 4 to effect them. Her 2 knocks enemies away from her and does damage to anyone around the target she is linked to. Her 3 heals you and the soul mate you are linked to. Her ultimate makes you immune to damage and cc immune as well as your soul mate. Chronos - His passive makes it so his wheel of time constantly spins. His 1 attacks a small ground target and does damage to anyone standing in the area. His 2 stops his wheel of time and gives him effects on whatever of the 4 quadrants it is on. It can either give 100% mana refund on abilities, 20% magical power, heal 1.5 max health per second, 35% magical power contribution to basic attacks. His 3 fires out an attack which if it hits an enemy will hit once then hit again later and stun them. His ultimate makes him go back 8 seconds to his original position and cooldowns as well as health and mana. Hades - He is very tanky with his abilities with high sustain. His passive is blight any god effect by blight adds different effects depending on the ability. His 1 is a leap which he goes into the ground and appears back to attack and deals damage as well as blighting. His 2 fears any enemy that is blighting and silences them. His 3 detonates any blight removing it from the enemy but if the enemy is blighted heals him and deals area damage around the targets. His ultimate pulls enemies towards him and doing damage, if an enemy is blighted within his range their protections are reduced. When his ult is active he gains protections for the duration of the ult. Poseidon- He is a very high damage god and his kit works well alone. His passive makes it so on every successful basic attack he increases his tide but using ablities decreases it. Tide increases damage on abilities. His abilities do large even without his tide though. When he uses his 1 it fires a line attack which knocks back enemies. His 2 increases his attack speed. His 3 creates a whirlpool that pulls enemies in and cripples them. His ultimate summons a kraken that slows enemies in the center doing increased damage to enemies in the center as well as knocking them up into the air. Scylla - Her passive makes it so when she maxes out an ability(getting it to max rank) she gives 20 magical power. Her 1 fires two hounds that root cripple and do large amounts of damage to a single target. At max rank it does the same thing to nearby enemies as well. Her 2 throws a ground target effect down that slows enemies in the effect. At max rank it reduces magical protection of enemies in it as well as targets hit by the attack are slowed for one more second. Her 3 summons a hound that she can hit 3 again to go to. At max range she can summon it farther away and it has greater sight. Zeus - His passive is when he hits an enemy with a basic it puts a charge on them and can be detonated when zeus uses his 3. His 1 fires a lightning bolt that arcs off onto around the target hit, it applies a charge on each hit. His 2 throws out his shield and when hit from a basic will do damage around the targeted area it was placed also applying a charge. His 3 detonates any charges that are on an enemy you can have 3 charges per enemy at a time. His ultimate is a ground attack that he can place it strikes lightning on any god that comes in the range of it. It also puts a charge on each enemy hit by the ultimate. Warriors- Nike - Her passive makes it so there are goals your team must achieve, the goals are 10 kills for the entire team, 2 members level 20 and your team must kill 250 enemies in total. When a goal is achieved your entire team gets a permanent buff. This includes minions. Her 1 is a line attack that can attack twice, when you hit an enemy with it twice it reduces protections. When you use your 2 it gives addition bonuses to your team. Her 3 leaps and if your 2 is active you leap faster. Your ultimate does a large area effect around that slows enemies in range and gives you a 20% shield. If your 2 is active it slows for extra and gives you another extra 20% shield. Guardians- Ares - Ares has very high cc attacks and can cripple, and pull enemies. His passive makes it so every aura item he has gives him 30 magical power. His 1 fires chains at enemies if it hits a god it does DoT damage and you can fire it again if you hit the second time you can fire it one more time. This applies cripple when the chains are in effect. His 2 grants a shield aura around yourself giving you and allies protections. His 3 fires a powerful fire blast constantly out. You are immune to knockback and knockups well your 3 is active. His ultimate places chains on any enemy god around him. After a short amount of time he pulls them all in stunning them. This attack is a great combo for getting enemies grouped up together. Athena - She has high cc as well and can maneuver across the map to allies. Her passive makes it so when she uses an ability she can throw her spear at enemies in front of her and this attack goes through walls an enemies. Her 1 is a dash that if it hits an enemy god gets an immunity to a single basic. Her 2 is a taunt that taunts enemies into her. Her 3 is a ground target around her that hits once and hits again later for more damage. Her ultimate lets her teleport into an ally after channeling for a while. The ally that is being teleported to gains damage mitigation well it is active. She can engage with this or get away. --Hindu-- Assassins- Bakasura - His passive allows him to gain attack and movement speed temporarily for each enemy he kills. His 1 is a leap attack which does damage and reduces physical protections. His 2 eats minions and can eat any buff camp that is at 33% . No fire giant or gold fury can be eaten by this ability. Every time he eats a minion he gains stacks for his 4 that stack up to 6. His 3 increases his physical power and gives addition true damage when activated. His 4 summons minions equal to the amount of stacks he has, also enemies in the initial zone are slowed and crippled. His basic attacks change from melee to cone attacks will this is active. Kali - Her passive allows you to choose a god and when attacking that god you get a percentage of phys pen against that god. Her 1 a leap attack that when landing on an enemy you heal 20% of the targets missing health. Her 2 is a special line throw that throws 2 extra projectiles to the same point but curved. Her 3 is a stun on the area around you that increases your physical power momentarily. Her ultimate allows her to become immortal, her health can never go below 1. Once her ult is over she have her health set to 15% of her maximum health if she is below 15%. Hunters- Rama - He is all about basics his ability is a key wave clear with his basics. He can clear wave with his 1 which ueses his passive stacks as well as mana. He fires a line that goes through anything including enemies and walls. His 2 gives him an attack speed buff as well as a drop chance for his passive stacks. His 3 is a roll that if he has at least 1 passive stack he fires a crippling arrow. His ult shoots him into the sky and fires arrows down up to 3. His first arrow does 50% second arrow 75% and final arrow 100%. Mages- Agni - His passive makes it so once he is at full stacks his next ability does a DoT effect. His 1 is a ground target attack and if it hit by any of his other abilities it stuns enemies in the range. His 2 is a line attack that does damage. His 3 is a dash that leaves a trail of fire behind him can combo his 1 off of it. His ultimate takes NO mana and come sup every 15 seconds and he can have 3 ultimates charged at the same time. Warriors- Ravana - His passive is makes it so when he attacks with his basics he gets a shield after a set amount of basics he gains shields further more with each stack. His 1 is a is a cone attack that damages and slows. His 2 makes him cc immune and immortal. His 3 is a root that attacks through minions and stops on its first god hit. It heals to 3 minions and 1 god. His ultimate is a leap that slows and makes other enemies do less damage. Vamana - His passive is makes a percentage of his physical protections becomes his power. His 1 is a dash that knocks enemies up. His 2 is a cone attack that does damage. His 3 is a line attack where he throws his umbrella and it acts as a boomerang. It slows enemies on contact. His ultimate heals him over time as well as it heals him everytime he takes damage. Guardians- Kumbhakarna - His passive is makes it so when he dies he has to take a specific number of basics to actually die. If the timer hits 0 on his passive he comes back to life with a small portion of his maximum health. His 1 is a dash attack that stops on the first target hit. When you come in contact with a minion it will fly in the direction you charged. If it was anything else it does damage. The minion that was throw takes additional damage. His 2 is a mesmerize, now do not never get mystical mail on Kumbha because it cancels his mes. His 3 is a line attack which takes time to wind up when he finally attacks