Category Archives: SMITE

Hunt or Be Hunted: A Casual Player's Guide to the Hunter Role

The Hunter role in Smite is often one of the most challenging to play in casual or unranked Conquest. Season 2 confounded this by reducing the minion wave-clearing potential of all Hunters, tweaking and adding new items, and even adding a new Attack Speed Jungle buff! For those new to Smite, the Hunter role, and/or just the Hunter role in Season 2 – may this guide serve as both a roadmap and food for thought as you prepare to carry yourself and others to victory!

Of the 63 Gods in Smite, only 10 of them are classified as Hunters. Hunters, by definition, are ranged Physical damage dealers – tasked with the responsibility of killing and last-hitting minions in the early and mid game and using the gold earned to purchase items to increase their damage for the responsibility of carrying their team in the late game.

In ranked play, players get the luxury of seeing what gods their opponents pick during God Select as they are picked – and can communicate and talk with their teammates to plan a strategy and pick Gods based on their opponent’s choices. However, in casual and unranked play – neither team knows which Gods have been selected by the other team until all members of both team have locked in their chosen Gods. This complete unknown makes it very difficult for even the most communicative of players to pick a Hunter suitable for each game. As such, here is an overview of each of the 10 Hunters in the game to help make God Select that much easier.

Ah Muzen Cab – The God of Bees (Mayan)

Why You Should: Ah Muzen Cab (AMC) is capable of incredible amounts of damage over time, his kit making for incredible lane clear and harassment potential. AMC’s passive, Bees!, deals damage every .5 seconds for 3 seconds total – in addition to the damage from his skills that apply it. Swarm, AMC’s 2nd skill, deals damage in a line in front of him while afflicting the hit enemies with Bees! Honey, AMC’s 3rd skill, sprays honey at a moveable target ground location, slowing enemies in the area. When Honey is placed near a Hive, placed with AMC’s 1st skill, bees swarm to protect the Honey, causing any enemy within the golden liquid to be affected by Bees!. Hives also grant AMC bonus health regeneration and movement speed when he is near them – though the bonuses do not stack with multiple Hives. AMC’s Ultimate, Stinger, deals damage in a line in front of him and sticks in the first enemy god hit, crippling them. After 3 seconds, or if the afflicted target dies, AMC can retrieve the Stinger from the ground – lowering his Ultimate’s cooldown. AMC’s skill set allows the God of Bees superior lane control and nearly unrivaled harassment potential.

Why You Shouldn’t: AMC’s ability to slow with Honey and cripple one target with his Stinger, even when bolstered by a nearby Hive, provides not nearly enough control to chase down elusive enemies – nor does it give the God of Bees himself an escape from those that might chase HIM. Plus, in this day and age, most Gods and players specialize in very quick, very powerful bursts of damage: often quicker than AMC’s own damage potential. The Hives AMC places can also be destroyed by basic attacks by enemy Gods, making AMC more susceptible to being killed in the early game: a Hunter’s weakest point.

Anhur Icon (Smite) Anhur – The Slayer of Enemies (Egyptian)

Why You Should: Anhur’s passive skill, Enfeeble, reduces the physical protection of any enemy hit by Anhur’s basic attacks. In addition, Impale, Anhur’s 2nd skill and Desert Fury, his Ultimate, also trigger his Enfeeble on the target(s). Anhur’s 1st skill, Shifting Sands, boosts his basic attack power while slowing foes in a circle of sand – an Obelisk forming at the center. The Obelisk can also be used with Impale to stun any enemy Gods knocked into it by the skill. Impale can also be used to stun enemies against wall and clear minion waves, as it passes through enemies. Desert Fury causes Anhur to throw 8 spears in rapid succession, dealing great physical damage and making Anhur immune to any crowd control during the duration. All Anhur’s skills, combined with his passive, make him capable of incredible burst damage with very little items.

Why You Shouldn’t: Anhur has very little crowd control; his Impale requires good positioning to stun his opponents and his knock backs do very little, if anything, to impede his opponents. Plus, Disperse does not allow Anhur much distance between any would be killers, nor much distance to chase foes. Timing is everything with Anhur – and both reaction time and aim are critical to unlock his full damage potential.

