the comprehensive adc guide
DESCRIPTION
The Comprehensive ADC Guide for SMITETRANSCRIPT
The Comprehensive ADC Guide
I. Table of Contents
I. Table of Contents
II. Introduction
III. The Definition Of An ADC
IV. Terms To Know
V. Gods That Work Well In The ADC Role
a. Standard ADC Picks
i. Ah Muzen Cab
ii. Anhur
iii. Apollo
iv. Artemis
v. Chiron
vi. Cupid
vii. Hou Yi
viii. Medusa
ix. Neith
x. Rama
xi. Ullr
xii. Xbalanque
b. Alternate ADC Picks
i. Arachne
ii. Bellona
iii. Chronos
iv. Freya
v. Loki
vi. Mercury
vii. Poseidon
c. Counter ADC Skills and Gods
i. Disarm
ii. Crowd Control
iii. Cripples
iv. Pulls
v. Heal Reduction
VI. How To Start The Game
a. Jungle Buffs
i. Strategy 1
b. Invasion
i. Damage Camp Invade
ii. Attack Speed Camp Invade
iii. Counter Invasions
VII. Lane Strategies
a. Warding
b. Early Game Strategies
i. Understanding And Establishing Your Zone
ii. When To Return To Base
iii. Pushing Hard
iv. Playing Defensively
v. Targeting the Archers Only
vi. Attacking Around The Minions
vii. Letting Your Support Last Hit
viii. Hiding Behind Walls to Conceal your Rotations
ix. Animation Canceling
c. Mid Game Strategies
i. Rotations
ii. Stealing Enemy Buffs/Defending Your Buffs
iii. Freezing The Lane
iv. Thinning The Wave
d. Late Game Strategies
i. Split Pushing
ii. Bull Dozing
iii. Ghosting
iv. Ignoring The Lane
VIII. Team Fights
a. Early Game Strategies
i. Using Your Skills Correctly
b. Mid Game Strategies
i. Baiting and Boxing The Enemy ADC
ii. The Moron Strategy
iii. Power Spikes
c. Late Game Strategies
i. Stay In The Back
ii. Ambushing
iii. The Charge
IX. Objective Strategies
a. Tier 1 Towers
b. Tier 2 Towers
i. Destroying The Mid Lane First
ii. Destroying The Duo Lane First
c. Phoenix
i. Destroying The Duo Lane First
ii. Destroying The Mid Lane First
d. Gold Fury
i. Soloing The Gold Fury
ii. Trying To Steal The Gold Fury
iii. Team Fight On The Gold Fury
iv. Baiting By Using The Gold Fury
e. Fire Giant
i. Do NOT Bunch Up On The Fire Giant
ii. Rotate In The Opposite Direction Of The Player With Aggro
iii. Baiting By Using The Fire Giant
X. Itemization Strategies
a. CORE Builds
b. Situational Builds
c. ADC Counter Items
XI. Credits and Special Thanks
XII. Disclaimer and Copyright
II. Introduction
Welcome to my guide for the ADC lane. My goal is to explain the ins and outs of the ADC role, from the very
basic to the extremely niche and oddball tactics that might help you beat your opponent. This guide is here to
explain the various tactics to you and give you a general rule of thumb. Obviously, no two games are the same,
and different situations call for different tactics. It's up to you to make the best use of the information this
guide provides.
If you see any information that you feel could be improved upon, please drop me a PM and I'll look into adding
it to the guide.
III. The Definition Of An ADC
The term ADC (Attack Damage Carry) is a carryover from League Of Legends (LOL) that has stuck onto
SMITE's terminology. A 'Carry' does not necessarily mean that the god must be a ranged auto attack god. A
Carry is any god that outputs the bulk of the damage, or who carries the team to victory.
n SMITE, the ADC role is mostly filled with 'Hunters'. A good ADC will have three things, High Auto Attack
damage, Lifesteal, and a good lane clear. That's really all you need to perform well as an ADC.
The main objective of any ADC is two-fold, starting from the most important they are:
1. Earn experience and gold as fast as possible.
2. Use your high damage to help secure objectives and control team fights from the rear.
It's fairly simple, but most people forget the fact that this is not a KDA based game, it's an objective based
game. Your main role is to get fed ASAP and knock down objectives for your team. You're the main source
of constant damage, so you need to act like it. You generally don't want to fight too much early game, as
there's better gods and roles that simply do that better than you can.
IV. Terms To Know
AA - Short for Auto Attacks, AKA Basic Attacks.
ADC - Short for Attack Damage Carry.
Aggro - Short for Aggression. A term to describe who the AI is currently Attacking.
AKA - Short for Also Known As.
AMC - Short for Ah Muzen Cab.
ASR - Short for Attack Speed Reduction.
Backing - AKA RTB
Big - AKA "Being Fed' (See Fed).
Buff - Short for "Jungle Buff" - A beneficial stat that drops from the big minions of a Camp.
Camp - Short for "Jungle Camp" - Comes in the form of EXP.
Carry - A player or god who is making the best plays on the team, and "Carrying" the team to
victory.
CC - Short for "Crowd Control".
CCR - Short for "Crowd Control Reduction".
Collapsing - The act of surrounding and killing a player. "The enemy collapsed on our ADC"
means The ADC was ganged up on by multiple enemy gods.
XP/EXP - Short for "Experience", You need EXP to level up your character in game.
Feed - A negative term for when a player dies multiple times to an enemy god.
Fed - A Positive term that means the player is ahead of his adversary, usually by two or more
levels.
FOV - Short for Field of View.
Freezing - The act of 'Freezing' or stalling the minion wave to deny experience or keep the wave
in a more favorable position.
Global Ult - A far reaching Ultimate that can potentially cross maps. Example : Neith's World
Weaver
HOG - Short for Hand of God.
HOG 3 - Short for tier 3 HOG, or Wrath Of The Gods.
KDA - Short for "Kills Deaths Assists".
KDR - Short for "Kill Death Ratio".
Kit - The ability set of a god.
Last Hitting - The act of dealing the killing blow to a minion. Last Hitting awards 50% extra gold
to players.
LOL - Short for League Of Legends.
Meta - A term to describe an overall strategy in game that yields the highest win rate. "The best
way to go about doing something is another way to say META".
OBOW/O-Bow : Short for Odysseus' Bow.
OOM - Short for "Out Of Mana".
Push - The act of advancing minions or teammates up a lane to attack an objective "The Artemis
pushed her minions to the tower".
Peel - The act of using crowd control to stop an enemy god from damaging a teammate. "Ymir
uses his Freeze to Peel the enemy from his ADC".
Power Spike - A term used to describe power boosts after finishing an item. Important to team
fights.
Pubstomp - Short for "Public Stomping" - Usually an Experienced player going into a Casual
Match and grabbing a god that most casual players have issues against.
RTB - Short for "Return(ing) To Base".
Rotate - The act of moving from one lane to another. Usually used as "Rotating Left/Right/Mid".
Snowball - The act of a player/team getting fed and carrying an overwhelming advantage over
the enemy.
Steroid - An innate ability in a gods Kit that boosts attack speed or power (Example, Artemis's
Vengeful Assault).
Wave - A group of Minions. 3 Archers and 3 melee minions is a full wave.
Deep Ward - Placing a ward deeper into the jungle for earlier detection to prevent ganking.
Shallow Ward - Placing a ward close to your buffs to prevent ganking and buff stealing.
Offensive Ward - A ward placed in the enemies half jungle.
Defensive Ward - A ward placed in your half of the jungle
Zone - The Area in your lane that it is safe to fight from.
Zoning - The act of controlling a portion of the lane through minion manipulation and skill.
