Category Archives: SMITE

SMITE Dictionary: Season 2 Update

Season 2The Season 2 changes are finally upon us.

We have updated the SMITE Dictionary accordingly to account for the Season 2 changes. The formatting also received some polish so that entries with multiple definitions are more readable. Happy browsing!

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The New Season 2 Hunter Meta Dissected (Video)

xballerThe advent of Season 2 has already shown a drastic departure from the familiar hard push meta of Season 1.

In a recent video Hinduman analyzes one of Zapman’s SPL Qualifier games in insightful ways. We provide compact notes on the video and new meta.

Video

Despite its considerable length (1h09min), Hinduman’s gameplay analysis of Zapman’s SPL qualifier match is worth watching until the end. Compact notes are provided below.

Notes

  • Laning in Season 1 was all about outpushing the opponent (hard push meta). Season 2 is, by contrast, all about lane freeze to deny farm.
  • Pushing minion waves into the enemy tower only allows the opponent to safely farm them off and out of harm’s way. It is no longer an effective means of denying farm. Instead, zoning the opponent out and freezing the lane puts one vastly ahead in lane.
  • A look in the SMITE Dictionary gives answers as to what lane freeze entails:

From Smite Dictionary:

Lane freeze. A form of Farm denial in Lane. As opposed to pushing the lane, enemy minions (while clashing with one’s own minions) are nothing but Last-hit or not hit at all, with the enemy being absent from lane or Zoned out of assist range. This ensures that allied minions are gunned down by enemy minions (instead of by the enemy laner himself), so that the enemy can no longer farm those minions off for gold or experience. Using this tactic the point in lane where the minions clash can be transferred in whatever direction the minion wave with the larger amount of minions is pushing. The opposite of Lane push.

  • In terms of character picks there is more variety in the hunter world again. Most notably, Xbalanque, Cupid, Ullr, and Artemis see a huge comeback to the forefront of competitive play. Barring Anhur, the old top-pick guard is still standing strong however (Apollo, Rama).
  • Aggressive carry supports (Ares, Bellona, Fenrir, Guan Yu, Sun Wu Kong, Ymir) see a rise in popularity due to the kill potential, clear, and zoning capabilities they have over the lane supports. Athena’s free roaming potential (her Ult) puts her over every other support currently.

Itemization

  • The nerf to Qin’s Sais no longer makes this item attractive enough for hunters in terms of cost and performance (see here for a handy hunter DPS calculation app). Ergo, we see a shift from Qin’s Sais builds, which were very popular at the close of Season 1, back to primary crit builds with Rage plus Deathbringer providing the highest sustained damage by far.
  • With Transcendence being considerably cheaper, the start of tier-two Transcendence plus potions looks potent. However, not having Devourer’s Gauntlet as part of the overall build hurts in terms of effectiveness and playstyle too much to make the Transcendence start a recommended choice.
  • So far, the build showcased below has gained unequivocal popularity in competitive play.
Classic Crit Redux (Zapman Build)
1st 2nd 3rd 4th 5th 6th
Devourer's Gauntlet
Devourer’s Gauntlet
Ninja Tabi
Ninja Tabi
Ichaival
Ichaival
The Executioner
The Executioner
Rage
Rage
Deathbringer
Deathbringer

A few pointers on the build itself:

  • Starter items are Bluestone Pendant, Spiked Gauntlet, and a health potion. Death’s Toll can still be useful in certain situations, for example, for hunters with a potent attack speed steroid and who look to aggress early in lane with their carry support.
  • Ichaival is incredibly cost-efficient and provides excellent boxing potential against any target early to mid game. If a hunter falls behind too much or is significantly ahead, this item can also be skipped.
  • In the end game Ichaival can be sold to free up a sixth item slot. Hunters with a steroid ability might want to go for triple crits in building Malice. Hunters without such an ability are better off with Odysseus’ Bow. A situational item like Brawler’s Beat Stick (against healers) is also an entirely legitimate option as well if the match calls for it.
  • The popular active items for hunters remain Sprint plus Beads or Aegis.

Ullr AD Carry Guide (Zapman Build)

smite-god-guides-logo

ullr-teaserReady to dominate the duo lane, Ullr is back for Season 2 and enjoying prime-pick status again. In this guide we discuss Zapman’s Ullr in great detail.

Polynomicon
Editor’s note
This guide details Zapman’s way of building, leveling, and playing Ullr (TwitchZapman’s Twitch). The article also makes heavy use of SMITE and MOBA terminology. Browse our comprehensive SMITE Dictionary if you encounter unfamiliar terms.

