Smite builds, roles basic overview

Smite builds, role basic overview

MOBAs update regularly shifts in how the meta works. Fundamentals remain the same, don’t need to follow every single update. Once you understand the basics easy to follow, without paying much attention to every single balance update. Sometimes small things can make big waves but pretty easy to spot when that happens. Fundamentals remain unchanged, years of experience matter. Season 10 mini-seasonal updates have included updated art and level design over big core changes. 


Notes

Last update patch 10.9

Builds are incomplete on purpose, given how often the game can be updated. 


Starter items some of them have overlap and can be used in other roles. Others are clearly designed to be used a certain way. Some offer great value early on, others have great upgrades that bit more niche. 

Carry 
Bluestone Pendant – Extra clear
Death’s Toll – Extra sustain
Leather cowl – Attack speed at the cost of sustain
Gilded Arrow – Extra gold and upgrade, both are rather rubbish. 
 
Support
Benevolence – Extra sustain
Sentinel’s Gift – Extra protections over sustain
Protector’s Mask – Offrole pickup
War Flag – Aggressive option 
 
Mid
Conduit Gem – Extra clear
Sands of Time – Mana
Vampiric Shroud – Extra sustain
 
Jungle
Bumba’s Dagger – Balanced and cooldown later
Eye of the Jungle – Sustain and for the upgrade later
Manikin Scepter – Aggressive option but not viable. 
 
Solo
Bluestone Pendant – Extra clear
Tainted Steel – Anti heal 
Warding Sigil – Defensive
Warrior’s Axe – Balanced
 

Carry

Two main archetype’s ability and basic. Within this subgroup is burst or constant damage per second (DPS). Burst or constant damage builds have been swapping places over the years. One is favoured over the other always. Carry role is flexible majority can build both, switching as it suits you. 

Physical or magical gods that use basic attacks or weave basics between abilities are suited here.

Ability attack focus burst or constant damage?

Burst plays similarly to caster, ability damage is the main focus but sometimes throw in a basic or two.  The hybrid approach mixes basics with burst ability damage, giving you a more constant flow of DPS. 

Basic attack focus burst or constant damage?

Burst uses critical strike builds that focus on random bursts of damage. At the heart of constant damage, builds is power penetration. Maximum damage with each hit and no sudden spikes. 

Power + attack speed + penetration is the most common elements of every carry build. 


Support

Three main archetypes for support, are aggressive, defensive and mid-range. Within this subgroup got bruisers and teamfighters. Linchpin of any team, switching between engaging or disengaging. The point of this role is not DPS but maintaining your team’s DPS. Applying status effects, increasing or decreasing performance. Applying crowd control that restricts or limits what others can do it. The heart of the role is controlling the game. You can be flexible in terms of core items. 

Cooldowns + health + status effects + protections 


Jungle

Two main archetypes that are similar to hunters’ ability and basic attack focused. Within this subgroup is burst or constant damage per second (DPS). Various ways of approaching the jungle, glass cannon or hybrid. Glass cannons do loads of damage but attack from the side during team fights. The hybrid approach gives you some extra survivability. Controlling the jungle, maiming or killing other players to get your team ahead. Sometimes you want to brawl others times just being present is the threat. Pure ability casters, others weave basics between abilities and others just basic attack you to death. Unlike hunters jungle burst plays similar to caster mages in mid. Critical strikes can find a home in the jungle at times. 

Power + penetration or power + penetration + attack speed


Middle

Two main archetype’s ability and basic. Within this subgroup is burst or constant damage per second (DPS). Burst or constant damage Exbuilds have been swapping places over the years. Sometimes you see hunters and mages. Both play differently with both having different strengths and weaknesses. Both types of hunter archetypes can be played within the middle.  Various mage archetypes can be found here, carry, burst, brusier. Healers can still be played here but far weaker than used to be.  

Traditional mage provides burst, once on cooldown is vulnerable. Bruiser wants to poke and keep fighting, that style has fallen out of favour. Aim to provide constant damage or utility or raw burst damage. A flexible role that can be approached in different ways. 

Power + peneration + cooldown + protections + health


Solo

Three main archetypes for solo, aggressive, defensive and mid-range. Within this subgroup were carry, bruisers and teamfighters. Carry is rather selfish and requires a totally different playstyle. 

Most of the time you play similar to support, a bit more selfish. Therefore similar to support but filling a different role. Bully other team DPS, moving between the teams. Disruption with enough threats the other team has to deal with you. Splitting up a team during a fight causes major problems. Constantly switching between engaging and disengaging. Allowing your jungle an easier time, creating opportunities. Carry solos build damage and wreak havoc. 

Aggressive overwhelming your opponents early quickly finishing the game. Mid-range stalls against that, overwhelming late defensive styles. Defensive is late-game style, answers against everything, full of counters with late-game threats. 

Cooldowns + health + status effects + protections