The draw to Smite is the third person camera. It adds a different dynamic to the gameplay and the MOBA genre. This has helped them bring in lots of different types of players, which has helped their other game modes gain popularity. Most MOBAs put all their focus on their one main game mode but Hi-Rez have put a lot of time into all their game modes. Conquest is still the main game mode in Smite and will be the most popular game mode as most players come to it for that, but the other game modes are still quite popular compared to the other game modes in different MOBA’s.

The different game mode creates different environments for players, but they still teach players different elements of Smite that can help them in their Conquest games. Here are a few ways each game mode can help improve you as a player.

Arena Madness

Arena is a very fast paced game mode. It allows players a quick game that they can jump into and play against other players. The draw to arena is the open 5v5 combat. This teaches players fundamentals of team fights as it is one of the most action-packed game modes in Smite.

With the gameplay focusing on this it can help players work on target selection during team fights and working together with their team to all focus the same target. With the buffs being either side of the map it allows players to keep an eye on the buffs while not losing line of sight to the opposition. This will help you keep an eye on jungle timers and know when to rotate for the buffs without compromising your team.

The way you win arena is by pushing minions into the opposition portal. This will teach you how to keep lane control and put pressure on the other team. To translate this to Conquest, it will teach players how to play aggressive in lane as they can learn how to put the enemy team on the back foot. If you treat the portal as a tower, it will show players how they can apply pressure to force their opponents under their tower.





Clash Together

Clash is the most recent game mode to be brought to Smite. It was originally brought in to translate players from game modes like Arena to Conquest. It has had a few overhauls, with the original layout having the Fire Giant and the Gold Fury to now having Apophis being the main boss in Clash. The game mode can still teach players areas of focus that they can use in Conquest.

With the main battling early game going over the red buff in the middle of the map it keeps the team fighting teachings Arena has, with more of a focus on the structures and the main objective of Conquest, taking the Titan. It also gets teams to focus on warding, with the map having bits of jungle between the two lanes teams can still use this to gank so warding is needed during the matches, so it gets players into the mentality of having wards on them as much as possible. With Clash being one of the faster game modes in Smite you can jump into it and have quite a few quick games.

Hi-Rez made Clash to translate players to Conquest so this is one of the best game modes that you can use to try out new gods. Want a new Assassin to main? Clash is great to try them out. Was that Warrior “OP” against you in the past few games? Go into Clash and see why that is. It’s a great training ground for people to try out new or different gods against real people and get a good feel for the god. It’s also a great place to try out the new “Meta” and find some gods you can add to your god pool for ranked games.





Joust the Three of Us

Joust has its own ranked mode after the popularity of the game mode and the most recent design changes they made to the map show that they are putting effort into Smites 3v3 game mode. Joust is great if you and two friends are on and you want to play with just the three of you. The mode does teach a lot to players, from basic ward coverage to defending or attacking objectives and buffs.

The focus in Joust is around the red buff and Bull Demon King. With the fighting taking place in one lane it can teach you on how to work as a core. I know most Joust comps are Hunter, Guardian and Mage but you can play with a core and get some great results with the format. If you had to say it was anywhere on the Conquest map it’s the middle lane, with buffs either side and the need to ward both sides of the map for complete coverage. All three players should be getting wards as often as they can. It will help you focus on key bits of information that can help your team capitalise on.

An example from one of my games is Hou Yi was using his jump a lot against the wave, for whatever reason. We noticed this early and started to engage whenever it was down. It’s a little thing but we kept winning fights off it. It shows that if you pay attention to little parts of the game you’re in you can punish the enemy team from it and Joust is a great game mode to teach you how to focus on these and learn when it is and isn’t right to fight.

It can also teach you how to fight under towers successfully. Depending on your play style can depend what side of this you are on, but tower diving is seen more in Smite then other MOBA’s, so weather your just trying to survive under your tower or your trying to get the decide Joust can help you learn how to tower dive or survive under tower.

All Random All Assault

All Random All Mid, ARAM, is found in different MOBAs and players find the challenge of it fun. With no idea what god you’ll get and not being able to buy items or back to base until you die is the challenge in this game mode and Smite use the ARAM style in Assault.

Mana is key in this game mode as you don’t want to run out too early and be an easy target for the enemy team to kill early and get ahead, so Meditation is key in this game mode, the "Med baits" are back here yes. Back when Med was a great pick up in Conquest this game mode could help you learn when to use Meditation to keep your team mate alive and kill the aggressive enemy god that you’ve countered against. Now though Assault teaches players how to fight in situations that may not be favourable.

Most fights I get in Assault are usually when my team is low mana or most the team is half health, in these situations you need to survive with as many team mates as possible to stop their push. Another thing it will teach players is positioning, depending on your role depends where you need to be during team fights or attacking the wave. Hunter and Mage behind the Warrior and Guardian, it may seem obvious but with everyone in the same lane the damage dealers will have a target on their backs, the opposition will always look to collapse them or get a quick pick, so positioning to stay alive and keep damage dealers chunking the enemy team is key.

This will help you in Conquest as you’ll be able to keep your damage dealers alive, or stay alive as a damage dealer, and hopefully win the engagement. This will help you for when you need to fight and when you need to retreat, if the fight isn’t one you want, or you can’t get a pick try and get out, in Conquest there is more environment that can help you escape an engagement so if you can survive in Assault it will help your confidence surviving in in Conquest.

Siege Your Chance

Siege originally came in during Season 1 and had a struggling start to life in the Smite world. Players didn’t like the game mode, but it seems quite popular now, its 4v4 combat spread across two lanes seems to have made it over with the players now. Siege doesn’t allow players to buy standard wards which shifts players to buying sentry wards, even though I never see them in my games, sentry wards are so key in Conquest and as Siege only allows you to buy them it encourages players to invest in them as it shows off the benefit of these wards over standard wards.

Siege helps players develop their early laning phases, more for a Hunter and Guardian lane then a Mage and either Warrior or Assassin lane, mostly because that’s a familiar laning partnership. If you and your friend are Hunter and Guardian mains you can work on laning together with it, especially with different gods and work on each other’s tendencies and get both of you in a comfort zone with each other. With the limitations on what wards you can get it makes players communicate a lot more to avoid getting caught out by someone missing.

You can say that that is important in all the other game modes as well but with the large jungle in Siege it’s something that is aimed at more than the other game modes. Siege also teaches players how to defend and attack towers. If you treat the Juggernaut as the Guardian in the team fight (I know the tower will still target gods over the Juggernaut), you can try and focus on getting the enemy team off the Juggernaut to make your tower push a lot more successful.

This translates to a Conquest game as if your Guardian is taking the tower aggro they will be a target for the enemy team, so it’ll make you work out what’s the better call, shredding the tower or bursting down the enemy. The situation will change which is the better option and Siege will help you learn on which you should be doing at each point. It will also teach you about objective control.

With the benefit of the Wild Juggernaut and with it being in the middle of the map it means both teams will look at gaining an advantage with it. If you can control this objective you will win most of your games. This can help in Conquest with both Fire Giant and Gold Fury as if you can have majority control of both objectives you will come out on top in most engagements and have a better chance of winning more games.





I said before in Clash that it’s a good game mode to try out new gods, but these game modes will all help with that, a lot of players aren’t confident enough to take a new god into a casual Conquest, so these game modes allow you to work out different bits with different gods. It even allows you to try new builds and work in a PvP environment with these builds and gods which can help you improve your Conquest games and help you move up though the ranked divisions.

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