V. Gods That Work Well In The ADC Role
Let's face it. Most any god CAN get in the ADC role, but realistically, only a few excel in the role. Here are
the most prominent gods that succeed in the ADC Lane.
a. Standard ADC Picks
Ah Muzen Cab (Easy to Learn, Hard To Use, Pubstomp) - AMC is a harder god to use as an ADC, simply
for the fact that other gods have more survivability. AMC has, without a doubt, the strongest lane clear in the
game however, along with a monstrous mid game. It is very easy to lock your enemy under their tower as the
giant bee. This comes with huge risks however, as AMC has no hard CC, nor any particularly great escape. A
single death in the early game pretty much deletes an AMC from all team fights for the rest of the game. All
of these factors together make him favored as a 'pubstomp' god.
Anhur (Easy to Learn, Hard to Master, Easy to Use, Weakest End Game) - Anhur arguably has the best early
and mid game of any hunter. He absolutely shreds armor; which is huge in the current meta, and he hits like
a truck. Unfortunately, his ult falls off fairly hard late game in comparison to other gods, normally relegating
itself to a securing tool or as a second set of beads. That isn't to say he isn't viable, it just means he needs to
exert more caution end game. The reason I say "Hard To Master" is that Anhur has several tricks and combos
that work together that require some training to pull off (For example, the Leap + Knockup > Pillar > Impale
combo)
Apollo (Easy to Learn, Hard to Use, Top Pick) - The fallen star of the SMITE world. Apollo doesn't have an
amazing lane clear early game, but he is the unrivaled god of the split push. His push picks up as soon as
you're done with your first stack item, so as soon as you're out of that territory he's right back to top tier god.
If the enemy is hunkered down somewhere, simply walk across the map, and begin assaulting the tower.
Eventually someone will come and stop you, which results in you ulting away and forcing a 4v5 on the enemy
team. He also still retains all of his utility, which makes him very useful for team fights.
Artemis (Easy to Learn, Very Hard to Use, Tower Killer, Pubstomp)- Artemis is probably the worst ADC
atm. A major note is that she lacks a reliable escape outside of her ultimate, so grabbing combat blink might
be a good idea for her. She suffers early game, as other gods do have a better lane clear skill. The main bread
and butter of Artemis is her passive and steroid. Unlike every other hunter in the game, Artemis doesn't require
rage to push out ludicrous amounts of damage. Artemis is only outdone by AMC when it comes to sheer DPS
for steroids, so it's no wonder the lane she's in will be cleared of towers usually, since it only takes a small
window of opportunity for Artemis to destroy them.
Chiron (Medium to Learn, Medium To Master) - One of the more unique ADC's, and in fact gods, in the
entire game. He's fairly mana hungry, and his clear is pretty nice. He has quite a bit of utility, including a
knockback on his (frankly) amazing escape, and a slow to help keep enemies where you want them. His overall
kit however is nice. I consider him a little more powerful than most ADC's.
Cupid (Easy to Learn, Easy to Master) - Another god with amazing lane clear. Cupid has one of the best team
fight presences in the game with the right teammates, since his entire ultimate field is a cripple. Top that off
with big early game damage, and cupid can shine with the right team setup.
Hou Yi (Hard to Learn, Hard to Use, Top Pick) - Hou Yi is a rather funky god. He has quite a bit of single
target kill potential, but he just doesn't shine outside of the narrow jungle paths or without a Ymir handy to
help set up his Richochet. He has pretty crappy clear in comparison to everyone but artemis. His ultimate is
nice for team fights in both damage and zoning, as it will generally force the enemy into a nasty position when
used right. He requires a bit of a different train of thought than other hunters, so I would recommend other
hunters if you're just starting the ADC role. Will say this though, triple taps are disgusting, so if you're good
at trick shotting, Hou Yi can be a real monster for you.
Medusa (Easy to Learn, Easy to Use) - Medusa is currently the best boxer in the game. Owing to the fact that
she has zero movement penalties while strafing, as well as only half penalties while moving backwards. Unlike
every other god, who needs to turn their mouse to juke correctly, Medusa can strafe just as fast as she can
walk forward, which is HUGE. She has a solid kit overall, along with a nice steroid, although the windup for
her ultimate can feel like it takes an eternity during gameplay. She's a very strong pick at the moment, though
she's not broken.
Neith (Easy to learn, Hard to Master, Easy to Use, Pubstomp) - Neith has quite a bit of utility, along with a
global ult. One of the biggest faults with Neith is the fact that her backflip is completely telegraphed, meaning
you will ALWAYS know where she lands. She's a fairly safe pick overall though, since she has extra healing
built into her kit, and a really great team fight presence thanks to the combinations of broken weaves and
roots.
Rama (Easy to learn, Intermediate to use) - A solid pick overall. Rama has an escape, a steroid, and a great
lane clear. To top it off, he has an ultimate that can kill enemies from quite a distance, though it requires quite
a bit of accuracy to pull off. Overall, he's a top pick in the current meta.
Ullr (Hard to Learn, Hard to Use) - Ullr takes some training, and is also the biggest mana eater of any ADC.
He's an extremely good god if you learn his combinations, as well as how to animation cancel, he can become
fairly devastating.
Xbalanque (Easy to learn, Easy to Use, Top Pick) - A very easy god to pick up, Xbalanque can really dish
out the damage. His passive basically gives him an extra item, so if you rack up kills, you become big fairly
quick. Add to that, his ultimate can cause some serious confusion for the enemy team, as it blocks off ward
view, as well as player view. Damage wise, his kit is extremely strong, so you'll never be left wanting if you
pick Xbalanque.
b. Alternate ADC Picks
Arachne (Easy to Learn, Hard to Use, Pubstomp)- While Arachne is better off in the jungle, you can bring
her to the ADC role relatively well. You end up with a fairly strong early game, thanks to the great kit on
Arachne early game. She gets bonus lifesteal, as well as a web that can help stop or clear minions. The end
game won't be as strong for Arachne as a traditional ADC, but your early and mid game should be fairly solid.
Bellona (Intermediate To Learn, Easy To Use, Pubstomp, Top Pick)- Being the only god with Disarm, Bellona
is the only true counter ADC pick in the game. That said, she can also work quite well as an ADC, despite
being a melee god. In fact, Bellona can fill almost every role if you have the right team composition. If you
let Bellona get even a little bit ahead, it becomes extremely easy for her to snowball, which is why she's a
pubstomper's dream as well.
Chronos (Easy to Learn, Hard Early game, Easy to Use, Extremely Safe) - Chronos is usually sent to the Solo
lane, but he can easily fill the ADC role as well, if you build him with AA items instead of straight power. His
passive also has a mana regen skill which is also extremely helpful. Add to that, he can get a free pass in a
fight by utilizing his ult, which will allow him to start the fight fresh.
Freya (Easy to Learn, Hard to Use, Pubstomp) - Being completely reliant on auto attacks topped with massive
burst potential, it's no wonder that Freya can play in the ADC lane. She took a pretty hard hit when the blue
buff was replaced with the purple buff in duo lane, but she quickly rebounds so long as you play safe early
and buy several blue potions.
Loki (Easy to Learn, Intermediate to Use, Hard to Master) - Loki is obviously made for the Jungle, but can
see quite a bit of success in both the Solo and ADC roles. Much like you would when you choose him for the
Solo lane, you simply use him as an off Jungle.
