Teamfights Overview - A Smite Guide
Are you bloodthirsty and always try to go for the kill? Check out this guide to improve that!
Are you bloodthirsty and always try to go for the kill? Check out this guide to improve that!
Teamfights are the core of Ranked Conquest games. When you get to late game, you can team up with your teammates and engage in 5v5 fights that can decide the fate of the match. The only problem is that not everyone knows how to teamfight. Most people try to spam abilities and others simply don’t mind the objective and get thirsty for kills, without any type of strategy, at a very high cost for the entire team.
In this article, I’m going to help you find out what you should and shouldn’t do and also give you some basic tips you may find useful when you engage in a late-game fight and want to level up your position in the ranked ladder.
In a late-game teamfight, each one of the five roles has to do different things in order to create an advantage and destroy your opponents. To go in depth in this section, we will assume that the ADC is a Hunter, the mid is a Mage, the support is a Guardian, the solo a Warrior, and the jungler an Assassin. I highlight this because I know that there are many varieties of gods in any role, and that you can have a Mage jungler like Ao Kuang, a support Warrior like Amaterasu, a mid Hunter like Neith, etc.
First of all, I will explain what each person should do:
As you can see, the idea of an encounter of this nature is to kill all or most of the enemy team. Everyone has a different role in this, so don’t just run and go 1v5, or you will die. Specially in ranked Conquest, you play to win, so it’s critical to follow instructions and focus on your objectives. If you are a carry, don’t go after the tank or the solo laner, unless it’s absolutely necessary to aim for them. If not, always go for the other carries. It must be highlighted that this is ever-changing; one fight will always be different from the others, and you have to be very careful with what your decisions to avoid interrupting a fellow player or facilitate your death to your enemy's hands.
Now, we will talk about another concept: the type of teamfight. Due to the great number of gods that are available at this moment and the different playstyles of the people that play Smite, a fight can greatly vary depending mainly on the level of the player, the team composition, the area of the map, the buff that anyone has, and the skills that everyone has in the role that they are using at the moment. Also a great deal of this can be based on the vision that the enemy team has or how organized they are. Regarding teamfights, you need to know that vision can tell you if there is someone trying to jump your backline, or maybe catch off lonely gods with a 5v3 skirmish that will end up in your favour most of the time.
When you think about this type of encounter, you think that it’s a 5v5 where people are looking at the others and seeing who is going to start, like the SPL… but it’s not this way all the time. Sure, there are many opportunities where you will be in this situation, but usually there is the late rotating person, that only gets to the fight when it’s almost over and when your team has been killed because there wasn’t anybody protecting the backline or engaging.
One type of teamfight is the ambush, and this happens when the other team has a numerical disadvantage. Maybe this is because someone is split-pushing, was recently killed, or simply was not sure where the other team was, so he started farming and doing other things. Take advantage of these sort of fights, where you have a real chance to kill most of the members of the other team or at least get rid of one of the carries (ADC, mid or jungle), and turn this opportunity into a Fire Giant, Phoenix, or victory.
Another type of fight is the one that occurs near an allied or enemy structure, this can be a Tower, Phoenix, or even Minions. We will call this a lane teamfight. When you are fighting in a lane, most of the time you will try to engage if you are near a structure, and this can impact greatly the encounter because it’s a source of damage. At the early stages of the game, it’s almost suicidal to dive under a tower, because it deals a great amount of damage, so you will be heavily punished for your choice. On the other hand, if you are behind, the tower can help you deal the damage that you cannot deal on your own, and maybe kill the person who is diving you. Taken into the perspective of a teamfight, if you are engaging beneath a allied structure, you have a slight advantage (at the later stages of the game the amount of damage that an opponent can receive will be higher) and this can help you win.
The third type is very important, because it's key to win the game. It's the objective teamfight. This is when you fight next to the Fire Giant, the Gold Fury, or the Titan. Probably you can't get any highest stakes with this type of engagement, due to the importance of losing or winning (specially if you are fighting near a Titan), because if a team gets an objective, it can greatly increase their opportunity to win the game.
A crucial and key factor on teamfights is the place where it takes place. It’s not the same fighting in the middle of the lane as it’s when you are near the Fire Giant or the red buff. Your surroundings can impact gratefully in these situations, especially with abilities that have an interaction with the surroundings, like the Hou Yi Ricochet or Chernobog's Into the Darkness. Bear in mind where you are, how an enemy can enter or leave the fight, so you don’t have nasty surprises like a Hun Batz jumping from behind a wall and ulting the entire team, but this principle does not apply only to the enemies, but also you should have an escape route in case things go wrong so you don’t end up in a Deicide.
Finally, positioning can probably be the thing that gets you the win or loss, at least most times. Knowing where you stand, who is next to you and how safe are you at any moment in are the things that determine if you live, die or get kills. Sometimes the ADC or the Mid can be trapped in a nasty CC directed to the frontline, and this can kill you almost immediately, or they can be so far away that they cannot help the frontline before they get executed by the entire team. The contrary may also happen; you can dive too aggressively and have no time to receive a follow up from your team, or even trying to get somewhere and leaving your ADC unprotected, leaving him to die. On his own. Alone. Because of you.
Know your role and understand what you are supposed to do, when are you supposed to do it, and where should you do it. It’s merely impossible to be perfect but try your best! Learn from every battle and improve your reactions, focus, and positioning to be a key factor for a win!
Like our content? Support us by getting our merchandise in our shop