he roots any enemy in range. His ultimate allows him to charge forward and attacks any god he first comes in contact with knocking them straight up into the air. When they land they take more damage and do area damage around the area. It also knocks up and and damages enemies on the landing. --Japanese-- Assassins- Susano - He is a highly mobile god who can do large amounts of damage if used right. His passive allows him to gain movement speed for each ability on cooldown. Fyi this doesn't mean use every ability you have every second it means you can use it to get around more but never use your ult for purely just his passive. His 1 is a 3 step attack the first attack does damage in a cone, his second is an attack all around and his third is a dash that charges doing only 50% of the damage it normally would in the first and second step. His 2 is a pull that hits in a small cone. His 3 puts a whirlwind dealing damage every .75s he can teleport the the jet stream, if the whirlwind is on an enemy god, it will follow the god and you can still teleport to it. Reducing the cooldown to 8 seconds. His ultimate summons a giant typhoon that you can throw at any time doing decent damage, if you wait for it to be 50% size it will knock up enemies. Hunters- Izanami - She has a unique basic style that makes her basics hit twice and act as a boomerang. Her passive gives her 4% pen for every 15% of her health missing. The max pen you can get from her passive is 20% pen. Her 1 makes her basics only hit once but it will increase her attack speed as well as give bonus damage. Her 2 slows enemies and goes through walls as well as doing damage. If any enemy god is killed while this ability is as active the slow is increased 6% for a maximum slow of 30%. Her 3 makes her invisible and leaps away. If she takes damage or attacks in anyway she becomes revealed. She summons a dark portal which silences enemies in the range and then damages them. It is quick and efficient. Mages- Raijin - He his passive gives him stacks up to 4 that he gains from firing basics or firing abilities. at 4 drum charges his next ability does additional damage. His 1 fires three projectiles well his third projectile fires 2 at once. His 2 summons his Raiju onto an enemy god if it lands on an enemy. If an enemy is hit with raiju on them, it makes raiju do damage and attack enemies around them. His 3 is his leap that allows him to a specific spot when he lands he stuns enemies that are in the center for a quick moment. His 4 has 3 types of attacks, full damage that doess 100% damage, a taunt and a fear. Hitting 1 will make him fire a damage, 2 is the taunt and 3 is the fear. This attack fires in a line. Warriors- Amaterasu - She has a nice kit for decent sustain and high damage, her passive makes her third consecutive basic on a enemy it causes an aura that makes enemies including that enemy that is targeted take more damage. Her 1 grants an aura, that either increases power or increases movement speed depending on which one is which. Her 2 is a line attach that does more damage the more damage you take or successful attacks you achieve. It will charge up to double damage at max. Her 3 charges forward and silences the first enemy god hit for 1 second. Her ultimate does damage one the first hit it is weak, on 2nd hit if the first was hit it does 20% more damage and if the 2nd one hit the third one does 40% more damage and stuns enemies in range. Guardians- N/A --Mayan-- Assassins- Awilix - He passive makes it so her next attack once she is outside of combat does extra damage. Her 1 allows her to ride suku and when she needs she can leap of suku and onto enemy targets. Her 2 is an attack that does damage to the last enemy you hit. The following basic attack you have will change the type of attack from 1x damage for a single target 1.5x damage for multiple targets and 2x damage for single target. Her 3 fires a spirit of suku knocking up any enemy it hits from the side or the back of the god. Her ultimate takes the closest god that is knocked up and pulls them down and gives her a buff. Camazotz - His passive makes it so whenever a god on either team dies they leave a blood pool, when Camazotz walks over it he heals a percentage of his health over time and mana over time. His 1 is a line attack that goes through minions and if it hits a god creates three echos that if Camazotz is hit by one he gains increased physical power. His 2 fires vampire bats that if it hits a buff camp he gains a stack of vampirisim which gives him 3% more lifesteal and healing. It does damage over time and has high scaling. His 3 is a jump that for every enemy hit in his range he heals. His ultimate sends him into the sky allowing him to sweep down and strike 3 times before landing. Hun Batz - His passive makes it so whenever he uses an ability his next basic has a higher crit chance. His 1 makes him leap into the air landing on the target position and slows enemies in range. His 2 is a cone attack that does large damage. His 3 fires a projectile that hits the first enemy hit and bounces off 4 times. Once it ends you can teleport to that target by hitting his 3 again. His ultimate makes him places a totem that makes enemies fear away from it and also does damage to enemies in range. Hunters- Ah Muzen Cab - His passive makes it so whenever an enemy is hit by bees his basics make the bees length reset for one second if an enemy is hit for bees longer than two seconds they are disarmed. His 1 summons a hive that gives him movement speed buff and attack speed as well as heals him over time as long as he is in range. He can have a max of 6 hives on the map at a time. His 2 is a projectile that applies bees and does damage. His 3 sprays honey on the ground slowing targets that are in the honey. If the honey is in range of a hive it makes it apply bees. His ultimate fires a projectile that the first enemy god hit takes large amounts of damage and sticks to them, if the god dies or 3 seconds the stinger falls off for four seconds. Ah Muzen Cab can walk over it and get 80% of his cooldown recovered for his ultimate. His ultimate also cripples enemies. Xbalanque - His passive is whenever he gets a kill he gains he gains permanent physical power. His 1 makes his basics seperate after contact with an enemy into 2 more basics doing minor damage. His 2 fires projectiles in a cone shape doing damage over time. Enemies hit by it are also slowed. His 3 dashes forward and after a moment becoming cc immune as well as firing attacks at any enemy in range of his dash. Enemies that are poisoned take extra damage. His ultimate blinds enemies and they cannot see their map, once the duration of the ult ends if enemies are still in motion they are stunned. His basics have a longer range. Mages- Ah puch - His passive makes it so whenever he walks over a corpse he heals a percentage of his mana and health. It also lowers the cooldown of his 1 and 2 by two seconds. His 1 fires one - two corpses depending on the level of the ability out that do area damage once coming in contact with either a wall or enemy. His 2 does damage itself and detonates any corpse in the area. His 3 throws down a single corpse that enemies in range take DoT damage and if they heal during the duration of the DoT they are stunned and take extra damage. His ultimate fires a large line attack that spreads far out left and right. Ghosts are fired out constantly doing damage to any enemy they come in contact with. Kukulkan - His passive makes a percentage of his maximum mana become his magical power. His 1 is a projectile that slows enemies and does damage. His 2 increases his movement speed. His 3 fires down a whirlwind that does DoT damage and as also resets every tick enemies are in the whirlwind. His ultimate is a line attack that takes time to start up for a second then fires out a massive damaging attack. Warriors- Chaac - His passive is after 5 successful basics his next ability takes no mana. His 1 is a ground attack that does damage, it leaves an axe in the ground. His 2 does area damage around him and grants him protections for a moment for each enemy hit. It also lets him teleport to his axe if it is up. His 3 makes rain surround him slowing enemies and healing himself over time. A large rain area spawns around his axe if it is up at the time. His ultimate does large damage and silences enemies in a area attack around him. If an axe is in the initial range of him charging up his ultimate he knocks up enemies and does additional damage. Guardians- Cabrakan - His passive makes the allies around him take a small percentage of reduced damage. His 1 increases his attack speed and movement speed as well and makes his next successful basic stun but once his basic hits the buff goes away. His 2 gains stacks over time for each time he takes damage, if he maxs his stacks and uses his 2 it stuns enemies in a small cone range. It does damage if stacks aren't max but doesn't stun. His 3 starts pounding the area