Category Archives: SMITE

Conquest 101 — Lanes, Roles, Jungle Camp Timers


lanes-roles-camp-timersWhere is the duo lane? What is the Jungler supposed to do? When exactly does Gold Fury respawn?

This guide lays out the fundamentals for playing SMITE’s Conquest game mode, providing handy, illustrated overviews for each of the different lanes (including map orientation), roles and their respective tasks, and the respawn timers as well as gold and experience gain for each jungle camp.

A Comprehensive Overview with 3 Unique Map Illustrations

  • All the lanes are mapped out graphically for both the Chaos and Order side
  • Overview of all the roles including respective objectives, tasks, as well as difficulty level for new players
  • A compact list and illustrated map with every jungle camp featuring respawn times as well as experience and gold gain
Smite Dictionary Encountered some esoteric SMITE lingo you don’t recognize? More than 300 terms specific or related to SMITE are explained in the comprehensive SMITE Dictionary.


Titan (Order) Minotaur (Chaos)
Order Side (Titan) Chaos Side (Minotaur)
Lanes Duo Left (Order) Lanes Duo Right (Chaos)


Position Common
Tasks and Objectives Starter Difficulty
ApolloAD Carry Duo lane Hunter icon_bullet2Farm duo lane in solitude in early to mid game to quickly get late-game build online
icon_bullet2Carry team late game in team fights
icon_bullet2Split-push lanes (towers, phoenixes)
icon_bullet2Help secure Gold Fury and Fire Giant
2 Stars
ThorJungler Jungle
(area between lanes)
Assassin icon_bullet2Farm the jungle and leech off mid and solo lanes
icon_bullet2Rotate between lanes and support with timely ganks (while prioritizing solo lane in very early game)
icon_bullet2Secure jungle buff camps (especially Mid Harpies) together with team for shared camp experience and gold (Bumba’s Mask)
icon_bullet2Initiate team fights or finish off weak opponents
5 Stars
JanusMid Middle lane Mage icon_bullet2Farm middle lane and keep tabs on enemy rotations (crossing middle lane)
icon_bullet2Secure right Mid Harpies with teammates (Jungler, Solo)
icon_bullet2Rotate to lanes for ganks, team fights, or objectives
3 Stars
ChaacSolo Solo lane Mage, Warrior, Assassin icon_bullet2Farm solo lane and counterbuild against enemy Solo
icon_bullet2Rotate for securing or stealing Mid Harpies in early to mid game
icon_bullet2Push solo lane in order to be freer for rotations
1 Star
GebSupport Every lane (starts in duo lane) Guardian, Warrior icon_bullet2Do everything to get teammates ahead
icon_bullet2Leech from middle lane and jungle for farm and control the time spent in duo lane
icon_bullet2Assist lanes in need of help and give support in team fights
icon_bullet2Help secure and steal Mid Harpies, Gold Fury, Fire Giant or buff camps (often using timely HOG3s)
4 Stars
Conquest 101 For a comprehensive guide on the different starting positions and openings in Conquest (including map illustrations), see the article Conquest 101 — Starting Positions for Every Role.

Jungle Camp Timers

Camp Timers
Damage, Mana, Speed Buff
Damage, Mana, Speed Buff
icon_bullet2Buff camps respawn every 4 minutes
icon_bullet2Buffs last for 2 minutes each
icon_bullet2Dropped buffs stay on ground for only 30 seconds until they vanish
icon_bullet2Clearing a buff camp gives 91 gold and 229 experience in total
Harpies map icon
Mid Harpies
icon_bullet2Mid Harpies respawn every 3 minutes
icon_bullet2Clearing Mid Harpies gives 90 gold and 280 experience in total
Harpies map icon
Back Harpies
icon_bullet2Back Harpies respawn every 1:40 minutes
icon_bullet2Clearing Back Harpies gives 71 gold and 184 experience in total
Gold Fury map icon
Gold Fury (GF)
icon_bullet2Gold Fury respawns every 5 minutes
icon_bullet2Securing Gold Fury gives 300 gold and 200 experience to each team member
Fire Giant map icon
Fire Giant (FG)
icon_bullet2Fire Giant respawns every 5 minutes (Note: FG spawns 10 minutes into match for first time)
icon_bullet2Securing Fire Giant gives 150 gold and 200 experience to each team member, as well as the Fire Giant buff to each team member alive at time of its defeat
icon_bullet2Fire Giant Buff lasts for 4 minutes
Note: Barring Fire Giant, jungle camps spawn 10 seconds into the match for the very first time (i.e., the match clock is indicating 00:10 and ticking forwards).