Mercury (Easy to Learn, Hard Early game, Intermediate to Use)Unlike Arachne, Mercury gives up the early
game for the devastating mid and late game. There aren't many gods that can't push a Mercury against the wall
easily early, so you'll always be on the back foot. You'll want to focus on eating back and mid harpies as much
as possible to help close the gap between you and the enemy ADC. But remember, as soon as mid game rolls
around Mercury hits his stride. His team fight presence is ungodly, even by ADC standards. Use him like an
ADC end game, except right up in their face.
Poseidon (Easy to Learn, Hard Early game, Intermediate to Use) - Much like Chronos, you simply build him
with slows and attack speed. I would seriously recommend fatalis if you choose ADC Poseidon. Remember
that Poseidon has a cripple thanks to his wave, which will absolutely destroy your unwary ADC opponent in
the blink of an eye.
c. Counter ADC Skills and Gods
These gods and skills are the bane of your existence. Practice extra caution around these gods, and you should
come out well enough. These are the gods and status effects that are most lethal to you top to bottom.
Disarm - Currently, Bellona and AMC are the only gods with this unique crow control. It's the only Crowd
Control that focuses on shutting down the ADC completely. If you find yourself under the effects of Disarm,
you need to back off or pop your beads.
Attack Speed Reduction - Witchblade, Enfeebling Curse, etc. - When used properly, ASR can really make
your life miserable. The most obvious effect is that it shuts down your DPS, but for ADC it's effectively taking
your VHP and cutting away the bulk. Lifesteal is a major part of being an ADC. If you don't have the DPS to
make use of your Lifesteal, you're in a world of pain.
Heal Reduction Odin and Chang'e can be nasty opponents if you forget they shut your life steal completely
off. Odin is a complete monster early game, even more so if you don't have an escape (combat blink or a leap).
Getting stuck in the Ring will be your demise every time. Chang'e is also pretty scary due to the simple fact
that she can poke and juke like nobodies business.
Crowd Control- Ymir, Athena, Cabrakan. These are gods that you never want to fight when they have
backup. The best counter to this is simply stay out of their range and zone them out. Allow your Support to be
the amazing damage soak and help peel enemies off of him as needed. Just like with heal reduction, the second
you stop attacking as an ADC, you become just another squishy, and will die very easily.
Cripples - Poseidon, Cupid, and Ares can really make life hell for an ADC. You need to keep your escape
available to get out of nasty situations. Respect your opponents, if you know they have a cripple, pay close
attention to when they fire it off. Beads will be your only ally here.
Pulls - Sobek, Hercules, and Awilix can turn a pleasant stare down into a full fledged fight within a second,
so make sure you stay out of their fishing zone. For Sobek, it's as simple as keeping a minion in between you.
For Hercules and Awilix, it's all about not meeting the criteria that puts you in their strike zone.
Shield Of The Underworld - This active is literally the best way to shut down a crit build. If you see this
active pop up, stop attacking unless the enemy is barely alive.
VI. How To Start The Game
Aside from your general start build, there's several routes you can use to start the game. Make sure to pay
attention to what your Support is doing in terms of ward coverage. Remember that 100 gold is a cheap price
to pay to stay alive. To help put it in perspective, 1 minion wave is worth 330 exp + 87 gold (129 with all last
hits). If you die, you'll miss one minion wave at the least, if not two. Obviously at the start, if you do a stander
Starter item + spiked gauntlet open, you can only buy 1 ward, but that 1 ward might be the difference between
dying and living... so think about that and make the call when it comes.
a. Jungle Buffs
Strategy 1 - The current meta is fairly simple for starting your buffs early game. Begin your game at the
Damage Camp along with your Support and Mid laner. You want to take the initial aggro to help keep your
Support and Mid healthy, switch the aggro to the Support when you reach about 3/4 health. When the Big
minion has about four AA left to death, switch aggro to the mid laner and head for the Attack Speed camp.
This allows you to get the experience and the mid lane will be able to get into lane a couple seconds earlier.
As with the Damage camp, you want to take initial aggro again. until you're slightly below 3/4 of your HP.
You want to lure the big minion to the edge of the circle closest to the jungle exit to save some walking.
It's very important to switch aggro early game on these camps.Entering the lane below 90% HP will see you
being targeted and pushed easier out of lane. That includes your Support. Keep them healthy as well!
Generally, you have two trains of thought for your Support to use HOG. You can use it offensively on the red
camp to increase your clear speed so mid can get to lane quicker, or you can use it defensively if you expect
an invade. I would suggest keeping the HOG for the attack speed buff.
b. Invasion
Have a team composition with plenty of stuns and slows that can net you first blood? This is a great opportunity
for you. An invasion is always a viable tactic early game, but it's more of a risk for your team than it is for the
enemy. You need to get results or your team will be left with a very big gap in gold and experience, as well
as leaving yourself open to a counter invade.
Damage Camp Invade - This is the riskier of the two invades, and requires the entire teams effort to pull it
off. However, it will keep three enemy gods down at the start, instead of just two. The concept is simple, the
duo lane and the mid lane converges on the enemy damage camp as soon as they expend their abilities on the
harpies. You want to have someone ward just above the Damage camp, then hide around the mid furies. You
want to head towards the enemy Damage Camp right when the game starts (0:00). If you're lucky, the enemy
will use their HOG right off the bat, which will allow you to get the jungle buff nearly free, and also pick up
a kill or two. The idea here is to deny the mid lane the power buff while driving everyone back to base at the
minimum.
This allows your mid lane to proceed straight to mid lane, and get an early push on the enemy. If you've pushed
everyone back to base and the red buff is down, rotate onto the enemy attack speed camp and go directly to
lane. If the enemy used their HOG on the Damage camp, you basically have a free attack speed camp, since
your Support can use their HOG to secure.
Attack Speed Camp Invade - This invade targets the Duo lane only, since the Mid lane will have already
secured their red buff. You have two ways of going about this steal. The first will allow the enemy to get a
strong push early game in both Mid and Duo lane but should require no fighting, and the second will see a
huge push on only the Mid lane early, but the Duo lane will have a massive advantage, and will require a fight.
The first option is to secure the attack speed camp while the enemy team is focusing on their damage camp.
The only way this can work is if your three gods are able to output more damage early game than the enemy.
For example, you would need an Anubis, Ymir, and Anhur vs a Geb, Agni, and Apollo. Obviously the first
pair will output bigger numbers than the later, so this becomes a safe option. At the start, you either want to
place a sentry ward early to knock out the enemy ward, or you can place a ward over the Damage camp to see
what the enemy is doing.
The Second option is to wait for the enemy to attract aggro on the Attack Speed camp, and then attack the
enemy as a group. Again, this requires a ward up on the Damage camp early game to see exactly when the
rotations happen. Or you can set out with the idea in mind from the get go. Hide around the middle of the lane,
and attack the enemy as soon as you see them leave the damage camp. You want to announce your arrival
when they use their skill, so you can safely engage them. After you secure their camp, retreat and secure your
Damage camp for the mid lane and proceed as usual.
*NOTE* - Pay attention to the enemy team if you decide to ward their Damage Camp early. If you clear your
side's Damage camp, and you notice that they're still dealing with it, you can easily take the chance and try
stealing their Attack Speed simply by virtue of out clearing them. Even if you don't get the camp, you'll more
than likely force them both back to base while you go clear your own.
Counter Invasions - Now for the other end of the stick. Sometimes you'll end up getting invaded as well. I
ALWAYS suggest warding the Enemies Damage Camp out of the gate. This usually prevents an invade, since
you know exactly where the enemy is. You should also patrol the jungle around the standard invasion waiting
areas. If they're not at their buff, assume they're going to invade you, and that they have a ward on your buff
as well. If you don't see the enemies, you might also want to hold onto your HOG and simply soak the damage
in order to secure your buff.