around him making enemies confused and start walking around randomly in range. He can continue this ability for a long time but over time it casts large amounts of mana. His ultimate attacks in a cone attack and creates walls that enemies can not walk through but can break with basics. The attack does large amount of damage. --Norse-- Assassins- Fenrir - His passive makes it so once he gets 1 stack for each successful basic attack which increases an effect on his next ability at 5 stacks. His 1 is a leap that does damage. If he has max stacks he stuns enemies that he lands on. His 2 increases his physical power and also gives him physical lifesteal, at full runes his buff gives him 50% more everything. His 3 is an attack that is a slight leap forward. If he hits an enemy he strikes them 4 times, he is immune to knock ups for this duration. If he has max stacks he does 75% damage to nearby enemies. His ultimate makes him enlarge and his next successful basic on an enemy god makes him grab the god and carry them away with him. He is cc immune for this duration and if at max stacks his protections are doubled. Loki - His passive is whenever he attacks any enemy from behind he does increased damage. His 1 makes him invisible and his next basic does DoT damage. His 2 makes him create a decoy making minions get distracted and attack it instead of anything else. It detonates after a while doing damage. His 3 makes his next basic do extra amounts of damage. His ultimate makes him teleport, if he teleports onto an enemy god he teleports behind them and backstabs them doing large amounts of damage. Ratatoskr - His passive makes it so he can upgrade his acorn at any time, due to him having an acorn he can not longer buy boots. His 1 is a dash that can have its cooldown reduced by other abilities contact on enemies. His 2 is an area attack around him reducing the cooldown of his 1 per enemy hit. His 3 is a cone attack fires three acorns that stun enemies any enemy hit by all three acorns. His ultimate sends him into the sky on his branches he can leap to up to 3 branches including his initial one. He lands doing large amounts of damage on his final leap and knocks them up. He can cancel his ult early to land early. Thor - His passive increases his physical power for each enemy god that is around him. His 1 throws his hammer (it acts as a boomerang) at the enemies and does damage and if it hits a second time it does double damage. His 2 is a stun that creates a wall that neither team can walk over. His 3 makes him spin in a circle able to move and doing damage to enemies in range. His ultimate makes him fly into the sky and can descend on a ground target stunning any enemy in range and dealing large damage. Hunters- Skadi - Her passive makes it so she has a pet with her at all times. Kaldr has 2 forms beast where he attacks and elemental where he heals. If he loses all health in beast form he reverts to elemental form to heal. Her 1 fires a projectile that does damage and slows enemies as well as making Kaldr's basics do double. Her 2 makes Kaldr attack an enemy if the enemy dies he targets the nearest enemy god if no god is in range he attacks the nearest minion if neither are near by he comes back to Skadi. Her 3 creates an ice that makes enemies not able to control their movement and slide across. Skadi gets movement speed on the patch of ice. Her ultimate makes Kaldr temporarily immortal and enemies in the initial range are rooted. Ullr - He has two stances, his passive is whenever he uses an ability on one stance the opposite ability from the other stances cooldown is reduced by one second. His 1 in bow form lets fires a line attack that does damage, in axe form he throws a projectile axe that stuns the first enemy hit. His 2 increases his physical power in bow form and increases his movement speed in axe form. His 3 fires an arrow down ontop of an ground target dealing damage to targets in range, in his axe form he leaps. His ultimate allows him to switch stances, he can switch stances without a single point put into his ultimate. He gains physical lifesteal from his ult in axe form and attack speed from bow. Mages- Freya - Her passive makes her get base lifesteal. Her 1 makes her basic attacks do additional damage. Her 2 makes her basics into ranged attacks, increases damage and slows enemies. If her 1 is activated the area effect and slow effect is taken away. Her 3 lifts enemies in the ground target up into the air unable to be hit or make an action. Her ultimate makes her jump into the sky and fire down 3 attacks that deal large damage. Hel - She can switch stances. Her passive makes it so depending on the duration of stance she is she up to 20% her damage in dark stance is increased and 20% healing in light stance. Her 1 in dark stance does fires a projectile that goes through enemies and explodes on either hitting a wall or maximum range, in light stance if she hits an ally god she is healed and so is the ally. Her 2 in dark stance decreases enemies magical defense and slows them, in light stance it grants cc immunity to her allies. Her ultimate makes her switch stances as well as give buffs depending on stance. They are mp5 and prots for light and magical power for dark. Sol - Her passive makes her gain heat from successful basics and using abilities. She gains magical power and attack speed per 4% of heat. At 100% sol's basic attacks gain 25% damage, heat decreases over time. Her 1 is a ground attack around her that heals her for a missing percentage of heal for 5 seconds and deals damage to any enemy god or enemy that touches it. It also is an amazing way to gain Heat. Her 2 makes her next basic and area damage that explodes and once at full size retracts dealing damage again and slowing enemeis. Her 3 makes her start to decay herself and become immortal once she becomes immortal she is cc immune and intangible and can walk through player made objects. Her ultimate fires 8 strikes of fire and the first hit knocks up enemies well successive hits do 20% damage. Warriors- Odin - His passive makes it so whenever an enemy god dies he gains movement speed as well as physical power. His 1 is a leap that does damage. His 2 is a shield that explodes after 4 seconds doing the remaining shields damage. He can leap with his 2 active and when he lands instantly detonating his shield. His 3 slows enemies down and damaging them and hits again doing damage. His ultimate makes it so the he makes a ring wall that only his allies and himself can walk through. Enemies inside the ring has an effect of no healing. Any enemy that dies inside Odin's ring gives him a permanent stack of physical power, his max stacks are 10. Tyr - He can switch stances, his passive makes it so he can never be hard cc'd(stuns, taunts, fears, intoxicate and mesmerize) longer then 1 second. His 1 in attack form makes him swing twice and knock up enemies, in his defense form her charges once and does not knock up. His 2 in attack form swings in a cone shape and does damage, it also knocks already knocked up enemies even higher. (combo this after using your 1) In defense form in heals him for a max of 3 enemies hit. His 3 switches stances in attack for giving him power and defense form giving him prots. His ultimate is a cc immune leap. Guardians- Fafnir - He can change forms, his passive gives him protections for each amount of gold he has giving 20 prots at 1000 held gold. His 1 is a line stun attack that slows in an AoE and in dragon form increases damage that does DoT damage. It also shreds protections. His 2 makes allies have increased attack speed and heals himself. In dragon form it has a large AoE and can buff multiple allies. His 3 is a leap that disarms and in dragon form stuns as well and can leap at a larger distance. His ultimate makes him be come a dragon and is immune well transforming. His basics are DoT damage attacks and this ability only lasts a set amount of time and increases duration the higher level your ultimate is. Ymir - His passive makes any enemy hit by frostbite take double damage from basic attacks. His 2 3 and 4 apply frostbite. His 1 is a wall that enemies can not pass. His 2 is a line attack that slows enemies and does damage. His 3 freezes enemies and does damage. His ultimate is special he can charge it up for a long time and it does set amount of damage the longer it is charged up to his maximum charge. --Roman-- Assassins- Mercury - His passive is the farther he travels the more damage his next successful basic attack will do. His 1 attacks in a ground targeted area and does damage in the area damage. His 2 is a buff for himself that speeds up his attack speed and also applies a passive ground speed buff. His 3 is a dash that if he makes contact with an enemy god spins around doing damage to them, his dash does damage to any minion he runs through as well. His ultimate can be charged up the longer its charged the farther he goes. Any enemy hit by his ult is stunned. Hunters- Cupid - His passive makes him gain stacks on basic attacks and it will effect his next ability used when at max stacks. His 1 is a projectile that hits the first enemy it hits and then later explodes dealing area damage if at max stacks the explosion stuns enemies in range. His 2 is a heal that throws down 3 hearts whenever an ally picks up the heart cupid gains mana. His 3 is a dash that temporarily increases attack speed. His ultimate is a ground target that cripples enemies in range and after the duration is over mesmerizes enemies. Mages- Janus - His passive makes it so whenever he goes through a portal or over his 3 he gains a buff that his next ability doe extra damage. His 1 is a portal which he can either put on a wall so his allies can go through or himself. Which will only work with one god. Or on the ground where enemies and himself can walk into and deal damage to enemies. His 2 is a line attack that attacks in a curve, it also makes it so whenever an enemy is hit by both vortex's at once, they take extra damage. His 3 makes a line that if allies or yourself travel through gain a movement speed buff and if an enemy goes on it is slowed and has reduced magical protections. His ultimate attacks across the entire map firing a giant vortex that allies can walk through as many ally gods as you have can walk through it but only once per portal per god. It also does increased damage once it hit a certain distance. Nox - Her passive makes it so every ability she uses gives her a magical power buff. Her 1 throws out a line attack that the first enemy god hit is rooted and crippled. Her 2 is a ground attack that silences enemies in it and after the duration is over does large damage, combined this first with your 1 and you do massive damage. Your 3 is a dash that makes you hide in your allies shadow if you come into contact with your ally. Her ultimate fires a ball that explodes at either maximum range, on a wall or first enemy god hit. It does DoT damage and does inital explosion damage. Vulcan - His passive is whenever an enemy god is hit by an ability he gains mp5 and movement speed. His 1 is a line attack that makes him get pushed back on cast. His 2 places a turret that attacks any enemy in the cone range that it is facing. His 3 fires out a attack that knocks enemies up at a ground target. His ultimate fires at a large ground target at a very far or close range, the farther it travels the more damage it does but does 50% damage at the base level. Warriors- Bellona - She wields multiple weapons and depending on the ability she uses she uses a different weapon, once she is out of combat she reverts back to her regular sword. Her passive makes it so every time she is hit by an enemy basic or deals a successful basic she gains movement speed and protections for a maximum stack of 5. Her 1 is a dash which makes her immune to the next basic and makes her equip a sword and shield after an amount of three successful basic attacks her gains another immunity to a basic. Her 2 uses a bludgeoning weapon, that swings in a circle and then smashes in a line in front of her. Every enemy god she hits in the wind up she does increased damage on her swing down. Her basics then use a hammer and attack all around her. Her 3 disarms enemies in a line and then equips a scourge that increases her basic attack range and every third basic attack heals her. Her ultimate makes her leap forward, places a flag and stun enemies in range as well as give a buff to allies in a large area around the flag. Hercules - His passive makes it so every time he is hit by an enemy god he gains physical power and can stack up to 3 times. His 1 is a dash that pushes any enemy in his path and stuns them. His 2 is a knock up that brings enemies towards him. His 3 is a heals himself instantly and then heals himself again over the next 5 seconds. He also gains physical and magical protections for the duration. His ultimate throws a giant boulder that does damage and attacks again if it hits an enemy god after bouncing off a wall. Guardians- Bacchus - His passive is his drunk level the higher drunk level he is the better his abilities do, tipsy and smashed are the levels he gains buffs from. He takes 7 percentage less damage and gains 10 magical damage when he is tipsy and 14% less damage and 30 magical power when smashed. His 1 is how he gains his drunkenness he gains protections. His 2 is a leap that knocks enemies up. His 3 is a cone attack that does damage every few ticks and stuns if he is tipsy. His ultimate does large damage and intoxicates enemies. He gains magical power if he is smashed. Sylvanus - His passive makes it so after a set amount of time enemies that basic attack himself are rooted.His 1 is a root that if it misses an enemy it plants a seed that soon grows into a flower and gives mp5. If enemy hits the flower it will give a protection debuff. His 2 is a heal over time and a DoT damage attack. Enemies in range get wisps and take damage well enemies His 3 is a pull that pulls enemies toward him. His ultimate knocks enemies up around him and does DoT damage. Terra - Her passive makes it so she is immune to knock up and knock backs well she has a standing stone up. Her 1 is a dash, that breaks any standing stone doing and shattering them. She may charge again if she shatters a standing stone. Her 2 summons two standing stones that if she activates again can stun enemies in between them. If she dashes into them she does damage to anyone in a cone radius around in front of her. Her 3 summons a pillar that heals enemies and counts as a standing stone. If she charges into it it roots enemies and does damage instead of healing. Her ultimate heals allies after taking 4 attacks and heals them. Well the ultimate is active mana cost for all ally gods is 0. --Celtic-- Assassins- N/A Hunters- N/A Mages- The Morrigan - She is a goddess who has a unique kit, her abilities have massive damage and if used right can annihilate and enemy. Now like most mages she has very low health but for her she cas an escape to get away if needed. Her passive makes he third basic do an area effect that hits enemies with a DoT attack that does 9% of their maximum health. Her 1 sets up her next attack to stun anyone in a reverse 180 degree cone, it stuns and does massive damage. Her 2 hits anything in a line and goes through it constantly till reacting its maximum range. If a enemy god is hit by this they receive and omen, that omen will cause damage the next ability that god is hit by to do increased damage. Now for her ultimate her ultimate is completely unique and takes massive amounts of skill to use properly. Warriors- N/A Guardians- N/A
  4. Recruiting with Smite 101 Quality over Quantity 1. You are allowed to ask for the ability to recruit at the rank of Staff Sgt. If you have the desire to recruit before you've spent the 4 weeks required in OD Gaming, (which is the time you need to get to Staff Sgt. via the auto promotion system) you may request that your rank be set so you can be granted recruiter status. 1.a. Keep in mind that every request to be set ranked is still under the discretion of your division leader/general. 2. Whether you're voting on your recruit or someone else's, you are expected to give 3 valid reasons why that member would be a good addition to our community/division. This is required so fellow members have a better understanding as to how that prospective member may be worth voting on. 2.a. Examples of reasons you may put on a trials vote are. 2.a.1. (Member) is GM(Good mannered) 2.a.2. (Member) is skilled at main game(smite) particularly with (insert god/game mode) 2.a.3. (Member) is incredibly active on (Teamspeak, Smite, forums) 3. The ODSmite division does not impose a required minimum skill level to join ODSmite. However, you have every right to negatively vote on a trial member that you feel does not fit the criteria we look for in a member. 3.a. Examples of reasons you might negatively vote on a trial member. 3.a.1. Member is extremely BM(Bad Mannered) 3.a.2. Member is incredibly bad at game and gets angry when offered advice. 4. All trial members have 14 days to get their needed votes to pass. If they do not receive all the needed votes they will fail their trial period and be removed automatically by the website. Trial members are also subjected to the 14 day DSL standard enlisted are held to. This means trial members can DSL out if they don't log in at least once in a two-week period. 5. If you are new to OD Gaming or have never recruited before, you can follow this guide and provided pictures to help you recruit. Or, you may ask any of the smite Officers/Division Leaders to guide you through the process. ** The Division leaders/Division general, reserves the right to "veto" a trial members application via neg voting and up to permanently blocking their current application or a re-submission for another trial period. ** Steps 1 & 2 Step 3 Step 4 Step 5 Final Step
  5. About the Maps (Updated)