Introduction

Ullr, God of ELO and Burst Hunter at Heart

Ullr, God of EloDuring Apollo’s firm grip on Season 1 Ullr had fallen off the radar. However, due to the massive changes introduced in Season 2, Ullr is now back to the forefront of prime-pick hunters.

Ullr has a stance-switching kit that allows him to spam abilities in quick succession and to burst down his target. However, the high casting cost of his abilities require strict moderation, lest Ullr risks running out of mana in too quick a fashion.

While his boxing potential in lane at levels 9 through 13 is infamous, Ullr can hold his own during all phases of the game, whether in 1-on-1 or even 2-on-1 situations.

Ullr works well with any support. His versatile kit also allows him to be self-reliant in lane up to a point where he can even shine in the shoes of other roles if he so desires (solo, jungle).

Build

Season 2 sees the return of the classic crit build as the top performer in terms of raw damage, albeit in slightly tweaked form. Now nerfed, Qin’s Sais is no longer a viable option for hunters. The selection of potent active items has remained exactly the same for hunters as in Season 1.

Classic Crit Redux (Zapman Build)

Starter 1st 2nd 3rd 4th 5th
Bluestone Pendant
Bluestone Pendant
Devourer's Gauntlet
Devourer’s Gauntlet
Ninja Tabi
Ninja Tabi
The Executioner
The Executioner
Rage
Rage
Deathbringer
Deathbringer

The starter items are Bluestone Pendant, Spiked Gauntlet, and a health potion. After rushing Devourer’s Gauntlet to begin stacking Ullr continues with Ninja Tabi and The Executioner before branching off into the two crit items Rage and Deathbringer.

In the late game Ullr eventually sells Bluestone Pendant for Malice to round off the build with triple crits. This item slot can also be reserved for a situational item like Brawler’s Beat Stick (anti-healing) or Titan’s Bane (anti-tank, faster phoenix kill time). Odysseus’ Bow is a preferable option for hunters without a steroid ability, but not Ullr.

More so than other hunters, Ullr benefits from carrying extra mana potions even well into the mid game.

Ichaival
Ichaival
Ichaival is not part of the build for multiple reasons. While Ichaival provides early boxing potential in lane and allows early rotations at a low buy-in cost (1700 gold), it nonetheless delays a hunter’s crit items from coming online only to be sold in the late game for a proper sixth item. With Ichaival as part of the build, Bluestone Pendant has to be sold earlier as well (for Deathbringer). The Executioner fills a very similar role to Ichaival but provides more raw damage in the long term.

Actives

1st 2nd
Greater Sprint
Greater Sprint
Greater Purification
Greater Purification (Beads)
Greater Aegis
Greater Aegis

The selection of viable actives is the same for every hunter: Sprint for giving chase and running away, Beads or Aegis for greater survivability.

The choice between buying Beads or Aegis depends on the number of nukes on the enemy team. With two nukes or more, hunters are generally better off building Aegis instead of Beads. A hunter who builds both Beads and Aegis (without Sprint) is either up against an eccentric team composition or he simply made a bad decision.

The buy order for actives relies heavily on the match at hand. For example, with an Artemis on the enemy team hunters will see themselves going for Beads first and relatively early due to the mere threat of Artemis’ boar Ultimate.

Midas Boots
Buy time
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.” Around the time Boots are completed it is a good idea to pick up a first active.

Abilities

Similar to Hel, Ullr has access to two separate ability kits, with three skills each, that he can switch to and fro at will. His axe kit is close range and provides much utility (stun, leap), while his bow kit is ranged and sports all the burst. In fact, Ullr’s full stun combo (axe stance > 1 > switch to bow stance > 3 > 1) is infamous for its tremendous burst damage, taking about 75% of the opponent’s health points if it fully connects — a litmus test for every serious Ullr player.

The power level and versatility of Ullr’s ability kit is impressive not only for a hunter. Ullr has strong push as well as poke, two steroid abilities (one of them being a permanent passive), as well as a leap and a stun to round off the package. The only thing that Ullr lacks is an Ultimate; here hunters with impactful Ults such as Xbalanque, Apollo, or Rama have definitely an edge over him.

Overall Ullr is one of the most difficult characters to play well in SMITE. His skill shots are very difficult to hit (beginners should start by mastering his third ability, Hail of Arrows) and the overall high casting cost of his spells punishes the inexperienced harshly.