If you end up being invaded, you should think first on if your team has the damage and ability to fight back.
If you just sunk all of your damage into the Camp minions, you should immediately disengage, and proceed
to stare the enemy down while letting out as much safe damage as possible. Try not to use your abilities until
the enemy gods are completely engaged on you or your allies. Usually, the enemy will try and engage on your
Buff after a few seconds of the stare down. Simply wait it out for a few moments, then initiate on the enemy
gods. Do not worry about your buff, focus on bursting the enemy down. Your Support should be trying to
body block damage on the camp minions while you focus on the enemy ADC or Mid. Usually, this will
actually save your buff and allow you to enter lane as normal.
If there's no way you can fight, you have a few options. First, you can go straight to lane and push as hard
as you can. If the enemy invaded your buff, that will mean their buff is still up. So if you push the minions
under their tower, they'll have no choice but to defend while you go steal their buff in retaliation. This will
require you to have HOG available, or it will simply be too dangerous. This will put your mid lane at a
significant disadvantage though, as they will not be able to clear as efficiently as the enemy mid. If you go
with this scenario, make sure to tell your jungler to pay close attention to mid lane, and play your lane as safe
as possible. Second, you can take out your back furies, and either head to your Attack Speed buff to try and
steal with your HOG, or head to lane and look for an opportunity to steal their Attack Sped Buff.
VII. Lane Strategies
You have several options for your lane strategy. There's no sure fire strategy to winning your lane. It all
depends on your team's skill against the enemies team's skill. You can, however, maximize your chance to
win. Think about each of these strategies and try them out. Most players will favor a single strategy, so if you
know how to counter it, you can generally counter it and turn the tables against them.
Remember that no matter what strategy you employ, it's EXTREMELY IMPORTANT TO LAST HIT.
Last hitting nets you a 50% increase in gold. Here's a quick quote from Flareb00t's "Word of Thoth":
Experience Gold without a last hit Gold with last hit
Melee 65xp 17 gold 25 gold
Brute 65xp 17 gold 25 gold
Archer 45xp 12 gold 18 gold
Managing your Experience and Gold is the most important thing for an ADC. Your job is to get fed as soon
as possible, even more so than any other role. Out farming your opponent is what will make or break you as
an ADC.
a. Warding
Take the burden of warding from your Support and cover the most important ward spot for your play style. If
you're being defensive and staying in or near your tower, ward at the bottom of your jungle. If you're caging
the enemy in his own tower and generally staying offensive, cover your butt and ward the top of the jungle.
Below is a list of my favorite ward positions for the duo lane.
The red dot is for the very start of the game or to help your Jungler stay
offensive on the enemies Power Camp. The trio of blue bubbles are where I
suggest keeping wards at all times, as it covers the comings and goings for
the bulk of the jungle. Please notice the bottom left ward placement. This
seems counter intuitive, but this positioning actually creates an effective
Deep Ward, as it actually extends out to the main travel paths and will show
you the enemy as they approach thanks to the ward's FOV.
During late game, you'll need to place wards according to how your team is
doing. If you're on the offensive, keep the upper half of the map lit up. If
you're on the defensive, make sure to keep the main objectives and your half
of the jungle lit up. Information is the most vital puzzle piece in war. If you
don't know where all of your enemies are, you're leaving your team open to a smack down. Keep the mini
map lit up like a Christmas tree, and you'll be able to plan accordingly.
b. Early Game Strategies
For the early game, it's most a battle of attrition and who has the better lane clear, but there is a few things to
pay attention to. For starters, in the current meta, with the jungle being left barren so early in the game, the
Jungler will usually rotate within the first minute or two on the Duo lane to try and get a gank and help push.
So you need to pay very close attention when the Solo lane calls their MIA. Expect the Jungler to meet and
greet your lane within the next 30 seconds.
Understanding And Establishing Your Zone - Your Zone is essentially where it's safe for you to play. Think
of it as a scale of sorts. If you're able to clear and out push your opponent, your Zone is much larger than
theirs, and extends almost to where the enemy archers are. If you're not able to outpush the enemy, your zone
starts a little behind the friendly Archer line. The opening phase of your game is pretty much all about
maintaining and expanding your zone as much as you can, as it generally wont change until the mid game at
the earliest.
Notice that early game, Mercury is getting smashed by the Ullr in terms of Push and Zoning. The Mercury
plays it smart and stays in his zone (which is well behind his minions), and out of the Ullr's zone (Which
encompasses the entire lane). Mercury loses the early and mid game, at one point being 3 levels behind, but
comes back strong late game thanks to consistent alternative routes of farming (He constantly shares the back
harpies with the Jungler) and not feeding the Ullr despite the overwhelming disadvantage in matchups.
When To Return To Base - One of the biggest things I notice when playing is people not returning to base
at the right time, or for the wrong reasons. Do NOT return to base unless you have to or if it's worth it. For
example, you should return to base immediately as soon as you have 1400 gold to finish off your Devo
Gauntlet. You should not return to base if there's no real benefit, or if your lane isn't taken care of. Try not to
return to base if you're going to lose a minion wave, or if your enemy will be able to push your tower.
This video (Courtesy of HirezHinduman and AlarmClock) demonstrates a poor base return, which ends
up costing him a full wave, his blue buff, and almost costs a teammates death.
Pushing Hard - The most common strategy used by players is the most obvious one. Push the minion wave
as hard as you possibly can. When done correctly, it allows your Support an early head start on the mid furies,
which is huge. The strategy is straightforward, but it can land you in hot water fast. Remember that the current
meta sees the Jungler greet you within the first two minutes now. A big misstep for a lot of players is pushing
to the enemies tower with no ward coverage. This is a huge misplay, and will often lead you to getting killed.
Do not go hard unless you have the safety net to do so. Refer to the Warding section above, and NEVER
PUSH WITHOUT WARDS.
Playing Defensively - You can't out push the enemy every time, so it's best to know how to minimize and
control the damage. This comes from understanding your zone and god capabilities. If the enemy has a better
lane clear than you, don't play into their hands and get in a bad situation. It takes time to learn when to turn
tail and run, but when it happens turn 180 and don't look back. If the minions push into your tower, focus on
the archers first after they aggro on your tower. You're unlikely to secure the melee minion experience, so by
focusing on the archers you can at least try and salvage a couple last hits while minimizing the damage done
to your tower.
Targeting The Archers Only - Whether defensive or offensive, sometimes it's the best idea to take down the
archer line first. The archer minions do the majority of the damage, but they also have the lowest defenses
against you. Here's an excerpt from Flareb00t's "Word of Thoth":
“… All minions are subject to a percentage mitigation formula as the game progresses. At the start of a match,
minions will mitigate 10% of damage dealt, increasing by 1% every minute up until 40, at which point they
have 50% damage mitigation. This does not apply to damage from NPCs such as Towers and other minions,
although damage from player pets will still be reduced. …”
Normal Melee Normal Ranged Normal Brute
Base damage 12 25 50
Protections 1 physical, 0 magical +
Damage Mitigation
1 magical, 0 physical +
Damage Mitigation
16 physical, 0 magical +
Damage Mitigation
Health 375 H 265 HP 720 HP
So by looking at the chart, archers have magical protections instead of physical, and they have 110 less HP
than Melee minions do. Try having your Support attack the melee minions while you make a pincushion out
of the archers. As soon as the enemy loses their archer squad, your zone increases dramatically, and will force
the enemy back, and might even deny them early game experience, which is the most crucial kind of
experience.