    This post if for any member of Smite, or any other OD member who wishes to try Smite. I am updating the previous version, I will try responding to replies on this post if extra help is needed. You do not have to listen exactly to this due to Meta in conquest constantly changing. Also a reminder that this is season 3. I will be making an update to finish this post after Season 4 is updated. Arena This game mode is a basic circular map, it is a 5 v 5, it is very fast pace game mode, the look of the map is like a literal arena in a roman coliseum. There are no obstacles other than 4 pillars in the center and a small area on the left and right side of the map. It has 0 turrets that are damageable but there are two phoenix gates located around the exits near both fountains. to achieve victory any team needs to reduce enemy teams tickets to 0 (starting tickets are 500 for each team) this can be achieved by : A ) Killing enemy gods (-5 ticket per god killed), B ) Killing enemy minions (-1 ticket per minion killed), C ) Protecting your minions until they reach enemy's portal (-1 ticket per minion that enters portal) D) Pushing a siege minion through that spawns every 10 kills for the team. (-15 ticket per siege pushed through portal) (preview of Arena map) On the left and right side there are jungle camps, they have a small invisibility range that only at a close distance can you see the enemy. The three camps are as followed: Mana buff spawns at 0:00 Damage Buff spawns at 0:00 Attack speed buff spawns at 0:00 Now unlike conquest, siege and clash the jungle is completely different each jungle camp buff is controlled by a single creature instead of three. At the start of a game your team goes to the left side of the map. If you wish you can take out the enemy right camps and them but be wary as the enemy gods will most likely steal or kill you. But typically you go left side and get mana buff, then the god who picks mana buff attacks a small amount of damage then goes alone to middle, be very careful at this moment you are vulnerable so you can also go with your team and complete buffs first. Warding is of little to no use in this game mode. Most likely place for wards would be damage camp due to to being the most important buff. Joust/Duel This game mode is a Japanese style map, it is 3 v 3 the map is shaped similar to a bow with the middle left being bull demon and right being attack damage buff. The map has one tower and one phoenix and one titan on each side with a single lane instead of multiple. For duel the map is the same and so are the same rules but it is a 1 v 1 instead of a 3 v 3. Victory is achieved by defeating titan, When you leave the titans line of sight or area it will travel, it will replenish base of 1000 health and a percentage of what was dealt. A typical team for this map consists of one mage, one adc or assassin, and tank of some sorts whether it be a warrior or guardian. (preview of Joust/Duel map) Warding is key for this map you want to constantly ward the inter sections in the jungle that connect lane to bull demon also be sure to sentry ward bull demon. The buffs for this map are as followed: One mana buff on each teams side located near tower spawns at 0:10 One damage buff in the very center spawns at 0:10 Bull demon(Joust only) spawns at 4:00 Conquest (not fully complete until season 4) The map conquest to many new players is extremely confusing, yet the map itself is not that hard to understand. It is a map 5 v 5 which has 3 lanes. The roles have typically normal assigned lanes that can switch around depending on the team, for duo(hunter and guardian) they go the long lane, which is located left of the map for order and right side of the map for chaos. Mid(Mage or hunter), Solo(Warrior or specific mages and assassins) they go to the right side of the map. Jungle(Assassins or specific gods) Victory is achieved by defeating titan, for each tower and phoenix down the titan loses some health, it becomes weakened the more towers and phoenixes you have defeated. Be wary when a phoenix is revived it replenishes some of the titans health. When you leave the titans line of sight or area it will travel, it will replenish base of 1000 health and a percentage of what was dealt. (preview of Conquest map) Buffs are as followed: Mana buff and speed buff on either side located near solo lane and mid lane spawns at 0:05 Damage buff and protection debuff aura located near duo and mid lane spawns at 0:05 Meta for conquest N/A only advise for the moment is speed buff is for jungle, mana buff is for solo laner, damage is for mid, and protection debuff is for support. Warding is key for warding objectives (gold fury and fire giant) Siege Siege is a 4v4, 2 laned map with a special feature. Siege minions are implemented into this, these creatures are spawned after you get 100 tics, tics can be received by killing minions(1 per minion) or killing gods(5 per god) Siege minions are extremely strong and there is a portal near fountain located directly in front of spawn that teleports you to the siege minions farthest ahead. If you defeated the siege monster at middle you get your own siege minion. When the time hits 0:00 your team should be all near or at their buffs, each team should have one member getting damage, one getting attack speed and two getting blue, Your team after getting buffs will separate into two teams of two. Each group should have one person with mana buff. You will then lane and once you have a chance either destroy enemy tower or take a siege minion and take advantage of it to destroy an enemy tower. Sadly only could find this image it is the exact same map except that speed buff is replaced with an attack speed buff. (preview of Siege map) Warding is important only on the siege monster in the center, in this game mode only sentry wards are available. Buffs are as followed: Two mana buffs on each side One damage buff on each side One attack speed buff on each side Clash N/A (Waiting for season 4) Assault Everyone who has played League of Legends and Smite's assault can say that they are very similar and they really are, but non the less I find people that play assault often do stuff that I really don't understand so I will put this here so they try to get better at game. Assault is single lane map, gods are chosen random (the reason why most of people don't like to play it), once you exit your base you are not able to go back to buy item and heal yourself, this map has no minion camps, here are few things that can help you with this kind of map: (preview of Assault map) first of all before anything happens open shop and buy items because if you leave your spawn point you can't return to it. This is maybe one of most often mistakes that players can make, resulting enemy's first blood second thing that is really necessary for this map is Salvation (this item gives you mana and heals you and your allies around you once activated) there is no need to ward in assault game Victory is achieved by defeating titan, when you leave the titans line of sight or area it will travel, it will replenish base of 1000 health and a percentage of what was dealt. Buff/objectives info: Mana buff (which gives a 10% cooldown reduction and 5 mana per second for 2 minutes) Damage Buff(which gives 20% attack power or magical power, if you are magical damage you get +10, if you are physical damage you get +5 for 2 minutes) Attack speed buff(which gives 15% attack speed magical basics do +15 damage, physical basics do +12 for 2 minutes) Protection debuff aura(which gives an aura 55 units around the god that holds it to any enemy god, it reduces all protections by 10 each) Speed buff(which gives 20% movement speed buff for 2 minutes) Fire Giant buff(Which grants +70 magical power, +50 physical power, 4% hp5(Health per 5 seconds) 2% mp5(Mana per 5 seconds), and increases damage verses towers and phoenixes by 20% for 4 minutes.) Bull Demon buff(This buff grants 4% hp5 and 2% mp% for 90 seconds) Gold fury(This objective gives gold on defeat, and it starts at a small base gold amount and over time works its way up. to a larger amount) Hopefully this helps anyone who is having trouble on any specific map (hopefully it will be fully complete soon after season 4 comes out I have to understand the meta and explain it the best I can once it is out)
  6. Smite Inhouses

