Can you smite wards




















The best thing to do is look at what the enemy team has and try to counter them. Just be aware of what is happening in your game. We all have bad games. Sometimes just waiting it out and weathering the storm can turn the game in your favor.

Just wait for an opening, or for one of your carries to come online. The amount of games where a team has a late-game comp and F6 after 15 minutes is astronomical.

If you are running a late-game team comp and suffering, you just have to stem the bleeding and wait it out. Say you stayed in the game and are waiting it out: do more. Another common mistake for Smite players is to do nothing productive while their team tries to stabilize.

Farm, push a lane out, or just help your team out as much as you can. Speaking of diving, plenty of Smite players think the only way back into the game is to whip the enemy team. Yes, that is a good option, but it is not the only solution, so stop trying to force a fight without your team! However, this is not always posible. For example, at the beginning of the game you can avoid warding if you wish to buy more potions. Warding the enemy blue buff at the start of the game can help you to secure mid camps, or help you to steal their blue buff, allowing you to gain an experience and gold advantage.

Warding at the beginning of the game in mid lane and duo lane informs you of when the enemy mid-laner or duo team are attempting to take mid camps or their experience camps and also when they respawn. Let me put it this way: the more often you ward, the higher your advantage upon the enemy team grows. However, remember that you can only place a maximum of two wards, which each have a maximum lifespan of 3 minutes. If you hear a ward ping, detecting an enemy God nearby, you must react immediately.

You can either retreat back to the safety of your tower or your team if possible , or counter-engage upon the enemy God. The enemy God is unlikely to know that you have seen them coming towards you, therefore this is a prime opportunity to engage with them and take them by surprise. Sentry Wards are strong, reflected in their cost which is nearly triple the price of a standard ward. These are mainly used to ward the Gold Fury or Fire Giant objectives as they reveal enemy wards, allowing your team to destroy them and take the Gold Fury or Fire Giant unbeknownst to the enemy team!

However, this is not the only purpose of Sentry Wards. The most aggressive option is to quickly level two gank in an attempt to pick up an early kill.

The two safer options are to begin a full clear of your jungle, or continue the aforementioned three camp start. In either case, you will want to save your Smite for your second buff if possible.

Strong early game junglers could be looking to invade your second buff, so holding your Smite for the finishing blow is recommended. The heal your champion gets from using Smite will also leave you healthier as you plan your next move on the map. At a neutral jungle camp spawns in the top and bottom rivers. Unlike the other camps, this Rift Scuttler does not fight back.

That makes it a great early target to regenerate your health while earning gold and experience. Of course, the opposing jungler will be thinking the same thing. Assuming both junglers start on the same side of the map, you can choose whether or not to force an engagement around the Scuttler spawn.

Some things to consider before choosing to fight over it include: how healthy you are after your initial clear, how strong your jungler is early game compared to the opponent, and how able your laners are to quickly come to your aid in a fight. If the fight looks to be advantageous, go for the Rift Scuttler. The opposing jungler may have come to the same conclusion. You would then get it for free.

If you fight for it, be prepared to call your allies for help. Also remember that using Smite on the Rift Scuttler during a fight will gain you health. If you fear you cannot take it before the other jungler contests you, again call to your allies for help. As a jungler, you can start to plan your early game pathing in champion select. Though you will not know how the lanes will play out, you can discern what lanes on your team have crowd control.

Lanes with ally crowd control will be easier to create a successful gank. Weak enemy laners can also be preyed upon, even if your crowd control is lacking. Once you get in game, it is your job to constantly be checking the map to see what gank opportunities are available to you.

Some things to look for include laner health, lane position, and what camps are up to clear. Laner health refers to how healthy your ally and the enemy laner are. The higher your ally health and lower your enemy health the better. In the case in which both laners are low, it is especially enticing to gank because you can pick up a kill and potentially save your ally from death. That would result in a two kill swing.

Where the laners and minion waves are located in the lane matters for gank opportunities. The farther an enemy laner is from his own turret, the easier it is to catch him before he can return to safety. Just be careful that the enemy minion wave is not too big. The extra damage from minions can turn a 2v1 into a more dangerous proposition. An ADC character almost always needs some. I vs mode, it's there for practice no one is going to get mad at you if you suck against the A.

Get familiar with the hitboxes and how the attacks work so you can use them when you need them and hit with them when you have to. Running out after a kill and getting killed yourself isnt worth it, be cautious at first, the ability to know when to charge and when to back off is the most important thing in this game, getting killed hurts the whole team. If you think you might die, don't risk it. No one will get mad at you if an enemy gets away but it's pretty likely that if you keep dying trying to get kills someone is going to say something.

Sometimes, no matter how good you are, you are going to get stomped. Just accept that the other team was better this time and move on. Each loss is a learning experience for you, treat it like one. See what items the other team used, see what tactics they used to get the better of you. There is always something to take away from a loss. Use wards, I'm not kidding here. Learn to use the voice commands, asking for a gank, warning when you are leaving lane, or just saying gg is part of the experience.

Don't cheat yourself and your team by not communicating. Communication is more important than skill in the long run, I've been stomped by teams who sucked just because they all were communicating and my team wasn't. It makes a big difference. Why does everyone rage so much about players not buying wards, they give you a little help on knowing where the enemy is i use them ofc , but its not a gamechanger really.

Hope this doesn't come across as too agressive but: I don't mind new players not buying wards.



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