Apollo Icon (Smite) Apollo – The God of Music (Greek)

Why You Should: Apollo is easily the most mobile of all the Hunters. His 3rd Skill, The Moves, allows him to dash forward and knock aside enemies in his path – each enemy he hits adding a stack to his passive: Audacity. Apollo’s Ultimate, Across the Sky, also furthers his mobility – allowing him to take to the air until he decides on a ground target to land or he runs out of mana (the ability itself costs 10 mana + 60 per second). With both The Moves and Across the Sky, combined with Audacity, which grants Apollo 100% bonus attack speed for 5 attacks after 10 successful basic attacks, Apollo not only has incredible chasing potential and escape potential – but also incredible split pushing potential: forcing enemy teams to spread themselves thin to defend…or lose the game.

Why You Shouldn’t: For what Apollo has in mobility, he lacks in damage – being one of, if not THE hardest hit Hunter by the minion wave clear reductions. Apollo’s 1st skill, So Beautiful, which deals damage toward enemies in a line in front of him does 15% less damage to successive enemies hit after the first and doesn’t clear minions as efficiently as he needs to effectively remain mobile. Apollo’s 2nd skill, Serenade, which mesmerises enemies in an area around him, rendering them unable to move or do anything until the duration runs out or they take damage – provides neither a significantly long or strong enough buff (and does nothing against Magical damage), nor sufficent crowd control.

Artemis Icon (Smite) Artemis – The Goddess of the Hunt (Greek)

Why You Should: Artemis is arguably one of the easiest Hunters to play and the closest to what most would consider a “pure” Hunter. Artemis’ passive, Still Target, increases her Critical Strike chance on each successful basic attack – 5% per basic attack up to 15% total. For added damage and chasing potential, Artemis’ 2nd skill, Vengeful Assault, increases her attack and movement speed significantly – her passive and second skill combining to make her extremely effective at shredding enemies with auto attacks. Additionally, Artemis’ 1st skill, Transgressor’s Fate, places a trap on the ground that triggers when stepped on by an enemy god, dealing a bit of damage and holding them in place – keeping them within range to basic attack down. Artemis’ 3rd skill, Supress the Insolent, deals damage in a small area and slows any enemies hit, also helping her farm and chase enemies easier. To maximize her potential in teamfights, Artemis has her Ultimate, Calydonian Boar, to deal damage to any Gods in a radius and stuns them while making Artemis immune to Crowd Control.

Why You Shouldn’t: Quite the opposite of Apollo, save for her Vengeful Assault, Artemis has no reliable escape. Aside from that – Artemis really doesn’t lack much, making her a solid pick for even the most inexperienced hunters.

Cupid Icon (Smite) Cupid – The God of Love (Roman)

Why You Should: Cupid is the unique combination of being able to dish out damage, crowd control, and also heal himself and allies. Cupid’s 1st skill, Heart Bomb, fires an arrow of love at a target – slowing the target and placing a heart over their head on impact. After a short time, the Heart explodes, dealing damage to the target. Fields of Love, Cupid’s Ultimate, drops a collection of arrows in a radius, crippling any enemies within and, after a second, deal damage and mesmerise any enemies still within the field. Both those skills benefit from Cupid’s passive: Lovestruck. Lovestruck, displayed by a collection of hearts above Cupid’s portrait, fills up one heart with each successful basic attack Cupid makes. Once all 10 hearts are filled, both Heart Bomb and Fields of Love will, in addition to their effects, stun affected targets.

On the supportive side: Cupid’s 2nd skill, Share the Love, drops 3 hearts around him – healing Cupid and/or any allies who walk over them. Allies who walk over the hearts also restore a little bit of mana to Cupid. Cupid’s 3rd skill, Flutter, provides additional support and an escape for cupid – allowing him to dash forward and leave a trail in his wake. This trail increases his allies’ movement speed, and buffs Cupid’s attack speed for a short time.

Why You Shouldn’t: Two Active Items: Purification Beads and Aegis Amulet, in addition to various forms of crowd control immunity, can negate Cupid’s teamfight potential – as his abilites don’t possess high enough damage to find much use without their various disabiling effects. As he is an ability-centric hunter, Cupid’s basic attack damage is low compared to most other Hunters, making him not nearly as strong or steadfast of a carry towards the later stages of the game.

