Players of Smite who want to dish out divine justice outside the game’s Conquest Mode can duke it out in a team deathmatch via Arena. Thanks to this game mode, fans of Hi-Rez‘s acclaimed MOBA can worry less about Towers and Phoenixes, and instead focus on dishing out their best moves against the enemy. Essentially, Arena forces teams to outlast one another by finding the fastest way to deplete the opposing team’s tickets. Players accomplish this objective by eliminating mobs, killing other players, or escorting their own troops to the opposing team’s base.
Arena serves as a mix of team deathmatch with points on the side. However, new players might not be maximizing their Arena experience to their full potential. What else are new players missing out on from this game mode?
10 Not Focusing On The Tickets
Players who start focusing on the ticket numbers also train themselves to learn how to adjust to certain objectives. For instance, a team running low on tickets doesn’t necessarily have to concede. Remember, eliminating Gods and Siege Minions can easily deduct 10 and 15 tickets off the enemy’s count, respectively, meaning calculated kills can easily help teams make a comeback.
These tiny implications on the mechanics help newcomers learn how to adjust their playstyle based on their objectives. Likewise, the potential of a “comeback” from a low ticket count can teach newcomers to be patient – especially in modes like Conquest where a prospective loss in the early game can make room for a comeback given the right timing.
9 Not Attacking The Minions
The Arena mode needs players to escort their Minions and Siege Minions all the way to the enemy portal in order to force the enemy team to lose points. Ideally, no Gods protecting the portal means Troops become free and clear to cross over. This latter factor forces the notion of teamfights into Arena.
Unfortunately, a lot of players tend to forget just how valuable Minions are in the mode. Remember, if a Minion wave gets to eliminate the other camp’s, just a pack of 10 Minions can remove 10 tickets off a team’s total count. This doesn’t seem like a big deal at first, but if this racks up, it can easily deplete a team’s ticket stash. People should pay just as much attention to how their Minions perform outside the teamfight, which is a handy way of teaching players how to take care of their own lanes in other modes.
8 Not Attacking The Siege Minion
Another important element of Arena is the Siege Minion, which appears after a team gets 10 God kills from the other side. This Siege Minion is much stronger than the other Minions and can be comparable to a Jungle monster in terms of strength. A Siege Minion cuts 15 tickets off the opposing team when it passes the portal, which makes it an integral foe to fight. Unfortunately, Gods focusing on a Siege Minion leaves them quite open for vicious AOEs from the other side.
In turn, this becomes a great way to teach players how to tap into their God’s abilities to maximize AOE damage and protections while fighting a Siege Minion alongside the enemy Gods.
7 Not Using Recall
Due to the “small” size of the Arena, there isn’t any point in going back to base, right? However, players should remember that getting killed around the midgame to the endgame still accrues at least a minute’s worth of respawn time – and these seconds could’ve been used for players to help with the teamfight.
Instead of risking an enemy kill, players should learn when to retreat to their base to maximize their time on the battlefield. A lot of Gods often have underrated mobility options that players can use to their advantage. For instance, Bastet has a lunge attack that, when reactivated, can bring her right back to her starting point – perfect for retreats.
6 Not Creating A Rotation
Players might want to put their focus solely on eliminating enemy Gods and their minions to secure their tickets. However, following this strategy can get dangerous quickly as Gods level up much slower with this process. Instead, players should treat the Arena’s map just like any other game mode. Despite the two small Jungle camps being contested, players should always make it a part of their rotation whenever people get busy fighting in mid.
That way, players have a steady stream of EXP and buffs they can use to assist in the ongoing teamfights. Likewise, they can capitalize on the opportunity and gank enemies trying to get buffs all by themselves.
5 Not Using Items
Regardless of Arena being a straightforward game mode, Items – especially Relics and Consumables – can easily become godsends when used properly. Relics such as Aegis Shield and Meditation Cloak can give Guardians and Warriors more than enough time to recuperate in combat. Meanwhile, simple Health and Mana Potions can give any God a much-needed HP or MP boost to outlast opponents.
In the context of larger game modes, Items can help make a huge difference in teamfights and even against Elites such as mobs. The Arena serves as a great training ground to help players be more careful with their Consumable and Relic choice.
4 Not Synergizing With The Team
Granted, Arena can become a great way to train Gods or just have a chill time participating in teamfights. However, new players should train their composition skills by allotting time to pick a God that synergizes the best with the rest of the team. For instance, Ares and his hooks work great to drag opponents back into the range of an ally’s melee attacks. Likewise, Ra and his line-based attacks work great in mid-heavy encounters in Arena.
Doing this strategy trains players on quick-thinking, especially during the God Selection phase. Sometimes, the right balance of Gods can determine the viability of a team in Arena. Interestingly, this mindset also applies to every other game mode as well, especially Conquest.
3 Not Using It To Train New Gods
There’s a reason why Smite newcomers try the Arena first before getting thrust into the game’s multiple modes. Thanks to the Arena’s straightforward nature, it serves as a great starting point for training new Gods.
If they’re planning to buy a certain God, it’s worth using their trial within Arena. Thanks to the Arena, players can test a God’s kit firsthand. This advice might seem “basic,” but a few rounds in Arena can help players get familiar with the basics of using any God they’re planning to use in other modes. In turn, Arena becomes a great way to train more complex Gods such as Set or even Tyr, given their extremely flexible mechanics.
2 Not Using It To Best Builds
Aside from simply using the Arena to train a new God, players can utilize this mode to get a quick look at how their chosen character can employ a particular build. Unlike Arena, modes like Conquest take too much time before players complete their Gods’ builds and maximize their kit. Thanks to Arena, players immediately start at Level 3 and can reach 20 in just a few minutes.
Moreover, since the majority of Arena involves interacting with Gods, it also becomes a neat way of testing builds against them. This setup works best for Assassins who want to test builds against fellow Gods, or Guardians who want to train their support capabilities.
1 Not Using It To Test Teamfight Viability
Alongside using the Arena for testing builds, the game mode also serves its purpose as a way to check a God’s viability to teamfights. Remember, the vast majority of an Arena’s 30-minute match involves attacking the enemy team or fending off their assault. In turn, the Arena serves as a handy way to test AOEs, CCs, and mobility-focused Abilities. These include using Thor’s Ult to go around the Arena or even Susano’s God-tagging abilities.
In turn, players can capitalize on God-versus-God interactions in Arena to train their God’s teamfight viability as well. Ares and Ja Di’s multi-God dragging become quite appealing abilities to train in the game mode due to their teamfight potential.
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