    I have decide to restart the Smite inhouses, in an effort to get more people playing together. They will be a weekly occurrence and the first night will be Saturday (December 10th) at 7pm CST. All players, no matter what skill level, are welcome to participate. - ThyrstOD
  7. Smite Tournament Postponed

    Due to the lack of activity this week, coupled with to members who were a part of the tournament leaving the clan, the tournament has been postponed indefinetly. I apologise for any inconvenience this has caused, and we will most likely hold another tournament once we have more active users. Thanks to everyone who was able to play and participate, and I'm sure we will find a time and enough people for Terra to stomp on, just like she wanted.
  8. Smite 3v3 Tournament Scores

    Now that the practice week has concluded, the round robin stage has begun. All round robin matches are to be played up until Friday 29th of July, at which point the scores will be calculated and the bracket stage will be set. Please post your round robin scores in the comments below.
  9. Smite DPS Calculator - by Complax

    Updated for Smite Version : 3.13 A project I have been working on for a while just for you guys. Mainly created as some were confused on how to build properly. This is a spreadsheet that allows you to find Raw DPS, Mitigated DPS, and additional stats. The majority of items have a formula tied to them allowing you to be able to see how much a single item can affect your build. But the main purpose of the project was a way to get DPS, and this formula is extremely complicated. If you are interested in how that is calculated please contact me and I will try my best to explain. But if you aren't interested in diving deep into the calculations you can always just mess around with it and also set the enemy stats, so you can test your build on different targets. I will be doing consistent updates to this as well as releasing a update for every Smite patch that comes out. P.S. Currently some magical based Stats/Items/Gods are not complete. I will be adding those in soon. I ASK THAT THIS STAYS WITHIN THE CLAN COMMUNITY. I MADE THIS FOR THE CLAN ONLY, NOT FOR SOME RANDOM GUY ON THE INTERNET...THANKS ------------------------------------------------------- To-Do ------------------------------------------------------- Complete Magical Stats and any other stat. Add Time to kill target Add Shots to kill target Add Time to kill tower/phoenix/titan Add Shots to kill tower/phoenix/titan Add Steroid Controller Add Simulation Algorithm Add God Passives Add Abilites Add Lifesteal Per Second ------------------------------------------------------- Link : https://docs.google.com/spreadsheets/d/1oOo8ZDDEZkcgxyy39IRlRrEt24_4fEtlgo6kgrKGR6k/copy Updates will be released in the comment section, so if you have an outdated copy just look for the updated one there. If you have any questions, suggestions, or criticism. Contact me through Teamspeak, OD Forums, or Smite. Thanks!
  10. Smite 3v3 Tournament Teams

    Sign ups closed and the teams have been fairly divided. Teams are as follows: Team A Ravemore Complax Terra Team B Biill ThyrstOD Xayj Team C Fury1o1 Alarlord Sivart777 Team D Gherskom Vesselofsatan Scrie Subs L2dusk All rules are posted here: <http://forum.overdosed.net/index.php/topic/64350-smite-3v3-tournament/> All teams are allowed 1 reschedule per match (BO3), and after that if they have another no show and cannot find a sub to play, they will forfeit the first game and after an additional 15 minutes, the team will forfeit there second game of the match. All round robin games are to be played between Monday the 25th and Friday the 29th of July. Bracket games will take place on Saturday the 30th. This allows all teams to play together for a week before the tournament begins. Please comment your team names below, and I will create another topic for posting scores once the tournament begins.
  11. Thanatos

    (Jungle conquest) Thanatos can be played in a few ways depending on the situation but this build is for Thanatos jungle. Start of with bumbas and tier 1 boots with 4 of each health/mana pots. Then I finish to warriors tabi. Next item is fatalis, then bloodforge, then deathbringer, then malice. Final item is gotten after selling bumbas it can depend on the situation I either get mail of renewal if I have the ability to get a large number of kills but if I am having trouble killing I get executioners. (Arena) Start of tier 2 boots, then go to warriors tabi. Next item is bloodforge then fatalis. Then get executioners. I get Stone cutter then Rage. I start sprint then get either sanctuary or purification. (Assault) Start warriors tabis with tier 2 fatalis. Also start meditation and 3 of both health/mana pots. Finish fatalis then bloodforge then mail of renewal. Get executioners then rage. Finally get sprint. (Abilities) Start with your 3 then get your 1 then your 2. I focus on leveling my 1 then my 3 and then my 2.
  12. Smite 3v3 Tournament

    Smite administration has come together and decided that we will be holding another 3v3 tournament in the coming weeks, due to popular demand that we host another after the success of the first 3v3 tournament. Please comment below if you wish to participate. Tournament sign ups will end on Friday at midnight PST. Once sign ups are complete, a committee will fairly divide teams and the tournament schedule and teams will be posted on forums. The tournament will begin approximately one week after sign ups finish, which will give all teams a chance to practice together before it starts. More information will be released once we know how many people are competing. This will be a round robin best of 3 tournament, with the top 4 teams advancing to BO3 semifinals, and BO5 finals. Each game will be 6 draft/ban and will be standard joust 1500 gold starting level 3. Prizes: 1st Place: 400 gems per player, a promotion and a medal. 2nd Place: A medal. Rules: 1. Be respectful and GM to everyone. 2. If a player does not show up on time for a match, their team will forfeit the first game and after 10 minutes, the second game will be forfeited as well. 3. If a player can not play or does not show up on time and another, non-tournament member is available to play, the player who does not show up will be removed from their team and forfeit all prizes to the player who takes their place. 4. All types of harrassment before, during and after games are strictly forbidden and may result in removal from the tournament or further punishment. 5. Whenever possible, matches will be spectated by a designated referee, to make sure games are fair. 6. Good luck and have fun!
  13. Smite ESL Tournaments

    Due to the activity increase in the Smite increase, I have decided to once again try to create a team or teams to compete in competitive Smite tournaments that are held on ESL. <http://play.eslgaming.com/play/join_team/?teamid=10223987&joinpw=65b17f6f> Please respond if you are theoretically interested in joining a team. ThyrstOD
  14. Apollo Arena Guide