Hou Yi Icon (Smite) Hou Yi – The Defender of Earth (Chinese)

Why You Should: Hou Yi specializes in single target burst damage, reminsicing more of an Assassin than a Hunter. Hou Yi’s first skill: Ricochet, charges up for about a half second before firing: dealing damage and piercing through enemies in a line. Ricochet also has the unique ability to bounce and angle off walls a maximum of 2 times: gaining distance and bonus damage each bounce. Hou Yi can mark a target with his 2nd skill, Mark of the Golden Crow, granting Hou Yi bonus damage for every 10% of the marked target’s missing health and causing Ricochet to stun the target on impact. Rounding out Hou Yi’s kit is Divebomb, his 3rd skill, which grants him a brief airborne escape and some area of effect (AOE) damage upon landing. Hou Yi’s Ultimate, Sunbreaker, provides Hou Yi significant damage in a large radius while slowing any targets afflicted by Mark of the Golden Crow.

Why You Shouldn’t: For the single target damage potential, Ricochet can be a very difficult skill to use optimally, as it requires good aim and a knowledge of angles and geometry. As a common trend amongst Hunters, crowd control is also something Hou Yi lacks; while none of his abilities make HIM immune to crowd control. Hou Yi’s single target damage potential is strong, but with a team team that cannot help him isolate targets, his damage and teamfight presence can be minimized and often insubstantial.

Neith Icon (Smite) Neith – The Weaver of Fate (Egyptian)

Why You Should: Being one of the five Gods all new players begin their Smite careers with, Neith is nearly everybody’s introduction to the Hunter role. A solid introduction, as Neith possesses the most crowd control of any Hunter in her abilities and even comes with some minor healing to keep her strong and steadfast in lane. Neith’s passive, Broken Weave, causes a Broken Weave to appear on each spot an enemy God dies, lasting for one minute and adding secondary effects to her 1st and 2nd skills.

Neith’s 1st skill, Spirit Arrow, both damages and roots enemies in a line. On impact with a Broken Weave, Spirit Arrow causes the Weave to explode: dealing 100% additional damage and rooting all enemies in a small radius as well as in the initial line. Neith’s 2nd skill, Unravel, targets a moderately-sized area on the ground: damaging all enemies in the area and reducing their attack speed while healing Neith for a small amount per enemy hit. If a Broken Weave is in Unravel’s targeted radius, the Weave is consumed to deal additional damage and grant Neith additional healing.

Should kills be hard to come by, Neith’s 3rd skill, Back Flip, places a Broken Weave on the ground as it leaps Neith backwards – slowing and damaging enemies in a small cone in front of Neith. Finally, Neith’s Ultimate: World Weaver, causes Neith to take a knee and charge up – a large circle appearing on screen with a white border filling up around it. At any point after activation, Neith can fire the shot – hitting ANY enemy God on the map she, her teammates, or wards have vision of and stunning them. The longer Neith charges the skill, the charge indicated by the border filling around the blue circle, the more damage she does.

Why You Shouldn’t: Neith is a Hunter very similar to Cupid in that she gets the most out of her abilities, but unlike Cupid: she has no form of attack speed increase and her crowd control typically only affects 1-2 enemies on average. Neith also has no skill to increase her auto attack damage, meaning that her late game damage output is very low. The damage from Neith’s abilities really tails off towards the later stages of games, and her Broken Weaves can also be seen by enemy Gods – so they can be avoided and played around.

Rama Icon (Smite) Rama – The Seventh Avatar of Vishnu (Hindu)

Why You Should: Rama rivals Artemis in being capable of some of the highest burst damage amongst Hunters, while his abilities benefit him throughout the entire game. Unlike Artemis, however, Rama also possesses an escape in his 3rd skill: Rolling Assault, which causes Rama to roll in the direction he’s facing. Rolling Assault also doubles as a great initiation tool, consuming an Astral Arrow generated by his passive, Astral Quiver, to deal bonus damage and cripple a target on his next auto attack within 5 seconds. Astral Quiver grants Rama an Astral Arrow every 15 seconds, to a maximum of 5 Arrows stored at any given time. The 15 seconds can be reduced by 2 seconds with each successful basic attack Rama makes. Astral Arrows can also be acquired by a % chance from Rama’s 2nd skill: Pick Me Up, which has a percent chance of generating an Astral Arrow on the ground near Rama whenever he uses his Astral Arrows. Pick Me Up can also be activated for an attack speed increase – making it a doubly beneficial skill. Rama’s 1st skill, Astral Strike, changes his basic attacks to consume Astral Arrows, at the benefit of piercing through multiple enemies in a line and slowing them. Rama’s Ultimate, Astral Barrage, causes him to take to the skies and become untargetable. Astral Barrage also allows him 5 seconds to shoot down 3 powerful arrows – these arrows dealing massive damage in a small radius – the radius growing smaller each shot.