Attacking Around The Minions - If you attack the enemy from near your archer line with a melee line in
front, you will not attract the aggro of the enemy archers, or if you do, you'll only earn yourself one or two
hits. The melee minions will charge you, but will quickly fixate back on your melee line. Utilize this concept
to poke the enemy if they get too close. Free damage is the best damage.
Letting Your Support Last Hit - Watch if your support gets Mark of The Vanguard instead of Watcher's
Gift. This means that Supports cannot simply benefit from watching you do all of the work anymore. If your
Support dies in the early game, you need to let them recover as much as possible. This is as simple as letting
them take the last hit on a minion wave or two. Even allowing your Support to take half of the last hits when
they haven't died is a huge boon early game. Small things like this can have dramatic effects come mid
game. Power spikes during the mid game are a very crucial element, so your support REALLY needs to have
enough gold to get his aura items. Not to mention it can be a pretty big disadvantage if your support is a level
behind the enemy Support. This could mean that the lower leveled Supports CC isn't completely maxed out
by mid game, which could result in a swift change in the tides.
Hiding Behind Walls to Conceal your Rotations - By this, I mean acting like you're rotating to another lane
without leaving the lane. If you're in a position where your enemy will most likely clear the minion wave as
fast as he can, you can use this tactic. Simply put, you just act like you're rotating while keeping your eye on
the enemy. If the enemy doesn't have a ward, they'll call MIA in your lane for the mid, which could help
relieve pressure for your mid lane. On top of this, they might over extend, which will put them at your mercy
and might secure a kill. Get in the habit of doing this.
Animation Canceling - This is more of an advanced tactic having to do with your timings. The concept is
simple, Use an auto attack and immediately use a skill to cancel your shooting animation. What happens is
your auto attack and skill will land at roughly the same time, netting you free damage.
c. Mid Game Strategies
Now lets take the above strategies and add to them. During the mid game, you will generally be left alone
with the enemy ADC, with the various Supports and Junglers from both teams coming to say hello every now
and again. Don't rely only on your Support to keep your jungle warded. Take it upon yourself to spend the
extra 100 gold to keep yourself safe, even if you have to forfeit completing an item.
Rotations - While rotations aren't the biggest part of being an ADC, it's still important to make them when
you need to. A few things to keep in mind is trying to help the mid lane, sharing experience from the various
jungle buffs with your Jungler, and watching the Gold Fury. Remember, your main role is to get fed. Don't do
anything unless it will net you more experience than simply staying in lane.
Stealing Enemy Buffs/Defending Your Buffs - Try to have your Support or Jungler time their attacks to
right before the jungle camps come up. If you can push your enemy into their tower or outright kill them as
their buff comes online, you can safely secure it. This denies experience, gold, and a lane advantage to your
adversary. Likewise, you need to pay closer attention to the jungle when your own buffs come online, or the
reverse will happen and you'll be at the disadvantage.
Another thing to take note is that the enemies jungle doesn't end at the Damage and Attack Speed camps.
There's always the Back Harpy camp you can try and claim if no enemies are around and your minion wave
is dead.
Sometimes it's actually better to have your Jungler and Support to secure your Attack Speed camp alone, while
you focus on pushing the wave up. If you're pushed against the tower your enemy will have the advantage
when it comes to the fight over your Attack Speed Camp.
Freezing the Lane - Freezing the lane is the act of doing as little damage as possible to the minions (Generally,
you only use your AA to Last Hit), or even taking minion damage to stop the wave, in order to keep the lane
pushed only to where you want it. This can be useful for both defensive and offensive situations.
If you're well ahead of the enemy ADC, and you freeze the lane near your tower, you actively deny them any
experience. If the enemy tries to come and take experience from the lane, he'll be putting himself in a
vulnerable position and potentially handing you a free kill.
Another thing you should pay attention to is if your Support or Jungler is nearby. You can freeze the lane in
order to share experience with them.
A golden rule of SMITE is "Feed your Support, and the Support will feed you".
Thinning The Wave - Along with Freezing the wave you should understand how to properly thin the wave.
You do not want to end up in a position with a full minion wave to clear while a team fight is about to break
out. You also don't want to put yourself in front of a massive wave and be forced to tank too much damage.
Thinning the wave is the act of strategically eliminating minions to maximize your benefits. The videos below
are the best representations of how and when to thin out your wave.
d. Late Game Strategies
Split Pushing - Split Pushing is a strategy that is best employed by ADC's. The idea of a successful split push
is to Divide and Conquer. Your objective is to force the enemy to split from the main group to try and shut
you down. This results in a more favorable team fight for your team. Be careful though, as the enemy might
simply give up a Tier 1 or Tier 2 in favor of decimating your team in a 4v5 situation. To initiate a Split push,
you need to have a few things in place.
First and foremost, is to have good ward coverage and map awareness. You need to have ample warning when
the enemy is collapsing on you. This is why Apollo is such a notorious Split Pusher, because he doesn't need
much warning to ult away safely. More importantly, you need to know where all the enemies are. When you
see an opening, take it. Do not get into a position where you're going to die for a tower, as it's not worth it
unless your team gets a free high priority objective like the fire giant for your death.
Secondly, your team needs to be focusing on a different objective. - It doesn't matter what your team is
attacking so long as it's at least one lane away from you. This means that if your team wants the fire giant or
gold fury, you need to be on the opposite end of the map since they're in the middle of the jungle. Or you can
be pushing duo lane while your team is pushing the mid lane.
Finally, it takes experience to know when the best time to start a split push is. - This is not the end all strategy.
Sure, it's annoying for your enemies to have to deal with, but if they expect a split push, it's extremely easy to
counter. A failed split push is common, but in the worst case scenario a bad split push can completely screw
your team over, and even lose you the game because the enemy killed your entire team.
Bull Dozing - This strategy is simply gathering with your entire team and demolishing the tower together.
Usually the Support will tank the tower damage while everyone else burns the tower to the ground. Generally,
the best time to bull doze is after a team fight that your team won. The key is to maintain your momentum by
keeping the enemy pushed back or simply dead.
In the video, the Mercury rotates over to a brewing team fight where the enemy is attempting to bull doze his
T1 mid tower. To stop this, he ulted the enemy and passed into the jungle, which baited out the Enemy Bastet
and Wukong. This split in the team ended up killing the Enemy Bastet, and giving his team the opening they
needed to win a strong team fight. The tide of the battle really turns when Heavenly Agility is popped on the
entire team, and they proceed to bull doze both the T1 and T2 towers, then turn around and use the momentum
to burn the Fire Giant. If you notice, Mercury's team continued chasing the enemy out of tower range and back
to their base. This allowed the team to continue their bull doze with no issues.
Ghosting - This is a more advanced tactic that belongs solely to gods with long lasting ranged DOT damage
such as Ah Muzen Cab's Honey. The concept is simply to not appear on the enemies minimap while clearing
minion waves. The way to employ this tactic is to drop your DOT ahead of the minion wave just before they
aggro on you. Your DOT will eliminate the bulk, if not all, of the minion wave while you watch silently. The
object is to be on top of an enemy tower without giving yourself away in order to maximize the amount of
time you can do damage to the tower. Most players pay more attention to enemy god images on the map, while
leaving the wave placement as a secondary or even non existent factor for their rotations.
Remember, as soon as the minions aggro on you, or you walk near the enemy tower, you will show up on the
enemy minimap. So use caution.
Ignoring the Lane - You can simply ignore the lane for the most part end game. The bulk of your build will
be online and your stacks should be finished. You're free to begin rotating and poking at the enemies defenses
and try to pry open an attack route for your team. Never stray far away from your teammates unless you're
absolutely certain it's as safe as possible. You're the ADC. You're the main cornerstone of consistent damage
for your team. If you die, your team has basically lost it's right arm in a team fight.