    Now that I have reached diamond with Apollo, I felt it would be a good idea to make an Apollo arena guide, as he is rising in the meta and an overall strong god right now. This is a pretty basic arena guide for Apollo, where I will breakdown each item and why I use it, as well as good options for countering in arena. I don't really suggest this build for any mode other then arena, because it has very little tower pressure, but you could still use titans bane instead of Hastened Fatalis and it would do ok in tower modes. I want to preface this God Builder section by saying that you obviously don't have to put it into God Builder because it is a simple arena build, but this is my suggested list for Apollo God Builder anyway, so I am putting it in here as well. Also, due to the limited defence options you would want to run as a Hunter, some of the items in the Defence tab are offensive utility items. God Builder Starter - Throwing Dagger, 2 Health Potions, 1 Mana Potion, and Purification Core - Golden Bow, Warrior Tabi, Asi, Hastened Fatalis Damage - Malice, Wind Demon, Deathbringer, Titans Bane Defence - Frostbound Hammer, Executioner, Bloodforge, Qin's Sais Relics - Purification, Sprint, Sanctuary, Frenzy Consumables - Health Potion, Mana Potion, Multi Potion, Potion of Physical Might Build and Back Order Golden Bow, Warrior Tabi, Asi, Wind Demon, Malice, Hastened Fatalis 1st Back - Finish Golden Bow (980 gold) and start Warrior Tabi (300, 600, 650 gold for each tier respectively) 2nd Back - Finish Warrior Tabi (if not already completed) and buy Asi (700, 1080 gold for each tier respectively) 3rd Back - Buy Wind Demon (900, 600, 1100 gold for each tier respectively) and start Malice (670, 830, 1500 gold for each tier respectively) 4th Back - Finish Malice and start Hastened Fatalis (580, 570, 990 gold for each tier respectively) Item Breakdown This item breakdown is my personal preferences and observations over the time I've played Smite, and your ideas may be drastically different then mine. I am happy to hear any comments or constructive criticism that anyone has regarding this build guide. Golden Bow - Even though the most recent patch (3.11) has nerfed Golden Bow's, and especially Throwing Dagger's, power (55 - 50 for Golden Bow, 25 - 15 for Throwing Dagger) it has an incredibly strong clear through the early and mid game, especially when you get Warrior Tabi instead of Ninja Tabi. Even with the nerf, 50 physical power from one item that also damages enemies for a percentage around it is a very powerful tool early, and can help you transition well into the mid game (which in Arena is around the 9 - 11 minute mark). Warrior Tabi - I buy Warrior Tabi over Ninja Tabi in Arena because whilst Ninja Tabi is a lot stronger late game, the average Arena match is only around 19 minutes, and therefore the power spike you get from Warrior Tabi, especially when combined with Golden Bow and Asi, gives you more power in the early and mid game. Also, with this build you are already building two high attack speed items, plus an item that gives attack speed when you crit, so there is no need to build more attack speed from Ninja Tabi when you can get higher power from Warrior Tabi. Asi - As the cheapest Lifesteal item in Smite, Asi provides a great amount of offensive utility in the mid and late game. With a base of 15% Lifesteal, and an additional 25% when you drop below 35% health for 5 seconds, it makes Asi not only the cheapest but also the top Lifesteal item in its class. Asi also provides 20% attack speed and 15 physical penetration, which boosts Apollo's mid game power allowing him to be more of an offensive threat earlier. Wind Demon - With modest power and crit, the real power behind Wind Demon is the passive, boasting an impressive 20% increase to move and attack speed from crits for 5 seconds, without a cooldown timer. That means you can hit as many crits as you can, and Wind Demons passive will always refresh. Since the end of season 2, when all crit items were set to 20% critical strike chance and following the change to Wind Demon, I have been running it almost exclusively on basic attack based Hunters such as Apollo and Artemis with plenty of success, as the move speed buff combos incredibly well with Hastened Fatalis. Malice - Once you reach full build, every crit you hit will not only increase your attack and movement speed by 20%, it will also deal 25% of your total physical power per second for 3 seconds, and at full build with an attack speed modifier of 50% (70% after crits) plus Apollo's passive of 100% increased attack speed, Malice's passive should never stop because it will probably trigger again before the previous time runs out. For this reason I prefer Malice and Wind Demon over Wind Demon and Deathbringer, although if you are swapping out Hastened Fatalis for something like Titan's Bane that gives more penetration and less attack speed, I would suggest running Wind Demon and Deathbringer over Malice. Hastened Fatalis - By building Hastened Fatalis, on top of already having Warrior Tabi plus Golden Bow, you have 36% movement speed (18% from Warrior Tabi, 8% from Golden Bow, and 10% from Hastened Fatalis), whilst most of your opponents will only have movement speed from whatever boots they have, giving you an advantage both in chasing kills and escaping. In addition, by building Wind Demon you will have an additional 20% movement and attack speed whenever you crit and at full build with 40% crit chance you should always be able to chase down gods. Arena God Countering While there is not as much direct countering in Arena as there is in other game modes, you will still have matches against annoying gods or players, so therefore I have added this little countering list. Apollo vs Hunters - When boxing against most hunters, especially those who don't have crit or Hastened Fatalis, moving side to side and using your superior attack speed and power from crit to burst them down quickly, but always be aware of the rest of the enemy teams position as if you take to long you can be easily ganked and killed. Against hunters who have crit and/or Hastened Fatalis, try to them on your terms, either when they are already engaged with someone else or when you have minions or another god to back you up. Apollo vs Mages - When fighting against mages with heavy sustain or tanky mages, use your superior burst and move speed to out maneuver them and cause them to waste their abilities. You will almost always have superior chase potential then your opponent so don't be afraid to disengage and re-engage at your will. Against bursty, high damage mages be very careful, as you have no fast escape other then your 3, and if the mage chases you with their escape ability or their only movement ability, do not be afraid to punish them for it. In a head to head fight against a burst mage, your attack speed and your own burst is your strongest asset. Apollo vs Assassins - When boxing against assassins, try to attack from behind or the sides, and to attack once they are already engaged. Most of the time you will be able to burst down assassins rather quickly, but be careful engaging when you don't have vision or knowledge of where the enemy assassins are, as the can lock you down and kill you extremely fast. Against assassins with escapes, be incredibly careful when chasing so as not to be drawn in too deep. Always have a way out. Apollo vs Warriors - Against tanky or bruiser warriors, sustained burst over time as well as support from other teammates will bring down tanky targets fast. Try to avoid one on one fights with bruiser warriors as the can shut you down rather easily. Against straight damage or less tanky warriors (even tanky assassins) you will have better boxing potential and mostly better movement speed then them, so keep them at a distance and use your 2 for safety if they get to close. Apollo vs Guardians - Similar to tanky warriors, fighting against guardians one on one can be very dangerous. Even though you will have better burst and lots of damage, the enemy team will target an out of place Apollo if the guardian gets a chance to lock you down. Based on the fact that your ult will take a few seconds to launch, any burst god on the enemy team will be able to kill you before you make it off the ground. Having another member of your team initiate will allow you to clean up kills and provide plenty of backline damage. This is my first guide, but I plan on doing one for almost every god starting with those I have gotten to diamond (Apollo, Ymir, Kukulkan and Neith). I hope you use this build and as always I would like to hear your feedback. - Thyrst
  15. Smite Elite Team Premades

    Now that Saturday night inhouses have died off slightly, I was thinking of trying to get some real Elite Team practices going, or at least a night to run premades. Although most nights when there are enough of us online, we generally run 5-person parties, I think it would be good if we had a little more structure to our Elite Teams. I know that there are quite a few of us who don't have a specific role, but I also am aware that there are some who only want to play one god or one role. It would be great to start this soon as there are plenty of Smite tournaments on ESL for those who may be interested in practicing now before the summer season starts. I propose that two nights a week we run at least one (if not more) 5-person Conquest parties for the express purpose of introducing more synergy and cohesiveness to our Elite Teams, and to further our skills with different gods/roles. I thought I would put together a list of all those who are interested and if you could comment below with your preferred time/day of the week, as well as your preferred Conquest role. - Thyrst
  16. Season 3 Ranked Players

    Hello all, I'm writing this to find out how many Smite members are looking for a group to party up with for either a 3 person party for Conquest or Joust. Please comment your preferred role/roles and I will compile all the info and start getting a daily or weekly group/groups together. - Thyrst
  17. Conquest Roles

    Hey guys, I was thinking about what to post and I came a crossed that we don't have a Topic over Favorites and or best roles. Down below list your best role OR your favorite role ranking 1-5. -EXAMPLE ( Hold onto your seatbelts, this is a slightly long read.) My ranks vary depending on how much practice I've had with the role. Although I am very experienced with all roles, It isn't set to stone because I haven't practiced enough mid. I'm a very aggressive player and I tend to be in the middle of fights. So I always choose the tankier roles in Rank game play. I LOVE dealing damage to my surroundings and take as much damage as possible and be one of the tankiest God in the game, Like Hercules, he deals a lot of damage, he mitigates a bunch of damage, and he's viable in most if not all Meta. He's best in the solo lane. just like other gods like Chaac, Osiris, Hades( when he was classified as a guardian), Bellona, and many more Warriors/Gaurdians. This is my list from, my opinion, best role to worst. 1. SOLO - Yes, solo. Slender loves my adc. He also sees me at my best when I'm a Cupid or xbalanque. BUT, I have a lot of experience in the solo lane. I am always up to date to current meta because most of my Smite role models are solo laners. I love one on one engagements and my jungler will always love me because I can handle myself. FUN FACT: I actually participated in the challenger cup as a solo laner and a Support. 2. ADC - thought I would say support, right? Actually, I've played adc more than support. I feel more comfortable someone helping me than me helping them, just because I usually get too aggressive and the other team gets a nice shot of my back line. As an adc I can deal a bunch of damage and I'm smart at it(when I'm careful). I love boxing other adc's it gives me an adrenaline rush whether I'm losing or winning. 3. Jungle - yes, yes. I love the jungle. But, make sure you call for ganks because my map awareness is horrible. I'm VERY aggressive when it comes to being a jungle, yet I don't know how to steal enemy camps yet(Which will come with more practice). I am very skilled. I've won a lot of ranked games carrying as a jungler. I feel it could be my top 2 roles. But, I have don't have as much experience jungling as I do ADC. 4. Support - why 4th? well simply just because I want to steal your kills. it's a bad habit. I don't know how to rotate because I always end up staying with my adc the whole game because THEY can't handle themselves. I'm a great tank, I'm always in peoples faces, but Gods like Geb, with his sheild, Khepri, with his ult, and many more like Athena's taunt. I DON'T know when to use them to save a life. and if I do it is purely by luck. 5. Mid - somewhat the same reason why I don't support. EXCEPT I can land stuns or cripples on mages. but the lack of experience with this role I can lose easily with someone more experienced with me during laning phase. I usually build late game but if I'm too low and depending if the other mid sees that I'm behind they can rotate more efficiently and faster. Although I rank them 1-5 it isn't set to stone. I can practice mid for 3 days straight and be better at mid than I am at support. I easily adapt to roles from experience of role switching throughout my Smite career. This is not supposed to discourage any one on my ability on the Elite team as a jungler. I am pleased with my role and I do not request a change. I feel like I can help the team better at jungle because I am comfortable at it more than most of us on the team. this post was to create a list under each individual and take notes on who's best in which role. Thanks for reading. Reply with your best/ favorited roles and it will help if you explain why you feel like you choose that role over other roles. Best regards, Zilka
  18. Favorite Guardian in Smite?