Why You Shouldn’t: While Rama possesses an array of useful abilities – his damage potential versus other Hunters is rather low, which can lead to him getting easily harassed and killed in the early game. Having only a maximumg of 5 Astral Arrows at any one time makes Rama’s ability to disable inconsistent, and without the bonus damage to his skills – Rama fails to outdamage most other Gods.

Ullr Icon (Smite) Ullr – The Glorious One (Norse)

Why You Should: Ullr is easily the most versatile Hunter in Smite, having a choice of two different “forms” to take and each with their own set of 3 skills. Ullr also has the unique ability of starting the game with his Ulitmate: Wield Bow / Wield Axes, which allows him to switch between melee and ranged and their respective set of skills. Once able, Ullr can put ranks into his Ultimate, providing him additional attack speed while in ranged form, or additional lifesteal while in melee form. In ranged form, Ullr’s 1st skill is Bladed Arrow, which deals damage in a line to any enemy hit, less damage to additional enemies hit after the 1st.

Ullr’s 2nd skill in ranged form: Expose Weakness, gives him a buff to his physical power for 5 seconds. In melee form, Ullr’s 2nd skill becomes Invigorate, granting him a movement speed increase for 5 seconds. Ullr’s 3rd skill in ranged form is Hail of Arrows, dealing damage to enemies in a small radius. While in melee form, Ullr’s 3rd skill becomes Glory Bound, allowing him to leap to a target location, dealing damage in a small area on landing. This versatility all but ensures Ullr’s ability to trade with enemy Gods efficiently and handle nearly every situation with ease.

Why You Shouldn’t: Ullr is arguably the most challenging Hunter to play, as learning when and where to either Wield Axes or Wield Bow, in addition to learning to switch between the two quickly and efficiently, requires a great deal of experience and play. Ullr also has only one disable: the stun from Thrown Axe, which can be very difficult to land due to the axe’s narrow width – and nothing to give him crowd control immunity. Since all Ullr’s ranged skills deal damage, last-hitting minions and farming gold is especially important on Ullr to keep his damage consistent throughout the entire game.

Xbalanque Icon (Smite) Xbalanque – The Hidden Jaguar Sun (Mayan)

Why You Should: In what has been a true “comeback kid” story, Xbalanque has risen to prominence as being one of, if not THE strongest Hunter in Smite, where previously he was one of the weakest. Dead of Night, Xbalanque’s passive, grants him a permanent 5 physical power for each enemy God he kills, up to a maximum 6 kills. Poison Darts, his 2nd skill, has Xbalanque shoot 10 darts in a cone in front of him, each one dealing damage on impact plus damage every 1/2 second for 3 seconds. Poison Darts can hit each individual enemy a maximum of 3 times. Poisoned enemies also take bonus damage from Rising Jaguar: Xbalanque’s 3rd skill. Rising Jaguar causes Xbalanque to rush forward and jump into the air, dealing damage to all nearby enemies while making himself immune to crowd control. Xbalanque’s Ultimate: Darkest of Nights, increases his basic attack and movement speed, while shrouding ALL enemy gods with darkness for 3 seconds, making them unable to see anything that’s not practically touching them.

Once the darkness ends, any enemy God moving is then stunned for 1.5 seconds. All that combined, Xbalanque is capable of dealing nearly unparalled damage in team fights and even assisting his allies in securing kills/preventing escape with his Ultimate. The heart and soul of Xbalanque, however, lies in his first skill: Branching Bola – a toggled ability causing his basic attacks to deal additional damage and upon impact, split into 2 projectiles that hit enemies up to 30 units behind the target for 30% damage – at the cost of mana per basic attack. The mana cost of this skill used to be a great hindrance, even with Hunters acquiring a Mana-regenerating Jungle buff at the start of the game, but thanks to the new starter item: Bluestone Pendant – Xbalanque no longer has to wait until a certain level before effectively using Branching Bola, maximizing his damage output even in the early game.

Why You Shouldn’t: Like Rama, Xbalanque has a ton of upside and (arguably) requires even less skill to play effectively. No matter what skill level a player is at, Xbalanque remains capable of dealing incredible damage to not just one, but up to every enemy God – and can push lanes and conquer objectives with nearly no difficulty. In competitive or ranked play, Xbalanque is a near-automatic ban around the world and is certain to be a powerhouse in nearly any team composition.