VIII. Team Fights
a. Early Game Strategies
Remember that at all points of the game you're a High Value Target. In the early game, your head is a mythical
beast that everyone wants to mount on their wall. If you get knocked out early game, you get knocked out
until late game. The start of the game is when you're most vulnerable, more so than any other point of the
game. Consider the ward spot I suggest with the red bubble on the map below to help prevent invasions and
early deaths.
To compound this, it's even more dangerous within the first 3 minutes for an ADC, mostly due to the fact that
a support can dish out quite a bit of damage early. Remember that your Support dying isn't a significant hit,
but it will screw you over if he dies, so don't just leave him hanging if you can help it. Your Support will peel
the enemy off of you and take the damage, so scratch his back and fight with him.
Using Your Skills Correctly - Using your skills isn't nearly as important as knowing WHEN to use your
skills. You can use your skills both offensively and defensively, but it's important to use them at the right time.
This means thinking ahead and trying to have as much situational awareness as possible. Below are a few
examples.
b. Mid Game Strategies
Baiting and Boxing The Enemy ADC - Remember how earlier I said zoning and warding is important? It's
even more so in the mid game. If you box the enemy ADC, you need to know where the reinforcements are,
both yours and theirs. The second the situation turns even remotely unfavorable for you do NOT try and force
the issue. Chances are the enemy support is lurking just around the corner while the enemy baits you.
Baiting is the act of trying to lure your opponent into a trap. One of the most common baits is appearing to
return to base. Most lower skilled players will take this bait and try hitting you with a damaging skill to prevent
you to return to base.
A higher skilled bait is sticking around at lower health. You become the juicy piece of bacon in front of the
hound. You need a fairly good Support or Jungle to pull this one off, as a single misplay will end up with you
dead. This one comes down to overall experience and being able to feel your enemy out correctly for skill
level. Don't get angry if you die when trying to perform the low health bait. Simply readjust your low point
and learn from it for next time.
The Moron Strategy - The general idea is to feign being a terrible player. Take extra hits from the enemy
ADC or archers and generally make novice mistakes that you know you'll survive from. The idea is to give
your opponent a false sense of superiority. For example, say it's time for you to go back to base to finish your
item. Pick a fight with the enemy, and 'lose' the engagement. You're not losing any experience or gold if you
do it right, and the next fight the enemy will come in overconfident, which will make him easier to kill.
Power Spikes - A Power Spike is the result of finishing an item that benefits you or your team. The most
dramatic Power Spikes happen during the mid game. For example, a huge power spike for an ADC is the
moment they finish their first penetration item. If you manage to finish your items before the enemy ADC,
that will put them in the dog house. They won't be able to effectively box you simply because you have the
extra effects that come along with your finished items. Power spikes are usually overlooked, so if you pay
attention to this, you can turn some pretty large profits.
c. Late Game Strategies
Stay in the Back - This applies to pretty much the entire game, but always stay where people can peel the
enemy off of you. You need to be in team fights to pick off the squishies and other detrimental characters.
Ambushing - If your team is staring down the enemy team and you see a possibility to sneak into the enemies
back line, take it. The main focus will be on your team, so if you can sneak around and get 3 quick shots on
the enemy burst characters, the tables will turn extremely quick. Remember to stay in communication with
your team, and try waiting until they're completely initiated before initiating yourself. Chaos is the best cover
for an ambush, so you want your team to look like it's in a very unfavorable position for this one to work.
The Charge - This often won't be your first, or smartest avenue of attack, but sometimes it's simply best to
pull a full on assault and lead your team into the fight. You'll want to wait until the bulk of the enemy CC has
been expended, but as soon as it's 'safe' feel free to pop your sprint and see red. Your main target will be the
enemy ADC, then you need to focus on the next nearby squishy.
IX. Objective Strategies
First thing's first. Let's understand how towers work. This is taken from Flareb00t's "Word of Thoth":
“… Tier 1 Towers have 2000 HP and the first shot will deal 170 damage. Killing a Tier 1 Tower will grant
the entire team 100 exp and 100 gold.
Tier 2 Towers also have 2000 HP, but their first shot will deal 230 damage. Along with this, they will be
immune to all forms of damage until the Tier 1 tower in that lane has been destroyed. Killing one will grant
the entire team 200 exp and 300 gold.
After the first shot, towers become progressively more damaging towards enemy gods. For each hit, you add
on 20% of the first hit.
Tower/Phoenix shots cannot be dodged once it has been fired, and once it has been fired the damage it will
deal is locked.
Towers have 150 Physical and Magical Protections. Unlike a normal basic attack, physical basic attacks on
towers will only deal 85% of your physical power. This means that at 300 physical power and zero pen, you
would be dealing (300*0.85) * (100/100+150) = 102 damage, with 153 damage being mitigated.
They can’t be affected by debuffs such as Executioner, only penetration will work on them.
Magical basic attack damage on towers has a 1.2x damage coefficient on it, so if your basic attacks are
dealing 100 damage with zero pen, you’ll deal (100*1.2) * (100/100+150) = 48 damage.
If there are no minions within range of the tower (and this extends slightly outwards of the tower’s
maximum firing range) then the tower will take 50% damage. Once the final minion has been killed and there
are none left in the range to make the tower take 100% damage and someone is still attacking the tower, then
there is a roughly 2-3 second gap in which there will be no minions but you are hitting for 100% damage. You
can also use pets to break the backdoor coefficient. …”
Remember, priority lanes work both ways. If it's really important for you to take down, it''s even more
important to do your best to stop the enemy from claiming these key points within reason. Without a doubt,
the ADC carries with them one of the most important end game lanes, so you need to treat it as such. The Solo
and Mid lanes are more important for the mid game, but the Duo lane is the one lane you cannot surrender if
you can help it.
a. Tier 1 Towers
The Tier 1 tower in the Duo Lane needs to be burned to the ground as soon as possible. Utilize your preferred
style and chip it down slowly. The Tier 1 tower makes it much more dangerous to tackle the Gold Fury simply
by virtue of the enemy being able to defend from a position that's closer to the gold fury spawn.
b. Tier 2 Towers
While Tier 1 towers aren't particularly a huge priority, since you'll usually have them knocked down before
the mid game, it might be better to ignore your tower in favor for another tower.
Destroying The Mid Lane First - By destroying the mid lanes Tier 2 first instead of your own, you give that
god free range of the map. Their lane has been won, and the Mid player can now focus solely on the team
fights, which will help out the entire team across the board.
Destroying The Duo Lane First - By destroying your lane first, you prepare yourself for the biggest and most
important fight in the game, that of the Fire Giant. Not to mention, by focusing your lane hard, you'll be a very
fat and healthy ADC most of the time. Remember not to push your luck too much and always keep wards in
the jungle to prevent ganks.
c. Phoenix
Not all Phoenixes are the same. It is a tactical error to assume so. You need to focus the proper bird at the
right time, or you'll only be weakening your team's footing.
Destroying The Duo Lane First - Your lane's phoenix is THE most important objective in the game outside
of the Titans. By knocking the enemy Duo Phoenix down, you force the enemy to defend the furthest point
from the Fire Giant buff, which is a tactical advantage over your enemies. This means that when you take on
the fire giant, the enemy will either be forced to leave someone to defend or allow their titan to take a good
chunk of damage.