Apollo AD Carry Guide (Zapman’s New Build)

smite-god-guides-logoapollo-adcApollo, the Omnipresent OP Carry.

Strong in all phases of the game and compatible with any support, Apollo has become the measure of all things AD Carry in the current meta. His kit is pregnant with utility and covers every possible angle from attack to defense a hunter could wish for: potent clear and poke, strong disruption (hard crowd control), a great dash ability, and a true global sky ultimate that does massive amounts of damage upon landing. To top if off, Apollo can also call an attack speed steroid his passive. Apollo gravely impacts how the match is played out: his global ultimate bestows on him the ability to split-push out of nowhere or to get in on team fights in a mere heartbeat — or do both together.

The god build discussed here is that by Zapman. The article closely follows his way of building, leveling, and playing the character. For more on Zapman, see his Twitch Twitch channel.

Smite Dictionary Spotted some esoteric SMITE lingo you don’t recognize? Look it up in the SMITE Dictionary — more than 300 entries specific or related to SMITE explained in concise and easily understandable terms.



Starter 1st 2nd 3rd 4th 5th
Death's Toll
Death’s Toll
Devourer's Gauntlet
Devourer’s Gauntlet
Warrior Tabi
Warrior Tabi
The Executioner
The Executioner
Qin's Sais
Qin’s Sais
Titan's Bane
Titan’s Bane

Apollo starts out with Death’s Toll, Spiked Gauntlet, and a health potion. Apollo then finishes rushing Devourer’s Gauntlet in order to begin stacking and continues with the remaining core of the build in Warrior Tabi and The Executioner before branching off into Qin’s Sais and Titan’s Bane.

Death’s Toll is eventually sold in the late game for a situational item in the sixth slot. Prominent options include Rage (higher DPS) or Deathbringer (higher kill potential) for the critical strikes route or Brawler’s Beat Stick for the healing mitigation, the latter of which can also be built earlier in lieu of Titan’s Bane. Although less desirable, defensive items such as Magi’s Blessing (against crowd control) are also a possibility.

Though expensive, Apollo also has the option of going full crit with two crit items for dealing maximum damage in team fights, skipping Titan’s Bane entirely for Rage and Deathbringer, effectively branching off into the Pegasus build.

Zapman favors this new hunter build of his because its power progression over time is superior to any of the other builds. The build reaches absurd amounts of sustained damage with the completion of Qin’s Sais already (4th item). In contrast to the traditional crit build, Zapman’s build is also more cost-efficient while allowing to branch off into other builds or to counterbuild (situational item slot).

Audacity Apollo’s passive is an attack speed steroid and therefore very powerful on a hunter’s kit. After 10 successful basic attacks (structures included), Apollo gains Audacity, attacking with both hands and increasing his attack speed by 100% for the next 5 attacks (hit or miss) he makes.


1st 2nd
Greater Sprint
Greater Sprint
Greater Purification
Greater Purification
Greater Aegis
Greater Aegis

In the vast majority of matches Apollo builds Greater Sprint plus either Greater Purification or Greater Aegis (not necessarily in this order). Only rarely is it required to build both Beads and Aegis without Sprint, when, for example, there are enough crowd controls and nukes on the enemy team to justify doing so.

Which situational active to buy all depends on whether or not the enemy team is heavy on nukes (Poseidon’s Release The Kraken!, Anubis’ Death Gaze, Scylla’s I’m a Monster!, etc). The general rule is as follows:

  1. Whenever there are less than two nukes, Apollo opts to build Greater Purification.
  2. Whenever there are two nukes or more, Apollo opts to build Greater Aegis.
Tip Zapman prefers to get as far down the build chain as he can before investing into any actives. In his own words, “Getting actives too early is a huge money sink and delays your power spike which you want to achieve as early as possible.”

First 5 Levels

Level 1 Level 2 Level 3 Level 4 Level 5
So Beautiful
The Moves
So Beautiful
Across the Sky

In the early game Apollo needs to unlock his entire kit first. The focus lies on So Beautiful (1), Apollo’s clear and poke ability.