Regardless of the pros and cons, every Hunter in Smite has his/her own unique offerings to bring to any team – and team composition can definitely make certain Hunters stronger or weaker beyond what pure stats can convey. In part 2, I will discuss item build possibilites for every Hunter as well as possibilities for different situations and different opponents. I hope this guide encourages you to try every Hunter and find one that fits your playstyle/preferences the best. Be good to each other and happy hunting!

SMITE-ing in the Middle Lane: The Basics


As of current, the SMITE meta involves a lot of burst damage – this is a role most mages are capable of. Mages in Smite are in a great position currently because of their viability at all stages of the game. However, they aren’t invincible. They have many disadvantages for example their low health.



Mages fit very well into mid lane for a number of reasons of which we will run through now.

● Gold and Experience: This lane arguably offers the best gold and experience gains. With a single mid camp earning you 90 gold and 280 experience (solo), you can easily get ahead just by having your support and jungler rotate or by stealing them from the enemy by yourself if you have a god suitable for that. Your jungler can also help you out by sharing some of that red buff back harpies gold and XP with Bumba’s Mask.

● Relevance throughout the whole match: As a mage in the middle lane you will be able to dish out incredible amounts of damage and it doesn’t matter what the match timer says. Your presence at mid harpies will make a big threat out of you – especially to enemy guardians who have very little magical protection in the early game.

● Great carry potential: I am not saying that you will have the ability to get a penta kill whenever the enemy shows up and single-handedly carry your team to victory by just putting them into your backpack but… you can make some really crazy plays with the help of your teammates because right now in Smite, late game is all that matters and mages deal the most AoE late game damage out of any role which might make them change the outcome of a game with the press of a single button.


While all of these points seem really great, there are also some major negatives to playing mages.

● Constant ganks and pressure: Having a great gold and xp farm also brings in some negative side effects however. There are 2 lane entrances and most junglers can easily jump over the mid camp wall which can make up for a pretty nasty surprise. If you don’t want to be an easy snack, be careful and ward .

● Low defense: If you want to play mages and be successful with them, you will need to understand this: you have incredibly low protections, hp pool and most mages don’t even have a reliable escape mechanism. (Yes, there are exceptions – Zhong Kui or Janus for example do have high defense values or incredible mobility but they can still be killed fairly easily.) For this reason, you will have to create a special mindset for playing mages.



Now let’s go over all the stages of the game and see what we can do to be the most useful to our team while we are leading it to victory…

Early game
Your early game motto will be ‘Farm, farm, and once again, farm.’ After you take the right side mid camp and push out your first wave, your priorities will be as follows:

1. Push waves.
2. Poke the enemy.
3. Pick up at least one mid camp every 3 minutes.
4. Plan to rotate.

If you can’t do any of these things between clearing out waves, look where your jungler is and help him clear out the attack or speed camp. You can also take down back harpies on your own for some quick and safe gold and experience. Doing all these things will get you ahead of the enemy mid laner and ready for the mid game.

Mid game
At this point of the game we will need to make sure that the teamwork and rotations of your allies and yourself are on point. Try not to forget to secure at least one mid harpy camp every 3 minutes and of course, take your red buff when it’s available. Keep an eye on your map for the enemy rotations, if you can get the drop on an enemy support, collapse on them.

Don’t be afraid – if they are alone it means that they’re an easy pick and you might even get a gold fury for that kill. To add to this, look out for advantages on every side of the map for example: Athena uses her ultimate to help secure a kill on your solo laner? It’s alright. Take this as an opportunity to siege and bully the middle lane or (once again) take down the gold fury. Depending on how well you and your team manage to grasp opportunities, the late game will be much easier (or harder).

Late game
This is the time when the match victor is decided. It is also the time when a lot of mages shine the most. Your damage should skyrocket by this point if you have farmed and itemised well. However, you are still susceptible to a lot of damage and you probably won’t survive long without your allies. You should group and roam as a 5 man team.

Look for picks, don’t get separated from your pack or it will be you will find it difficult to survive. If you are ahead, it is usually a good idea to bait an objective fight. In fights look for enemy mages and hunters but also look out for assassins (such as Loki) as they can kill you in a matter of milliseconds by now. All you need at this point in a teamfight are some nicely placed spells and victory will be yours.



Counter playing: Thor

Who is Thor?
Within Smite Thor is a physical assassin that is usually played in the jungle role, though some players will opt to use him in the support role. He is a notoriously safe pick and many players will suffer against him without any idea what to do due to his high mobility and crowd control capabilities. Thor will also, generally, be either picked or banned in competitive games purely based upon players being able to play him well with ease, having the enemies bewildered as how to stop them bringing the thunder and the lightning down onto them!




