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Smite Cheats

Smite

Cheat Codes:
------------
Submitted by: David K.

Easy experience and gold:
-------------------------
* The mid-jungle camps marked by the two large harpies will respawn two minutes
  after they are cleared. They are worth more experience and gold than the two 
  smaller harpy camps that are located closer to the phoenixes. Have Junglers 
  clear those camps as often as possible.
* Kill the Gold Fury on the conquest map to get 300 gold and 200 experience for
  your team.
* Kill the Fire Giant on the conquest map to get 150 gold, 200 experience, and 
  the Fire Giant Buff (increased attack power and mana and health regenerative 
  ability for four minutes) for your team.


Purification Beads:
-------------------
Use Purification Beads instead of Sprint or Meditation because it can counter 
crowd-control from Ares' chain pull and Ymir's freezing breath.



Magi's Blessing:
----------------
When Magi's Blessing is fully built, it provides a shield that negates a single 
crowd-control effect every 45 seconds. Use it in conjunction with Purification 
Beads.



Quick Guide for New Players:
----------------------------
Written by The Heroic Skipper

These are some tips and tricks which I've learned over 1,500 hours in this game. 
These will not make you suddenly good, but should make things less painful for 
you and your teammates. I've played all of the gods multiple times and in multiple 
roles and have an even win ratio overall, so I'm not a complete potato. You should 
be able to make your own builds viable with these tips and tricks, though i 
recommend testing it in practice and letting your team know beforehand if you
 are doing anything weird.

-=General Building=-
Starter items are an absolute must for almost every case. Assault and Siege are 
the only modes where it isn't absolutely necessary. Otherwise it is asking for a 
needlessly painful early game or an outright loss.

In Conquest solo lane can sometimes start tier 2 boots and a few health potions 
and teleport. This is risky because the plan is to back after you get full boots 
and have a massive power spike. That also means your teleport is down and if the 
enemy jungler kills you, it is very painful to get back into the game.

Another item that is an absolute must is boots. Boots are essential either after 
the starter item or after a stacking item. Tanky characters can swap them out 
for items that offer less movement speed late game after all other items are 
complete. Junglers probably are going to have another movement speed item to 
keep pressure on all the lanes and farming better than the other jungler. Stacking 
items should always come after a starter item.

Transcendence and Devourer's Gauntlet for physical gods and Warlock's Staff and 
Book of Thoth for magical gods. These are great for a midgame power spike but 
are not completely necessary. Do not build these if you are the tank. The reason 
why you should not build these items immediately is because the starter items 
allow you to stay in lane and give a more immediate power spike. By building 
stacking items, you allow the other side an advantage until it is fully stacked. 
That is also why getting boots finished before stacking is sometimes a good 
idea so that you can get back to lane faster when you are stacking. If you can 
fully buy the item before boots, you can, but be careful and do not be as 
aggressive.

Shaman's Ring and Soul Eater can be stacked later in the game (3rd or 4th item) 
because they stack easier than the other two. The stacking items for tanks are 
Guantlet of Thebes and Hide of the Urchin. These items are also better 3rd or 
4th item for very similar reasons. Guantlet of Thebes for the support and Hide 
of the Urchin for the solo or support based on how they stack and the playstyle 
that comes from them. Stacking items are definitely not necessary, but they can 
help out depending on what is needed that match.

If there are more than 4 gods on the enemy team of the same damage type, buy 
defense of that type or extra defense if you are the tank. Buying defense on 
an adc or mage is acceptable in these cases. Usually the mage will naturally 
build some health considering they are the most susceptible to ganks. Builds 
are not going to be one fits all and should change based off of situations. 
Experiment and find what works for the situations. Have fun.

-=Roles and Damage Types=-
Before the match begins the team should consist of 2 Physical or Magical 
dealers and then 3 of the other one. Or in Joust at least one of each type. 
Siege should be balanced with one tank of each damage type and a damage dealer 
of each type. Early game might go well for a full Physical or Magical team, 
but late game after everyone builds defense will be nearly impossible.

Support is usually played by Guardians, but can be played with gods with a 
lot of cc like Hades and Ne Zha, clearing cc like Baron Samedi and Hel, or 
just tankier characters like Nike or Zhong Kui. The problem with Physical 
supports is it usually requires either the ADC to be a Mage or the Solo or 
Jungle be a Guardian or Mage. Wards are needed to ever leave lane and be useful.

Solo is played by many different characters who can sustain themselves. This 
lane is about outfarming your solo laner and you will need sustain to do that. 
Most gods that can be in this lane are tanky, have some self heal, or both. 
Wards are necessary if you ever want to leave lane or have the enemy pushed 
farther away from your tower. Normally Warriors, but the most flexible in 
terms of which god type can be used here.

Mid is generally played by Mages but can be played by gods with a lot of 
ability damage, but preferably those with ranged basic attacks, like Hunters. 
This lane is in the middle so it is easily ganked by both sides. Wards are 
necessary to avoid being an easy snack for the enemy Jungler.

ADC is the second half of duo lane, being the minion clear and damage dealer. 
This is the role which does best at taking towers with a large focus on basic 
attacks. Abilities do nothing to towers and Phoenixs. This role can become 
like solo lane if the Guardian can safely leave the ADC to gank mid or help 
the Jungler. Usually played by ranged basic attack gods, mostly Hunters.

Jungler drops buffs and helps turn the tide of battle in your lanes favor. 
The Jungler should focus on farming and ganking only when securing kills 
or making sure your team isn't getting killed. The Jungler should also be 
warding to potentially get larger objectives like Gold Fury and Fire Giant 
in Conquest and the Wild Juggernaut in Siege. Generally played by Assassins.