Leveling

Bladed Arrow
1
Bladed Arrow
greater than Hail of Arrows
2
Hail of Arrows
greater than Wield Axes
4
Wield Axes
greater than Expose Weakness
3
Expose Weakness

Bladed Arrow (1) and Hail of Arrows (2) are fully interchangeable. Ullr levels the former for more push and the latter for better poke. Only Bladed Arrow (1), however, fully clears minion archers at maximum rank which is why it is generally prioritized in the later levels.

Since Ullr’s fourth ability is a permanent attack-speed passive, it gets the nod over Expose Weakness (3) when leveling.

First 5 Levels

Level 1 Level 2 Level 3 Level 4 Level 5
Hail of Arrows
3
Hail of Arrows
Bladed Arrow
1
Bladed Arrow
Bladed Arrow
1
Bladed Arrow
Hail of Arrows
3
Hail of Arrows
Wield Axes
4
Wield Axes

The leveling priority in the first five levels generally lies on Ullr’s Bladed Arrow (1) for the push, as it eventually comes to outdamage Hail of Arrows. Nonetheless Hail of Arrows (3) is leveled first for it does 10 more damage at rank 1 which, in turn, helps with clearing creeps at the start of the match.

At level 5 Zapman prefers to put one rank into Ullr’s stance-switching ability (4) for the extra lifesteal in axe mode which, according to him, has saved him many a time in clutch situations.

Play Style

Season 2Ullr works well with any support and is strong in all phases of the game. Most noteworthy is his tremendous boxing power at levels 9–13 where he begins to tap into his full clear and burst potential much to the dismay of the opposing hunter.

The biggest difference between Season 1 and 2 is how matches progress in the early game for the hunter. For example, the duo lane is going to be stalemated most of the time in the early stages, and due to the neutered clear abilities of the hunter class there is a paradigm shift in regards to farm denial away from hard pushing the lane towards lane freeze. By contrast, both the mid game, the late game, as well as team fights still play out relatively the same as before.

The starting positions, however, are completely different in Season 2. No longer does any one side (Chaos or Order) have the advantage especially in the duo lane. On that note, buff camp invades on the Gold Fury side are a rare sight now.

adc-mid-sup-standard-order
Starting positions
For the different starting positions for Ullr (AD Carry), see our article Conquest 101 — Starting Positions for Each Role (Season 2), which sports map schematics, detailed descriptions, and commentary on each of the openings.

Early Game

The early game is all about first blood in lane and denying the opponent farm.

With his strong push and poke, Ullr can be looking to aggress early to get first blood. Even this early in the game his full stun combo is capable of draining a single target’s lifebar by 75%. A wise Ullr also keeps tabs on the enemy jungler at all times, for nothing can be said with certainty anymore when the jungler is looking to gank the duo lane except that he will be looking to contest mid harpies at the three-minute mark.

Due to the reduced push and kill potential in Season 2, the duo lane has the tendency now to grind to a complete stalemate between the opposing hunters. And since the enemy can look to farm out of harm’s way under his tower, it is no longer effective to hard-push the wave into the tower as a means of farm denial. Rather, whenever the kill potential is in Ullr’s favor, he should be looking to freeze the lane in order to deny his opponent a tremendous amount of farm and to get vastly ahead in levels.

An aggressive support carry (such as Ares, Guan Yu, or Ymir) can help zone the opponent out of assist range almost with guarantee.

Gem of Isolation
Lane freeze
For more on lane freeze, see our article Season 2 Hunter Meta in Action Explained (Video) which has Zapman demonstrate the concept for us.

Mid Game

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

Ullr is in mid game form once his third item, The Executioner, is completed. Ullr should look to farm as much as possible until he reaches that point. This allows Ullr to get his build online as soon as possible, making him a valuable asset in team fights as a result. During the mid game Ullr should look for rotation opportunities more so than he would in the early game.

Ullr’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.

Ullr is in late-game form once he completes Rage and work on building Deathbringer has begun. Since at this stage Ullr will be a beast in team fights, capable of shredding any target, the enemy team will be looking to single Ullr out exclusively. Proper positioning is more than ever essential in this phase of the game and squishy targets should be at the top of Ullr’s target priority list.