Thor’s abilities:

Warrior’s Madness

Thor’s passive icon
This is Thor’s passive which will simply give Thor additional physical power for the amount of enemies, this will be able to stack to a total of three times also giving him a total of 45 additional physical power. The passive gives Thor the means to invade and pressure groups of enemies very early into the game and will often give him first blood when an enemy is caught out by this so it’s best to avoid him as much as possible in the early stages of the game until this falls off as defense items are built.

Mjolnir’s Attunement

Thor’s first ability icon
Using this ability, the first in Thor’s kit, he will throw out his hammer in front of him which will then proceed to return to him in a boomerang like effect. In terms of damage it is vital to note that this ability will deal double the damage on the returning hit if the target is a player which has already been hit once by the initial throw. Depending upon players this ability may be levelled first and if this is the case the hammer could easily take very high percentages of an unprotected target’s health, another part of Thor truly worth avoiding. This can also be used for utility though as Thor is able to teleport to his hammer as it travels in front of him and this will give him the ability to escape threats with next to no effort at all if the hammer is thrown correctly.

However the Thor may choose to engage with the teleport and once he has committed by using this the window of counter playing opens. If played correctly players can catch him out as he will likely put himself into a bad position and no longer has an escape, though in a dire circumstance Thor may choose to use his ultimate ability to save himself, indicating a important requirement of burst against him.

Tectonic Rift

Thor’s second ability
This is Thor’s second ability which will bring up a wall in front of him as he slams his hammer to the ground, the wall will stun any enemies that are initially hit and will then function to block enemy movement. This ability is purely used for utility, having such uses as a set up, an escape or a zoning ability. The set up comes from the stun as this then allows Thor to easily hit the double attack from his hammer on enemies and then teleport to them before they can react. The escape part of the ability comes from not only the stun but the wall also as when running away from enemies (allies or himself) Thor is able to stop them in their tracks, in some cases stopping the enemy potential of chase completely. The zoning aspect of the ability is much the same respect as the escape and will be used to alter enemy movement.

Generally a player should try to position themselves in such a way that prevents as much utility as possible, as it’s likely a player won’t be able to dodge the ability the best idea is to minimize the capability from it. In the respect of the aggressive use of the ability players should put themselves in a safe position such as behind tower lines as it is likely an enemy Thor will not commit to a kill that is too risky for himself and to prevent an impact on movement players who believe that they are the target should move to areas that their team don’t require, so even if they are locked into certain spaces others are able to continue the fight.

Berserker Barrage

Thor’s third ability
Berserker Barrage is Thor’s third ability, within which he will spin his hammer around him, creating an area of damage that will tick every 0.4 seconds. The ability concludes after two seconds but during this time Thor will be immune to knockup effects which means characters such as He Bo and Geb will be useless at cancelling this ability. The third ability is generally another big source of damage for Thor, much like his first, which enables Thor to clear minions rather easily compared to having to use his first ability. As you may have guessed where this ability cannot be countered by knocking him up it can be stopped by using a form of crowd control such as a silence or a stun, both of which then increase his window of vulnerability to the player against him and is essential in countering him in games.

Anvil of Dawn

Thor’s ultimate ability
Anvil of Dawn is Thor’s ultimate ability in which, after a short build up duration, Thor will launch up into the air and once in the air Thor is able to travel large distances over the map to come raining down on the target location, the fall dealing damage and stunning enemies in the area. This ability is a greater form of mobility for Thor and can, again, be used aggressively or just for utility and escape.

As the ult stuns it’s a great starting point for Thor to use all of his abilities against you while being faced with no resistance. It is also important that your team doesn’t go all out on Thor when he attacks using this, as this is not the window of counter opportunity as he can use his first ability straight after to escape unless your team has high burst damage.

Counter picking Thor:
As mentioned previously the main idea to counter Thor is to catch him in his small window of vulnerability, which is when he has committed or generally used everything that could save him, meaning that crowd control and burst damage is essential. One of the best characters for this would be Anubis as he the crowd control of a stun and a very high amount of burst damage as all of his abilities deal high amounts of damage and strip protections from enemies.

