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Empen

@Empen

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Joined eight months ago

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Suggest an unorthodox build for any SMITE 2 god!

in SMITE 2

Closed

This is a build I genuinely love going, it's funny, it's low-key kinda effective, and it makes an otherwise old and sluggish feeling god into one that kinda feels APM-heavy!

It looks a bit goofy, but this is a build for full cooldown Odin!

It's viable for both jungle and solo, but if you go solo I'd swap the last two items for Breastplate and Genjis, maybe. Walking through the build, in order:

Triton's Conch: It has good stats for the cost. This item itself packs a whole lot of hybrid stats and a good chunk of health, as you'll still need some survivability if you're leaping in with bird bombs. If you want to go full glass cannon, build Jotunns or Book of Thoth or Transcendence here instead.

Chronos Pendant: This is the funny. While the passive it has is technically less effective when you're stacking a bunch of CD, it can get a lot of value while we're giga spamming our abilities.

Gem of Focus & Tekko Kagi: Lots of movement speed. You'll be zooming. These also provide a huge amount of CD.

Soul Gem: CD and sustain, and you'll be proccing it often with how high your CD is.

Cosmic Devourer: You have a lot of mana issues with this build, so you can build an Oracle Staff earlier on in your build and eventually make that item into Cosmic Devourer. It provides 20CD, mana & mana regen, and a big chunk of INT.

Why intelligence?
Odin's 3 pulses have a 120% INT scaling (60% for each hit). This is much more than most mages get on anything. In addition, your shield health scales with intelligence, which makes you surprisingly tanky so long as you keep moving with your high movement speed.

Max your 3 first, then your 2, with only 1 point in your ultimate, and early on or when you aren't specifically looking for a quick, bursty trade, but to play an extended fight, use your 3 with 1 pulse only. Most people don't know this, but Odin's 3 both gives attack speed, but also refunds half of the ability cooldown if you throw your spear after only 1 pulse. With one or two cooldown items, this gets your 3 down to a 2.5-3 second cooldown. You can spam the ever loving crap out of it, which is great when you're looking to brawl, especially so when you're in a long winded engagement.

Pros

  • Lots of fun

  • Tons of damage

  • Really funny when you're casting your Lunge, Shield, and 3 on a 2-3 second cooldown or lower

  • Tanks have a hard time killing you because they can't outdamage your shield or keep up with your frequent leaps

  • Amazing jungle clear & roams fast as hell

Cons

  • Mana hungry

  • Squishy and no pen (not great for this current tank meta, but great at focussing down squishies) (You can totally substitute something for pen if you need it though- Tritons Conch is probably the most cuttable item)

  • you gotta play odin for it (idk why some people dislike odin)

Anyways, if you try it, have fun- I wouldn't suggest running it in ranked until you're comfortable with it, though!

Imagine SMITE 2 was a card game and design one of the cards!

in SMITE 2

Closes in 1 month

I created a whole rulings document alongside multiple cards and a general outline of how the game is played! I genuinely love card games and I LOOOOOOOOOVE making them, or at least concepts of TCGs, and I'm glad you guys did this bounty.

Verified

Here's the google docs link if you need it not from twitter:

And here is the post without the included images that would be in the document, if you guys aren't allowed to go to external google doc links when reviewing a submission!

Welcome to the Smite 2 Card Game! This TCG concept is based on the MOBA, Smite 2, and the many mechanics present within the game, namely, Items/Relics/Actives, Gods, Minions/Jungle Camps, and so on.

You build a deck of 40 cards, alongside a location deck consisting of 5 one-of location cards, alongside two towers, a phoenix, and a titan. The goal is to destroy all of the opposing enemy structures and land a hit on the enemy titan.

To do that, you play with your deck composed of Gods, Minions, and Items. Gods are powerful, expensive units that you generally construct your deck around. Minions are neutral, more generic units meant to help build out your gameplan, and items are effects you can use to help provide you with more utility.

Each turn, you gain a level, up to level 20. You can cast gods, minions, spells and items with costs up to your total level. For example, you can play a 1 cost minion, a 5 cost god, and a 2 cost item if you are level 8! But if you’re level 1, you can only play a 1 cost minion. When you destroy a Structure, you gain a Level, but your opponent draws a card.

The game starts by each player shuffling their deck, placing it to the side and placing their structure tokens- towers first, phoenix behind that, and your titan behind the phoenix. Then, shuffle your location deck and place it to the side opposite of your deck. To start the game, decide who goes first randomly, then each player draws 5 cards. At the start of your turn, you draw a card- except for on the first turn, where the player going first draws a location card and places it in between both player’s fields. This is the location the game will start with.

Phases of the Game

After the game starts, each player has a Play Phase and a Combat Phase. After the Combat Phase ends, the player’s turn is over. 

Combat Phase

During the Combat Phase, the turn player can declare an attack on any God or Minion, as well as an enemy structure. If they choose to attack an enemy tower, the defending player may defend with any Gods or Minions they have on their field, which blocks as much damage to the tower that the God or Minion has in HP. Any overkill damage is dealt to the structure. 

Locations

After you start the game with a location in play, many effects can change the location. If a new location is played, the owner of the previous location shuffles it back into their location deck. The location has rules, texts, or an effect on it, which both players can utilize to their advantage. Below is an example location.

Mid Lane

Location

Mage cards cost 1 less to cast.

Gods & Minions

Gods & Minions share many attributes- special powers, attack and health, and summoning sickness (they can’t attack the turn they’re summoned). Where gods differ is their power level- gods being these bastions you build your deck around, while minions empower your strategy. 

Nu Wa

God/Mage

5ATK/5HP/7 COST

When you play this and at the start of each of your

Turns, summon a 2/2 Clay Soldier token.

The Minotaur

Minion/Beastman

4ATK/6HP/6 COST

When you play this, deal 3 damage to the current

active enemy structure.

Items

Items are a special class of cards that immediately get discarded after playing them, unless stated otherwise, that can be played at any time during your turn, except during the Combat Phase.

Book of Thoth

Item / 4 Cost

This stays on the field for 2 of your turns after using it. Then discard this and gain 2 Levels.

Structures

Every game, you have a Tier 1 tower, a Tier 2 tower, a Phoenix, and a Titan that your enemy needs to destroy to win. Your goal is to defend them as best you can! Here are the structures and their effects.

Winner

Pitch a festive in-game event for SMITE 2!

in SMITE 2

Closed

I think I'd like to steal some inspiration from League of Legends here!

When you think about winter, what do you think of? Sleds! Snowball fights! Forts!

I'd like to propose an (unrealistic) gamemode of a snowball fight!

It'd take place in a modified arena setting, probably, but the map is covered in several feet of snow! Gods can auto attack to "shovel" wide paths in the snow, allowing the map to change over time (ranged auto attacks would take two hits to break a path!). By shoveling snow, you gain charges on your snowball active item! Tossing the snowball, if it hits an enemy, will "mark" them, allowing you to "slide" over to them through walls, like in League's ARAM map!

I really like the idea of shoveling snow to change the map's geometry throughout the match- being on the arena ruleset, minions would also auto attack a path (slowly) down the center of the map, which would make for a funny situation where like 30 minions clash in the center eventually.

Instead of the juggernauts, I think kills eventually "snowing in" one half of the map, collapsing some of their pathways, would be fun. This would also allow for the lategame to go later, as arenas often end just as I get full build, which is always disappointing.

You could have mountains replace the spectators in the arena, and maybe avelanches could happen periodically, creating a hazard for characters like Hercules to push you into!

Anyways, that's my silly, probably half-baked idea, but I think it would end up being some good fun if implemented properly!