The Best Tips For Team Composition In Smite 2

The Best Tips For Team Composition In Smite 2



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Smite 2 has some of the most flexibility when it comes to team composition of any MOBA out there. Any character can be selected to play in any role; that might not go particularly well with characters that aren’t good fits, but it does mean you can experiment with them quite a lot.

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There is no hard and fast rule when it comes to team composition, but there are certain things that are going to be helpful in more scenarios than others. All the tips in this list can be considered rules that can be freely broken, but they do provide good fundamentals.

Smite 2 is currently in Early Access, and any of the information below could change dramatically as the game develops.

Bring A Varied Team

Sobek attacks enemy minions in Smite 2.

Build your team to have multiple different strengths. Stacking many different characters that have similar strengths means they’re likely to share similar weaknesses, as well. Stacking strengths across the board will make for a team that can adapt and strategize in any direction, provided everybody is on the same page and playing their role correctly.

Or Stack Strengths In One Area

The above point is not universally true, and teams that do focus on one aspect, like area-of-effect (AoE) damage, can be extremely effective in the right situation. But, it does mean that the team is going to be lacking in another factor, like single-target damage. If an enemy team compensates for your weakness, they can exploit it.

How To Plan Your Duo Lane

The Duo Lane has a lot of flexibility, because it’s the only lane that is going to usually have multiple characters on each team inside it. This makes for a ton of character combination possibilities, both that you can have on your team, and that you might be playing against.

  • For instance, something that can be helpful to bring in the Duo lane is one melee character, and one ranged character. This is particularly true if you’ve got a tank-style Support character; bringing along a ranged Carry means the Carry will be free to deal their damage behind the Support, in relative safety.
  • Conversely, if you’ve got a ranged Support, which is usually a character capable of healing, bringing a Carry that can hold their own in melee can enable the Support to focus on their job of healing without needing to constantly fend off an attacker.

As of the writing of this, the only Carry character that can truly use melee Basic Attacks is Ullr. However, some characters can hold their own in close-range better than others. This doesn’t mean they should play exclusively in melee, but they can help keep the heat off of the Support.

Combinations that work like this include:

  • Geb (Support) and Danzaburou (Carry)
  • Sobek (Support) and Zeus (Carry)
  • Ullr (Carry) and Yemoja (Support)
  • Zeus (Carry) and Aphrodite (Support)

At the same time, the opposite of this can be true, especially if you bring two melee characters. Both melee characters can put an extraordinary amount of pressure on an enemy if they’re the only one in the range.

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Consider Early Game And Late Game

The early-game and the late-game are going to be very different experiences, and a character or playstyle that works great in one might perform poorly in the other.

Compensate For Characters That Start Slow

Certain characters, like Jing Wei, can be extremely weak early on, but wildly strong later. In order to not be at a disadvantage early, selecting one of the strongest Support characters, like Geb or Sobek, might compensate for that. Sobek and Geb can still be very strong in late-game, and they’ll possibly have a supercharged Jing Wei behind them.

Characters that can sometimes start slow but end up incredibly strong are:

  • Jing Wei
  • Hua Mulan
  • Thanatos

Stack A Late-Game With Creative Lineups

This might also change your God Aspect choice; Ra is a great choice for the middle or solo lane, where he’ll be on his own for large periods of time. This might make it difficult to justify activating his God Aspect, which tilts him into being a viable Support character.

But, when you consider that later in the game there will be more team-fights, keeping that God Aspect active can give your team a little extra Support. If your team has a tank-style Support, this enables your team to still have a healer and tank in the late-game, or stack extra healing, otherwise.

Some examples of this would be:

  • Ra – Late-Game healer.
  • Hercules – Late-Game tank.
  • Sobek – Late-Game tank.
  • Baron Samedi – Late-Game hybrid.

The Solo God choice is really going to point your team’s strength in a particular direction in the late game. Solo characters can be great at a variety of things, and most of them are capable of self-sustaining. This can lead to tank-style characters, characters who can heal a significant amount, or some combination of the two.

Mobility Creates Opportunities

A team that is stacked with high-mobility characters has extra opportunities to rotate through lanes throughout a match, creating advantages when it’s prudent. The Jungler is the most obvious example of this, as a character that’s intended to jump between lanes, with the Jungle as their home.

But other characters are capable of this, too. Athena is a great example of a character who can get across the map to help a teammate when necessary, or to create an immediate advantage an enemy cannot anticipate.

Other characters who have high mobility that can get across the map when it’s helpful are (excluding characters who are primarily Junglers):

  • Medusa
  • Fenrir
  • Jing Wei
  • Susano
  • Hecate

If you can fit a few of these characters on the same team, it will make for a team that can be very fluid throughout the match, and be difficult for enemies to keep track of.

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