SMITE Introduced a New Chinese God Zhong Kui

SMITE - Zhong Kui

The SMITE patch which was updated today introduced various balance tweaks as well as the latest Chinese god Zhong Kui, Queller of Ghosts. In this patch, Guan Yu has been given an all new 3D Model, FX, Animations and 2D Art. His damaged has switched from Magical to Physical, and several abilities have changed. As preparation for this change, Master Guan Fu also spent time in the gym and has grown some muscles and size. In celebration of the Zhong Kui debut, 2P.com will co-host an event to hand out codes to unlock Zhong Kui and his alternate skin, King of Ghosts.

SMITE - Zhong Kui

New God: Zhong Kui

  • Demon Bag (PASSIVE)
    The demons that Zhong Kui captures from Exorcism are stored in his demon bag, giving him additional protections for each demon captured. When Recall Demons is activated, Zhong Kui gains double the protections from his Demon Bag, but eventually losing all stacks when the bag is empty.
  • Expose Evil
    Zhong Kui pastes a card on all enemies in front of him, marking them as a demon, slowing and damaging them each second while they are marked. If the card is removed, 50% of the remaining damage is done instantly. Damage Per Tick: 20/30/40/50/60 (+15% of your magical power). Slow: 20%. Card Lifetime: 6s. Cost: 60/65/70/75/80. Cooldown: 10s.

SMITE - Zhong Kui

  • Exorcism
    Zhong Kui drives out the demons of his enemies, dealing damage as they leave the body. Demons marked by Expose Evil are captured by Zhong Kui, healing him per demon captured (up to 3), and have the card removed. Damage: 75/125/175/225/275 (+50% of your magical power). Heal: 30/45/60/75/90 (+20% of your magical power). Cost: 20/40/60/80/100. Cooldown: 13s.
  • Book of Demons
    When fired, the Book of Demons deals damage and stuns nearby enemies, with marked enemies getting stunned for 2x the duration and removing the card. When this ability is not on cooldown, the Book of Demons flies nearby Zhong Kui, firing for 50% of Zhong Kui’s basic damage. Damage: 60/115/170/225/280 (+70% of your magical power). Stun: .5/.6/.8/.9s (2x for marked targets). Cost: 75/80/85/90/85. Cooldown: 10s.

SMITE - Guan Yu

  • Recall Demons
    When Zhong Kui activates this ability, demons pulse out from his bag at nearby players every second for 5s. They chase and accelerate over time, doing damage to enemies and healing to allies as they enter the body. Zhong Kui is immunte to crowd control for the duration. Damage: 80/95/110/125/140 (+20% of your magical power). Healing: 25/40/55/70/85 (+20% of your magical power). Cost: 100. Cooldown: 90s.

Read Patch Notes for more details about this patch

SMITE - Guan Yu

SMITE - Guan Yu

SMITE: Fall in love with… Aphrodite!

Introduction

There are too few words to describe the radiance, the magnificence, the inequitable glory of Aphrodite, Goddess of Beauty. So wondrous is she to behold that one look can inspire tears, desire, jealousy, and love. Yet, beneath her flawless exterior resides a heart burdened with insecurity. Welcome, to Aphrodite guide.

Pros

  1. Incredible sustain.
  2. High healing.
  3. Short cooldowns.
  4. Extremely fast.
  5. Easy to escape.
  6. Reliable Stun

Cons

  1. Quite squishy.
  2. Low damage.
  3. Reliant on your partner.

First Items:

Boots of Celerity

  • Pick these boots over Boots of the Magi as the extra mobility allows more successful chasing and the extra cooldown reduction brings you to the 35% cooldown cap along with your pendant.

Chronos’ Pendant

  • This item provides your sustain, and helps to restore mana to your soulmate. The cooldown similarly allows you to heal, stun and ult more frequently. This is your core item, and you should prioritize completing it.

Meditation

  • Meditation provides you with much needed sustain before you finish your pendant, and can provide a boost of mana to both you and your soulmate at a critical moment. Taking this as one of your first items is an incredible help early game and remains useful long into late game, as it can be used to replenish 30% of your soulmate’s mana. You will want to upgrade this along with your boots and pendant, as the 25% heal at rank 3 can be a lifesaver.

Buy those items first, after them, go ahead by your own way. (I would choose more magical power items)

Skills

  • Love Birds: Max this first. This skill heal you and your ally, so it’s such necessary!
  • Kiss: Max this second, for stun your enemies for too long, and… give them the kiss of death.
  • Back off!: Have a quite damage, but max at the final.
  • Undying Love: Put this skill on first (it’s the ultimate, and it’s matters than the others).

Now, always help your ally, healing and stunning your enemies, a nice partner would be Ares, the God of War.

Thanks for reading!