Two other examples of a variety of characters that would be ideal in a team against Thor are Arachne and Nu Wa. Arachne has a stun also but her third ability,Web, will create a trail on Thor which she can then follow, disabling his potential to escape further than just having burst and crowd control. Nu Wa is also good against Thor as she has crowd control and burst in the same ability which her third, Shining Metal, when it activates on her Clay Soldiers that will strip protections from their target prior to the skill being activated.

Nu Wa can also counter Thor in the respect of removing value from him committing to kills as when she begins to suffer a player can activate Fire Shards which will escape Thor’s crowd control, make her immune to his damage whilst in the air and then deal damage to him when the ability lands.

Another obvious counter is warding the enemy Thor as this will allow you to predict his future actions, this will also apply to most characters in the game. Wards win games!

Counter building Thor:
In terms of item selecting against Thor you should focus on items that provide physical defense, of course, with a possibility of cooldown on the same item such as Breastplate of Valor as cooldown items will also be useful against thor if you are playing one of the characters previously mentioned that do well in shutting him down via the use of their abilities. An item that I would particularly suggest is Magi’s Blessing as this will negate the crowd control on the ultimate and second abilities of Thor which means he is then unable to set up much further damage against you though you have to be sure not to waste this effect of the item as it could mean your life.

In terms of actives negating his crowd control is again important so Purification Beads is a great choice and at max rank this active will also reduce the cooldown of your abilities which could leave great potential to catch him out in his window of vulnerability or even increase the duration of this window. Another great active is Greater Aegis as this again disables his crowd control but this active will also negate all incoming damage from Thor, correctly catching him out would mean that the enemy would lose all potential from a waste of abilities.

These two aren’t the only actives to consider though as they do not apply to all characters, other actives could include Heavenly Agility/Sprint as this will allow a wider opportunity of escape or gap closing if required or Shell Absorption as this will reduce all incoming damage coming out of Thor for nearby allies and yourself.

Good luck in making Thor lose his ‘spin to win’ reputation!

The Mages of Smite

Mages are the largest and probably most diverse class. Remember that the chief criteria for a mage is that they are magical carries, as opposed to guardians who typically do not carry. Thus “mages” can contain gods that correspond to all three physical roles of Hunter, Assassin, and Warrior. Mages can be very unique, and are difficult to compare to one another because of this. It’s best to look at each mage individually and see what they can bring to the table. Without further ado, let’s begin. The Hindu God of Fire is the quintessential artillery mage. He will usually keep his distance and fire shots of his ultimate to do high burst, then either waiting to recharge or going in to finish off his target. The slight delay can make his ultimate hard to hit, but by shooting it and then immediately dropping his Noxious Fumes underneath makes very reliable CC so you can hit the next two shots of Rain Fire. Path of Flames should normally be used only to escape, and it can be comboed with his 1 to delay your enemies further. If Agni separates his ults to keep up sustained damage over time, it can easily zone the enemy team away or punish them for hesitating, making him very powerful towards the end-game. Agni’s weakness seems perfectly contrary to his strengths. Aside from his dash and his short stun, he doesn’t have many tools to self-peel from assassins. His 2 does significant damage, but not enough to for him to out-damage many other gods, especially considering its cooldown. He really relies on keeping enemies away, because his cooldowns are all fairly long. He can be easily punished for failing to burst someone instantly. If you enjoy barraging your enemies from a distance, Agni is an excellent choice for you. The Egyptian God of the Dead has incredibly high DPS, and it’s mostly in AOE, so a grouped-up team can be killed entirely within 3 seconds, especially if they line up. His single target stun sets up his other abilities very nicely, allowing him to do incredible burst. His passive gives him greater lifesteal and free crowd control reduction, but perhaps above all it steals protections each tick of damage (up to 3), so that in the early game his burst even applies to tanks and making it so you need more than just one tank item to counter him. Anubis, however, is immensely squishy and has only single target CC, so if he is approached from two directions, he will struggle to defend him. Furthermore, his two most damaging abilities require him to stand still for the duration, and while he can still out-damage almost any single enemy, against multiple enemies it is unlikely he will be able to survive while motionless for very long with a lot of peel from allies. As such, even though he does high damage at all stages, he still “falls off” in the sense that he can’t reliably land all of his ticks when in teamfights. If you like blowing enemies (and even poorly positioned teams) up before they can blink, Anubis is the pick for you. The Greek Goddess of Beauty has a kit that, fittingly, is functions by partnering up with allies. Once partnered, she can do a variety of things to keep them alive while simultaneously granting them mana regen and movement speed, and can use her spells to heal them, knock away enemies near them, or cleanse and make them damage-immune for a short duration. The short* cooldown on her 1 allows her to frequently change Soul Mates in fights, partially making up for her single-target heal. It is a targeted heal, though, which is good because it allows low-health allies to try to dodge or reposition, even while receiving the heal. It’s also worth noting that stunning an enemy with Kiss causes your Soul Mate to do significantly increased damage to them.