Ability Leveling Order

So Beautiful
greater than Serenade
greater than Across the Sky
greater than The Moves

In general, after the first five levels, So Beautiful (1) gains the highest leveling priority. For the offensive and defensive disruption Zapman then prioritizes Serenade (2), while Apollo’s dash ability, The Moves (3), is maxed out last. Apollo’s ultimate, Across the Sky (4), is leveled as necessary or upon impending use.

Play Style

Apollo’s play style is greatly influenced by the global map presence his ultimate allows him. As such, it is possible for him to do multitasking by, for example, pressuring one of the side lanes while also getting in on a team fight on the complete other side of the map. Apollo’s lane push and ability to box is slightly worse than Rama’s in the early game.

Starting Positions

Playing Apollo in the duo lane does not open up any new starting positions or opening variations. On the left side Apollo can either start directly at the mana buff, or, given a support with good clear, he can begin with the back harpies into mana buff opening for the extra experience. Starting on the right side, Apollo is limited to mid harpies into mana buff.

Conquest 101 For a comprehensive guide on the different starting positions and openings in Conquest (including map illustrations), see the guide Conquest 101 — Starting Positions for Every Role.

Early Game

The early game is all about outpushing the opponent.

While he doesn’t possess the strongest push in the early game, Apollo’s laning phase is nonetheless rock solid. His kill potential is high due to the raw strength and utility of his kit (guaranteed poke, disruption, mobility), allowing him to punish overcommitting opponents or outright finish off underleveled supports.

After unlocking his global ultimate at level 5 Apollo can start looking for fast rotations to get in on team fights worth having or for securing the important kills. Mana is only ever an issue for Apollo if he decides to ult in from long distances away. In that case it is beneficial to use a mana potion before initiating Across the Sky (4) to avoid being mana-starved when landing and attempting to secure the target.

As always, it helps to push the first minion wave hard in order to gain the lane advantage for the first 3–5 minutes of the game depending on how active and successful the enemy jungler is.


Thor The enemy jungler usually shows up in the duo lane looking to gank around the 3:00 minute mark, the arguably best time to gank for a jungler. By three minutes into the match the wards initially placed on the map have run out and no longer provide the necessary map vision to detect hidden enemy movements.

Mid Game

The mid game is all about items, rotations, and Gold Fury.

Apollo is in mid game form once his third item, The Executioner, is completed. Apollo should look to farm as much as possible until he reaches that point in order to get his build online and become an effective asset to the team. During the mid game Apollo should look for rotation opportunities more so than he would in the early game.

Apollo’s prime objective in the mid game remains securing Gold Fury and towers off the backfoot of rotations and team fights.

Late Game

The late game is all about team fights, split-pushing, and Fire Giant.

Once Apollo has completed Qin’s Sais, his fourth item, he can already be considered in late game form and should be a beast in team fights and boxing duels. Apollo is now capable of completely shredding even the tankiest of targets, and his ultimate deals such massive amounts of damage that virtually out of nowhere can he annihilate the backlines of the enemy team, where the squishy damage-dealers are bound to hang out.

Thanks to his ultimate also, Apollo is the best split-pusher in the entire game and perfectly capable of taking down, on a whim, phoenixes, Fire Giant, or even the opposing titan if the enemy doesn’t watch out.

Should the match situation call for it, Apollo still has the option to go for critical strikes (Deathbringer) in the build’s sixth item slot.

Smite Dictionary Spotted some esoteric SMITE lingo you don’t recognize? Look it up in the SMITE Dictionary — more than 300 entries specific or related to SMITE explained in concise and easily understandable terms.


The Hunter Builds in a Nutshell


artemisThe purpose of any hunter build is to do high damage while providing some utility on the side.

We provide an accessible overview of the current most prominent hunter builds.
SMITE Hunter Builds

In terms of starter items the following is worth mentioning:

  • At the beginning of the game the hunter in the duo lane starts out with Death’s Toll, Spiked Gauntlet, and a health potion.
  • Ideally, the hunter returns to base for the first time with 1400 gold in hand in order to finish rushing Devourer’s Gauntlet and begin stacking.
  • After completing Warrior Tabi he has various options as to how to develop his item build further .
  • In any case, Death’s Toll is eventually sold in the late game for a proper sixth item.