-=Tank Actives=-
Solo and Supports are the tanks and squishier characters should stay behind 
them. Support starts in duo lane, the long one. Solo lane starts by themselves. 
Support actives should be AoE to help their ADC survive. Solo can also get 
AoE actives, but generally want Teleport Glyph as well unless if they have 
a quick way to lane, like Sun Wukong, Vamana, or Erlang Shen.

-=AoE actives are=-
Heavenly Wing against an enemy team with a lot of slows or for escaping 
enemies after a bad fight. It can also be used for chasing enemies, but 
chasing enemies can end up turning the fight back around. Better use as a 
defensive active unless if all enemy positions are known.

Cursed Anhk if there are a lot of enemy healers, but is not picked up as 
much as the other relics, Really only used if the healer is the biggest 
issue on the enemy team and anti heal is not enough.

Meditation: Mainly an early game item for lanes with lots of mana use, but 
if their isn't a team healer this could still be useful. 1 for making the 
enemy use an item for antiheal. 2 the mana sustain is useful throughout the 
game.

Shell is great against high burst damage, but late game is generally used 
to deny the enemy ADC kills with the block stacks.

Horrific Emblem is a great early item to catch an enemy off guard and 
securing kills. Later they will get Heavenly Wing to counter it, but this 
will have a shorter cooldown and still turn the tide of some team fights by 
reducing enemy damage.

Belt of Frenzy is like Cursed Anhk and not as used, but can be great for 
attacking objectives or even countering late game Horrific Emblem.

An active both roles can get which are not AoE, but still is great in team 
fights is Thorns. This is generally a second active, because the tank is 
usually not tanky enough to use Thorns to its full potential.

-=Squishy Actives=-
ADC, Mage, and sometimes Jungle are squishier targets and tend to get bursted 
a lot. These actives will keep these Squishier characters alive or do more 
damage. Unlike Tank Actives, these generally only affect the user.

Aegis is one of the most used relics and gives complete immunity to large 
amounts of burst, but still susceptible to cc and cannot heal through it.

Beads is the other very popular relics because it cleanses and leaves an 
immunity to cc Bracer is good for those without a heal or lifesteal to 
recover from large amounts of burst, but is countered by antiheal. That 
also means that they have to use an item slot to counter it.

Phantom Viel is one which some would argue the tank should have. This is 
generally used to counter Odin Ult for characters which do not have leaps 
or other ways out. The reason why the squishy character should actually 
have it is because the tanks can handle being inside of an Odin Ult, but 
a squishy will have a death sentence if someone with Phantom Viel is not 
near which is probably why they gave some damage mitigation as well late 
game.

Blink is generally found on the Jungler but the Support and Solo can use 
it if they are not good at initiating fights. This is mostly to catch the 
enemy off guard and close the gap for melee characters to minimize damage 
taken.

Sunder can be used on the Jungler, but is not very useful until upgraded. 
This can completely take someone out of a teamfight and early on can be 
used to essentially execute a target with less than 15% health.

-=Building Damage=-

These will just show the priority of items to build damage, but both are 
most likely needed. Lifesteal is also good for damage because that is what 
the return health is based off of. Movement Speed is needed for Junglers 
to be efficient and most MS items have power. Warriors and Guardians should 
generally not be building damage unless if they are being played in roles 
not solo or support. Some pen is always needed to do efficient damage.

Mages generally scale better off of their abilities so 1st power and 2nd 
pen. Obsidian Shard for burst damage, like He Bo and Spear of Magus for 
tick damage, like Anubis.

Guardians have higher base damage and less scaling on their abilities 
so 1st pen and 2nd cooldowns. Obsidian Shard is probably going to be the 
best and then stack more pen.

Hunters work better with basic attacks so 1st attack speed and 2nd pen 
if going the Qin's Sais route. If going the crit route, 1st crit chance 
and 2nd power. Executioners is a good pen item.

Assassins work like Hunter if basic attack based, or like a close range 
Mage if ability based. Ability based Assassins should get 1st power and 
2nd pen. Cooldown is usually good as well for ability based Assassins. 
Titans Bane is generally the pen item of choice with other pen added 
based on need. Basic attack Assassins should generally go the Qins Sais 
route, but some like Mercury and Ne Zha do well with crit.

Warriors work similarly to Assassins, but the ability based Warriors 
should focus 1st pen and 2nd cooldown like Guardians. Qins Sais is the 
route for basic attacking Warriors.

Obsidian Shard and Spear of Magus do not do well together.
Executioner and Titan's Bane do not do well together.
Stone Cutting Sword does better with Executioner than Titans Bane.

-=Building Tanky=-
Generally the only ones building tanky should be those who can play 
support or solo. For efficient health, both defense and health are wanted. 
Abilities are generally countered by health. Basic Attacks are generally 
countered by defense.

HP5 is good on gods without a self heal and staying in lane longer. 
Cooldown is good for getting cc up. CCR is generally useful for being 
able to do more in fights besides being a well- animated punching bag 
and getting through the enemy cc. Getting two fully physical defense 
items is generally good for 3 physical gods because you can tank tower 
and objectives. If it is 3 magical gods then a balanced mix is good.



Easy "Stunville" achievement:
-----------------------------
Consider using group fighting modes such as Arena, Assault, and Clash. Build 
a relic such as Blink so you can position yourself and your boar easier. 
Allies with crowd control such as stuns or slows, or abilities like Ares 
ultimate and Odin ultimate make this even easier.
 
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