On the other hand, Aphrodite’s downsides are mostly tied in to her unique Soul Mate mechanic, notably the tough decision-making and sometimes poor clarity of her Kiss. For one, it can be body-blocked by her own teammates. If Aphro wants to heal a weak ally, but another ally steps in between, she will latch to the middle one, delaying the healing and possibly resulting in her ally’s death. The same also goes if you try to land the stun: if an ally is too close to the enemy you wish to stun, Kiss will prioritize allies- a great benefit if you need to heal someone inside a throng of enemies, but not so great if you are trying to stun an enemy. Also related to her 1: the cooldown is much longer when used on enemies than on allies (hence the asterisk earlier), meaning once she uses a Kiss for a stun, she is stuck to whichever partner she has, if any, for several seconds. At the end of the day, Aphrodite is a great mage for those who like to keep allies alive and happy.

Counter playing: Serqet

Serqet is the Egyptian Goddess of venom and is a physical, melee assassin within Smite, she is typically played in the jungle role. Many players began to struggle playing against her as the potential to create mass burst damage was realized.


Serqet’s abilities

Passive – Catalyst
Serqet’s passive is called ‘Catalyst’ and for each passive poison she has applied on enemy characters (which are applied every time she hits a target with an ability) , she will gain additional damage on her next basic attack on the target and remove all of the lingering poison. This would then enable her to land massively damaging attacks onto her targets after using her skills, most likely finishing the life of her chosen target.

Her first ability is called ‘Deathbane’ and this is her main source of damage. Serqet will dash three times (from side to side), damaging enemies caught and applying a stack of Deathbane Poison that lingers for 20 seconds. All of the strikes her multiple dashes make have the potential to crit and can be devastating to those hit by all three. In landing all three attacks she could deal up to 1800 damage (providing all hits are crits). It is important to note that Serqet is immune to knockup whilst dashing.

Cobra’s Kiss
The second ability is called ‘Cobra’s Kiss’ and when using this Serqet will launch two blades forward to her target which will deal relatively small amounts of damage and apply the lingering Cobra’s Kiss Poison. You may of guessed it, this ability is utility based rather than damage based as the strikes of her blades drives enemies into madness which will make them either attack their allies or if none are around they will begin to move toward Serqet. This ability is the total set up of her kit and most enemies hit by this won’t escape her madness alive as she is able to easily hit all three strikes of her Deathbane ability with the potential to then use her ultimate ability if required.

Serqet’s third ability is called ‘Ambush’ within which Serqet turns invisible at the cost of being rooted in place, she is then able to leap and deal damage to enemies in an area and will stay hidden by this ability either until she leaps or cancels the ability with the potential for enemies within a small range being able to reveal her. This ability is used either as an initiate or an escape, depending on the situation.

Last Breath
The ultimate ability of Serqet is called ‘Last Breath’ which latches Serqet onto her target, stunning them for a second and then, after applying the Last Breath Poison, she throws the target 30 units away in her chosen direction. The poison applied then deals true damage over the next five seconds and reduces healing on the target by 100%, if the target then dies while being affected by the poison they will explode and apply the same poison to all targets in the area. Serqet can easily use this target to pick off vital enemies or attempt to tear through an entire team by spreading poison to all of them.

Counter picking Serqet
The best characters to pick against Serqet are those that have hard crowd control and crippling abilities as those characters will disable her engages, escapes and high damage rates due to her not being able to use her abilities.

The characters that apply cripples, that will disable Serqet’s use of 1st and 3rd abilities are as follows:

Ah Muzen Cab
In my opinion, a hard crowd control that can truly catch out Serqet is a taunt, meaning only Athena would be the viable user of hard crowd control to be played against her.

Counter Building Serqet
To counter build Serqet, one must choose to gain crowd control immunity or immunity to damage so in terms of actives most people should build either Purification Beads or Greater Aegis. If you were to counter Serqet with items the best to build would be Magi’s Blessing, as this provides immunity to crowd control for a few seconds at time which means that Serqet cannot use her second ability to set up kills for herself. The best defensive categories to build against her would be physical defense and crowd control reduction.