    Who is your favorite guardian in the wonderful game of Smite? I would have to go with either... Ymir or Ares personally. Just depends on my mood/what game mode. What about you? -Magik(OD)
  19. Smite Ranked 3s

    Starting in Season 3 of Smite, Hi-Rez will be adding a new ranked mode in the new Joust map. They will be adding Joust 3v3 Ranked and you will be able to form full 3 person premades. I am posting this to gather interest and maybe start a ranked roster for players who are interested in playing in ranked 3s. I will also use this as an opportunity to find players interested in partying for Ranked Conquest. Comment if you are interested in playing ranked 3s or ranked Conquest. - ThyrstOD
  20. Request God Builds/Setups Here

    Request God Builds/Setups in this thread please. If you are trying to learn a new God in Smite and need a build or general setup to help you get familiar with the God, just post which God you are trying to get help with and your Smite IGN. We will try to make a guide within a few days and post it here or contact you through TeamSpeak 3 or in-game and help you out more. Thanks for reading and have fun gaming! -Magik(OD)
  21. Spike is in the house!

    Hey guys some of you may know me or at least heard of me in the smite community. Im Spike3198 and my main game is Smite. I just joined with my fellow smite friends Fury and Thyrst after I had rebuild my computer. I plan to be a game changer in the OD Smite community, I play well rounded and I'm always polite and understanding . I made it just in time to join the OD Fantasy Football League so that was great . I hope to talk to everyone and get to know you but most of all make a impact of great worth.
  22. Favorite ult?

    Hey i just wanted to know everyones favorite ults. Also if you with it was on a different character (to match it up with that chars passive and 3 abilities) I personaly love Ao Kuang's and Thanatos' instakill execute. early game i much prefer Ao's but late game thanatos' has the higher threshold which can get somewhat broken Silly Scilla's ult's chain is fantastic if you can time it right and the fact that Agnis ult can be used like a regular atk and so often makes it my top 5 for sure. Most of my favs play well with their abilities but i wanted to see what you guys thought
  23. What item should I buy?

    I see that it is called to my Wisdom again to explain how to do Smite builds. Why I am posting this topic? When you play in team you ask others what should I build and I am perfectly fine with that, in fact I encourage you to ask others for opinion. But what happens when you play alone (not with clan members), who will you ask then? New players will probably have this problem - they simply don't know how to counter enemy build. First of all learn to press Tab button (default - unless you have change it) it will show you your team builds and enemy team builds with scores and rest of not important stuff right now that I don't really want to explain. If you don't know what each item is doing (that enemy has) you can read it by holding alt button and moving your mouses cursor over it, that is if you have time to read it and if you have willpower to do it. If you don't have that then here are some few screenshots that I took so I can visually explain to you how to read enemy summery build: In the right side of score board you should see this 3 icons which summarises enemy's: Magical or Physical stats: Enemy's Defense stats: And enemy's Utility stats: As you can see by my score I know what I am doing by checking enemy's builds often, that is one of the many keys how you can be good Smite player. So after seeing this, you can easily guess if you should buy more offensive items or maybe defensive, what is enemy's weakness... I use this quite often, I would recommend same for you. If anyone has any suggestions about how to even more utilize this option feel free to share it with others here.
  24. Athena

    Athena is a great melee support magical guardian, she is great way to make you understand how to be use full as team mate and how to function as support, mage, and guardian ... You get all of that in this single god, she is very simple to play but I still feel I should post some things that could help you player her with some reason... But first things first lets talk about her abilities: Abilities: Athena's passive is "Reach" just a fancy passive that makes your next attack ranged (Athena trows her spear) after you have used an ability. 1) First ability is called "Preemptive Strike" - Athena's charges up her dash (cca 1 second before charged) once she dashes she get stack of block if she hits enemy god (block like the name it self's says blocks basic attack from enemy god) she can go trough all minion in her path. 2) Second ability is "Confound" - Athena taunts enemy gods making them attack you or chase you (depending on distance). 3) Third "Shield Wall" - Athena surrounds herself with Solders that deal dmg on arrival, and after 2 seconds they deal additional dmg. 4) The Ultimate "Defender of Olympus" - Athena selects an allied god and she channels her ability and lunches her self in air and dropping in allied location dealing a lot of dmg after 4.2 seconds Items: keep in mind that in every game you have to change your builds of items to adapt to enemy especially when you play Athena since she has more then one role in game. So I will post ONE of my builds that I use and that is good in all maps: Shoes of the Magi are maybe the only item you always want as Athena. Many of people like to use Sovereignty (great support item for time because of aura) but I prefer Mystical Mail (Something like sunfire cape in League of Legends) Hide of Nemean Lion (something like Thornmail in League of Legends). Gem of Isolation is one of my favorite item with all mages because it gives you a lot of mana and lot of health and quite some magical power and slows enemy with every ability by 2 seconds. Void Stone is another great one since it gives you magical power, provides you magical protection and it reduces enemy's magical protection can it get better Using abilities: You should really max out your Shield Wall and Confound, this is important part use your Shield Wall before Confound. I noticed that this is really problem with a lot of Athena's out there and I want to make my clan mates better so trust me Shield wall before Confound. Why you ask? Because if you use Shield Wall before Confound you get enough time for Shield Wall's second effect to deal dmg, if you do opposite it just won't work you will deal less dmg. Trust me I know . Use your Preemptive Strike to engage enemy or run away like I do . People like to use their Ultimate to just to get to lane faster, don't get me wrong that is ok to use, but why don't you want to use your ability in better way to actually do something that can change course of battle, if you are going to use your ultimate on your allied god, type to him so he knows you are jumping so he can move closer to enemy's and then you will deal a way more blow to enemy then just moving faster to your lane. And please use Confound if you want to win . I hope this guide will help everyone if you want to add something to it please post it down here. Good luck in games
  25. What is your best Smite map and why?

    Let us know what kind of map in Smite you like and why. We often find it hard to play maps that we don't like so do find common ground for everyone I make this pool so we all know what we should play more often without spending much time on debates on what we actually want.
×