Zapman Talks Hou Yi, the New Hunter God

In his new video Zapman shares early insights into this difficult-to-master Chinese hunter. We have also summed up Zapman’s thoughts on the new god in compact text form.


Hou Yi has very high damage and turn-around potential, but he also comes with an equally high skill cap (his Ricochet is one of the most difficult skill shots in the game) as well as a really weak early laning phase.

  • Hou Yi works best with a punishing support that has enough lane presence (Ymir, Sylvanus, etc.) to give Hou Yi the time and breathing room to set up his Ricochet shot.
  • Despite its overall high build cost Zapman likes to go with the “Pegasus” build on Hou Yi. Rage and Deathbringer work great in tandem with Hou Yi’s Mark of the Golden Crow (2). The
  • penetration his 2 gives at maximum rank also makes Titan’s Bane wholly unnecessary on this god.
  • In general Zapman’s leveling priorities with Hou Yi are 1 > 2 > 4 > 3. Hou Yi shines the most when maxing out his 2 after his 1.
  • At around level 7 Hou Yi can one-shoot archers with a bouncing shot using Ricochet (1). The problem lies in getting close enough to bank the shot properly. The ideal wave clear shot would be to hit the melee creeps and bank it off the wall to score the archers in the back as well. Hou Yi always wants to bounce these kinds of shots off the outer wall of the duo lane which is less curved than the inner one, making the shot therefore more reliable to set up. Such a bouncing shot is only practical if Hou Yi is given enough time in the lane to set up the shot properly.
  • Hou Yi’s Ricochet (1) allows for blitz-fast jungle clearing even at the start of the match. It also has insane turn-around potential when boxing enemy gods (especially near walls) if the shot is bounced off properly. In the video Zapman demonstrates how to angle the shot with each of the buff camps and, at the end of the video, even the enemy titan itself.
  • Mark of the Golden Crow (2) increases Hou Yi’s damage by a lot. It also procs through walls. With the ground indicator of his 2 ready for highlighting targets, Hou Yi can effectively tell if a target comes around a corner. Furthermore, marked targets with Hou Yi’s 2 at rank 3 are revealed to him on the minimap. And applying Mark of the Golden Crow (2) onto Loki — or any other god with stealth abilities for that matter — wholly reveals him to Hou Yi.
  • Hou Yi is an easy-to-kill target. Before landing when using Divebomb (3), this sky escape forces him to hover still in the air for half a second — effectively a hard tell for the enemy to ready their abilities. And the travel speed during Divebomb is not much faster than Hou Yi’s normal walking speed (cf. Rama’s or Apollo’s dash).

For more Zapman, see also his

Starting Positions for Each Role (Season 2)


SMITE Season 2Season 2 introduces completely new starting positions and openings on a much overhauled, more balanced Conquest map.

This guide introduces the prominent openings and starting positions for Season 2 and details them with map schematics, in-depth walkthroughs, and commentaries.


Each of the openings or starting positions below are organized by role rather than lane.

  • Map schematics for each side
  • Detailed walkthroughs
  • Commentaries (set in italics)
Smite Dictionary For help with SMITE-specific terms, the SMITE Dictionary sports over 300 entries from ADC to Zapulate with concise and easily understandable definitions.

In part this guide is also a work in progress.

Since the openings in Season 2 are equally aligned irrespective of map orientation (Order or Chaos), the overall amount of unique openings is smaller when compared to the number of Season 1 starts. As more starts become prominent and viable in high-tier play, this guide will be updated accordingly. New additions to the openings will be noted as such below.

Guide Updates

  • Fleshed out description for clearing mana camp (line of sight)
  • Added Back Harpies Double HOG Opening (jungle, solo).

Starting Positions and Openings

The changes to the map layout relevant for the starting positions and openings in Season 2 can be summed up as follows: Mid Harpies spawn for the first time at the three-minute mark; the mana buff on the duo lane side was replaced by the attack speed buff (purple icon); the speed buff can be found on the solo lane side now; and the buffs are aligned in identical fashion for both Chaos and Order side.

The identical buff arrangment on both sides is also the reason why no one team has a lopsided start anymore. For example, previously in Season 1, the duo lane on the Chaos side saw itself being too easily pushed under the tower at the beginning of the match due to how the buff camps were aligned on each side and how the timings of the different starts per side played out.

What follows are the starting positions and openings organized by role.