Destroying The Mid Lane First - Sometimes you can't knock your lanes bird out first. Go for the next best
thing and kill the mid lane. By killing the mid lane, you can quickly switch over to the Duo lane's phoenix and
then move on to the next objective.
d. Gold Fury
First thing's first. Let's understand how the Gold Fury works. This is taken from Flareb00t's "Word of Thoth":
“… The Gold Fury deals 140 damage per attack, and spawns in 0:10 after minions spawn, the same time as
the jungle buffs.
Health: The Gold Fury spawns in with 2916 HP.For every minute of the game that passes, the Gold
Fury’s health increases by 216. At 10 minutes into the game, when the Fire Giant spawns, the Gold Fury will
have 5076 health. Health adjustments do not occur whilst the Gold Fury is in combat.
Simple formula: 2916 + 216*Minutes Passed
Protections: 35 physical and magical protections.
Killing the Gold Fury gives everyone on the team 200xp and 300gold. She respawns after 5 minutes of being
killed. …”
Soloing The Gold Fury - As soon as you have about 40 stacks on your Devourers gauntlet, you can usually
solo the gold fury. It won't be the fastest thing, but sometimes it's worth the risk. When you have below 45
stacks, you want to aggro the gold fury first, sustain a good amount of damage, and then allow someone else
to take the damage. You'll be able to lifesteal off of the gold fury back to full or near full, and take the aggro
again if needed.
Trying to Steal The Gold Fury - Simply stated, you don't want to try this usually. You want to leave this job
to your support, who will have a tier 3 HOG.
Team Fight on The Gold Fury - As stated above, you want to do the initiation on the Gold fury first, simply
because you can heal yourself off of it. Just stay stead and hold your Auto Attack down. You NEED to be on
the gold fury if present, as you're the most constant DPS in your entire team comp.
Baiting By Using The Gold Fury - You can force a team fight on the Gold Fury if the enemy has a ward on
the GF. People do not enjoy giving away free Furies, ever, so sometimes you should use this to your advantage
so you have a higher success rate of securing the gold fury. Remember, unlike the Fire Giant, the Gold Fury
isn't a massive steroid. Yes, it will suck to lose the gold fury and put your team slightly behind, but sometimes
you need to let the enemy take it.
e. Fire Giant
First thing's first. Let's understand how the Fire Giant works. This is taken from Flareb00t's "Word of Thoth":
“… The Fire Giant is the toughest non-god enemy in the game, and you should only be fighting him if you feel
you have the strength to take him down.
The Fire Giant has 4 main attacks. The first two are similar, with the exception of range. This is his Mighty
Swing and Boulder Toss. He will use these depending on if the person who is the target for the FG’s aggro is
in melee range or not. Both of these will deal 155 physical damage.
Next, is the deadliest move the FG has, Magma Blast. He will slam his weapon into the ground, creating a
line of lava into the floor towards his target. Anyone standing on the lava line will be slowed by 80 %(before
diminishing returns). After 1.5s, the line will detonate, knocking up anyone who is still standing on it,
dealing 500 magical damage to all targets there.
Lastly is the Molten Pools. The Fire Giant will summon pools of magma around where each player in range
of his attacks is, dealing 225 magical damage upon spawn, then again once every second for 5 seconds. If
you are standing over multiple pools, the damage is applied for each pool.
All of the Fire Giant’s attacks will apply a debuff that causes you to take 40% less healing and regeneration,
and deal 20% less damage. Boulder Toss applies Flaming Boulder, whilst Mighty Swing applies Cleave, but
they have the same effect.
Attack Pattern:
1. Boulder Toss/Mighty Swing
2. Boulder Toss/Mighty Swing
3. Magma Blast
4. Boulder Toss/Mighty Swing
5. Boulder Toss/Mighty Swing
6. Magma Blast
7. Boulder Toss/Mighty Swing
8. Boulder Toss/Mighty Swing
9. Boulder Toss/Mighty Swing
10. Boulder Toss/Mighty Swing
11. Molten Pools
Health: The Fire Giant spawns at 10 minutes into the game with 8430 health and has a 130 health escalation
every minute, meaning at 20 minutes into the game he has 9730 HP. This is not reset by the death of the Fire
Giant. Health adjustments do not take place whilst the Fire Giant is in combat.
Simple formula = 7130 + 130*Minutes Passed HP
He has 100 Physical and 50 Magical Protection.
Killing the Fire Giant will give you 200xp, 150 gold and the ‘Fire Giant’s Might’ buff, which gives you 50
Physical Power, 70 Magical Power, while regenerating 4% of your maximum health and mana per 5
seconds,along with 20% bonus damage towards Phoenixes and Towers. …”
Do NOT Bunch Up On The Fire Giant - Read what happens when the Fire Giant uses Molten Pool. If 4
players are bunched together, as soon as the FG uses this ability, you won't take 225 damage, you'll take 900
damage all at once. Your team needs to spread out, and you need to be towards the back to let melee and other
gods utilize their abilities up close. By staying on the outer edge, you can immediately turn and engage any
enemies that try to come steal the Fire Giant from your team.
Rotate In The Opposite Direction Of The Player With Aggro - You don't want to take damage if you can
help it, so make sure you're never in a line with the player who's keeping the FG's Aggro. It's simply not
healthy.
Baiting By Using The Fire Giant - The enemy must not and cannot leave your team alone at the Fire Giant.
You can hover over the Fire Giant to induce a team fight just as you would with the gold fury. Remember, the
same strategy can be used against you as well.
X. Itemization Strategies
ADC's used to have an extremely static build, so it's outstanding that there's new ways to actually build an
ADC. Below are the two most common builds I've seen. (The main difference is simply Fatalis or Boots. It's
a personal Choice)
Deaths Toll > Devourers Gauntlet > Fatalis > Lvl 1 Boot > Ichaival > The Executioner > Sell Death's toll for
Rage > Sell lvl 1 boot for Deathbringer > Sell Ichaival for Malice
Deaths Toll > Devourers Gauntlet > Warrior Tabi/Ninja Tabi> Ichaival > The Executioner > Rage > Sell
Death's toll for Deathbringer > Sell Ichaival for Malice
Death's Toll + Morningstar + Red Potion > Transcendence > Fatalis > Lvl 1 Boot > Asi/Souleater > Ichaival
> Sell Death's toll for Rage > Sell Lvl 1 Boot for Deathbringer > Sell Trascendence for Malice
Death's Toll + Morningstar + Red Potion > Transcendence > Warrior Tabi/Ninja Tabi > Asi/Souleater >
Ichaival > Rage > Sell Death's toll for Deathbringer > Sell Transcendence for Malice
a. CORE Items
Red Potion - A red potion can really give you a nasty advantage early game against your opponent. Just
remember that if you die, you end up 450 gold in the hole, and will basically be behind the enemy ADC for
the rest of the game, meaning your team will generally be in a 4v5 situation at all times until you're fully built.
Throwing Star - Obviously, the second level item before golden bow. You won't see this too much, but if
you do, don't go near the minions. The damage from this item builds up really quickly if you're not careful,
and your minions are going to die a LOT faster than you're used to.
Death's Toll + Spiked Gauntlet - If you want to focus on massive lifesteal early game, this is the combination
to go for. Apollo does great with this combination thanks to his passive, Audacity (which doubles your attack
speed for 5 shots after landing 10 basics).
Deaths Toll + Morning Star - Grabbing a morning star means you're focusing solely on power, so you should
probably consider getting a red potion to help your poke. This obviously moves straight into a Transcendence.
Devourer's Gauntlets - Choosing between Devourer's Gauntlets and Transcendence is really more about
mana issues vs lifesteal. Choose whichever one you feel more comfortable with.
Transcendence - Choosing Transcendence fixes mana issues for your early game. This makes Ullr, Neith,
and Xba absolute monsters early game if they manage to get a good amount of stacks.
