


You may be wondering, at this point, why Thanatos isn’t played more extensively at high ranks, if his early-game is so dominant. The Scythe’s power, along with its built-in heal and slow, combine to make Thanatos the most dominant early-game jungler in Smite. This means that at level one, Thanatos can take nearly a third of another god’s health with a single Scythe.
#Smite characters plus
This ability deals 100 damage at first level, plus an additional 10% of the victim’s maximum health. One of the most infamous examples of high scaling is Thanatos’s Death Scythe.
#Smite characters full
Base damage doesn’t require anything it’s the same whether you’re at full build or sitting on a starter item, boots, and eight potions. Very few gods have innate Power, and require a number of items before their Power begins to approach mathematically meaningful amounts. High base ability damage is good for obvious reasons. This is as contrasted with scaling, the percentage of your Power that the ability deals as damage, which we’ll talk more about sometime later. If you’re unfamiliar with the term, the base damage of an ability is the static amount that it deals, regardless of any Power (magical or physical) that you may have. Instead, I’ll try and break down some of the contributing factors and introduce you to the most recognizable and defined examples of early game gods.Īs I said before, there’s really no defining factor that makes a god early or late, but one consistent theme in early-game gods is high base ability damage. Unfortunately, there is no hard and fast rule or indicator that determines which characters are good early. These factors are important to recognize, because they can influence the way you play, especially if you’re piloting an early game god since you need to make the most of your opportunity before it disappears. You’ll often hear professional casters refer to a character as “early game” or “late game” focused it means that the god, instead of being approximately as strong in all parts of the match, has a part in which they are objectively stronger than other possible picks. This means that some gods, just like some tactics or mechanics, have a limited window of optimal effect. And while most gods in the game are fairly well-rounded and effective in most phases of the game, there are others with more extreme differences in their range of usability. Strategies that can be effective at level five are unlikely to be equally effective at level ten, and will be long expired by level fifteen. One important thing to understand about Smite, and something that I’ve mentioned in previous articles, is that a round of Conquest is not static and similar all the way through.