Warrior Tabi vs Ninja Tabi - There's barely any difference between the boots for an ADC DPS wise. Warrior
Tabi are good for early game for gods with significant scaling from their abilities and Anhur, Cupid, and
Neith. Ninja Tabi will push out better DPS late game.
Fatalis - You could also opt out of a boot altogether and simply get Fatalis.
Lvl 1 Boot - If you buy a Fatalis, I would recommend sinking 300 gold right after to buy a lvl 1 boot. This
will take your speed from 10% to 16%, just 2% less than boots. Sell it later when you buy your 7th or 8th
item. Survival is worth its weight in gold, and a lvl 1 boot can give you quite a bit of survival and chasing
opportunities.
Asi - If you pick up Transcendence, do yourself a favor and pick up an Asi or a Soul Eater. You need that
lifesteal to sustain yourself in lane. Asi is really nice early game thanks to being dirt cheap along with
penetration and a nice passive that kicks in if you're about to die. Between Asi and Soul Eater, it's more of a
personal preference.
Soul Eater - My god has this item rebounded. Ever since closed beta, this item has been absolute trash, right
next to doom orb. This item is stupidly good. 300 health, physical protection aura, and even a little bit of
power. Between Asi and Soul Eater, it's more of a personal preference
Ichaival - This item is dirt cheap, and gives penetration. Buy this item and sell it for something late game.
The Executioner - As soon as you're done with Ichaval you should build Penetration. You NEED that
penetration. The Power curve shows the best results by picking this item up first over Rage. If you're playing
Anhur, Apollo, or Artemis, you can look at getting this as a 3rd item instead of Ichaival if you want to rush
your crits.
Titans Bane - If your main objective is only towers and phoenixes, then Titan's bane will yield much more
damage against these objectives. The main drawback is you'll lost out quite a bit of power against enemy gods
during the mid game. You'll be fairly useless in teamfights until you at least get a rage up.
Rage - Rage should always be bought first, unless you're Artemis (Passive, 15% Crit chance stacks) or
Mercury (If you pick up golden bow first). These are the ONLY two gods you don't pick up Rage before
Deathbringer. Rage ups your DPS dramatically compared to Deathbringer. Here are the calculations for this
debate, courtesy of AlexError
DeathBringer - There is no crit build that is complete without Deathbringer. Deathbringer is what makes Crit
Builds so powerful.
Malice - Once you're done with Deathbringer, you'll move straight into Malice. If you picked up Ichaival as
your 3rd item, you'll be selling this item off in order to buy Malice.
b. Situational Items
Odysseus' Bow - Odysseus' Bow is actually a good item, but you'll be losing Malice in order to pick it up.
This item is very potent for end game fights, as it will ping from one player to the next. The Sheer DPS
outshines a Malice build if you manage to get a bounce off of every god.
Golden Bow - If you know for a fact you're going to get smashed early game in the clearing phase, picking
up a golden bow will really help fix that issue. Having an AOE on your AA early game is potent, even allowing
you to easily solo most jungle camps with a couple potions. I wouldn't pick this item up late game usually. If
the enemy is staying grouped together enough for Golden Bow to be used, O-Bow will be much better DPS
output.
Hide of the Nemean Lion - You will be wanting to look into this item only if you're facing 3 Auto Attack
based gods with two of them focusing on lifesteal at the same time(for example, An Artemis, Bakasura, and
Osiris). This item will provide you a way to punish the enemy, and should allow you to outheal them every
time.
Witchblade - Like the Lion Hide, this is an item you want to get to help shut down AA based gods. While the
Lion Hide will stop all life steal, Witchblade will make the enemy weaker, and you stronger.
Magi's Blessing - If you're dying to stun lucks, then the Magi's Blessing is a good item switch for Malice. If
you're up against gods who rely on Stuns to kill, like Tyr and Anubis, you should grab this item.
Asi/Souleater - Instead of getting Malice, you could also choose Asi or Souleater. You really need to be on
point with your Auto Attacks for this to work, but the extra life steal will negate Hide of the Nemean Lion,
and make you a veritable tank.
Frostbound Hammer - In rare cases, it might be smarter to grab a Frostbound Hammer instead of Triple crit.
Pairing this up with Fatalis makes it so you can't be shaken off, like, ever. Just remember, you're sacrificing
some DPS to keep the enemy in the thick of the battle.
Qin's Sais - This item has fallen out of favor in the current meta, now that Warrior Tabi lack penetration.
However, if you're facing a god with Shield of the Underworld, this item should be prioritized instead of a
Deathbringer or Rage. *NOTE* This is only viable in joust!
c. ADC Counter Items
Shield Of The Underworld - Be VERY wary of this item. This is the complete counter to a critical build. In
Conquest, stop hitting the guy and start dancing to avoid damage, and then attack him. In Joust 1v1, if the
enemy picks up this item, you need to avoid a full crit build, and focus on a full penetration and attack speed
build instead.
Hide of the Nemean Lion - It's not just you who has access to this item. If you see this item, you need to be
very careful when attacking. A special note about the Lion hide is that it reflects your damage back
as MAGICAL damage, not Physical. If you see Lion Hide, you should seriously consider getting Asi, or
another life steal item as you can literally kill yourself against this item.
Midgardian Mail - Not an active you'll generally see, but one you need to be wary of regardless. Usually
you'll see this on a tankier character. This item can cause some serious headaches in teamfights, and will make
it extremely hard for the ADC to kill the wearer, even with Greater Sprint.
Brawlers Beat Stick/Divine Ruin - These alone won't be a huge issue against you, but they will make it
harder to sustain. Be extremely wary of one of these items on top of a lion hide, as this will basically nullify
all lifesteal you can possibly get.
The Curse Actives - Whether it's Creeping Curse or Enfeebling curse, both of these actives have the potential
to screw up your day. One kills your lifesteal, which renders you a squishy, and the other kills your DPS,
which makes you useless in a fight.
Witchblade - This item not only drops your physical power down, it also takes a chunk of your Attack Speed
away. There's not much you can do against this item as an ADC.
Runic Shield - While it's not as bad as a Witchblade for physical gods, this item still drops your AA speed
down pretty significantly. I honestly froth at the mouth a little when I'm forced to deal with the overlapping
aura's of both a Witchblade and Runic shield as an ADC, as the combination drops my DPS down hard.
XI. Credits and Special Thanks
KingScuba - The writing of this guide
Krett - - Review and suggestions of many things that improved this guide.
Flareb00t and company - For creating "The Word of Thoth".
HawkboyJr - Pointing out that Artemis should have the Pubstomp tag.
G0KU - I utilized Hinduman's observation of him in this guide.
AlarmClock - I utilized Hinduman's observation of him in this guide.
XII.Disclaimer and Copyright
This guide is the work of myself and the people in the Credits and Special Thanks list. If you enjoyed this
guide, and see one of the players on, please thank them.
Do not post the entirety of this guide on other English based forums without my permission. I made this
guide exclusively for the Official Smite forums. As such, I want the full content exclusive to these forums.
Feel free to link players to this guide.
Feel free to translate this into another language and post it in your forum - I encourage and welcome the
expansion of knowledge, and not all people can read English well. If you want to translate this and put it on a
forum that hosts your language, feel free. The only thing I ask is you link back to this original post and give
credit to everyone in the Credits and Special Thanks Section. If you do translate this, please send me a PM
and I'll put it in the guide.
If your source has been used in this guide, and you don't want it there, PM me. - I will immediately
remove any sources that you do not want in this guide. It is your content and your effort, so obviously I will
respect your decision.