Third-Person MOBA · Strategy · Cosmo Cheats

Smite 2

Hi-Rez and Titan Forge’s sequel to the third-person MOBA. Open Beta, free-to-play since January 2026.

Welcome to the Cosmo strategy hub for Smite 2. Hi-Rez Studios and Titan Forge Games launched the sequel to the original 2014 Smite in 2024 closed alpha; transitioned to free-to-play Open Beta in January 2026. Currently iterating through Open Beta patches OB26+ as of mid-2026. Smite 2 preserves the original’s defining feature (third-person camera in a MOBA) while modernizing on Unreal Engine 5 with improved animations, lighting, and ability spectacle. Five-role team structure, multiple mythologies in the god roster, Legacy Gems carryover for original-Smite veterans. Everything below is vanilla, mechanics-only knowledge.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "The Five Class Roles". A line drops from it and branches to five boxes stacked down the page: "Solo Lane: Warrior", "Mid Lane: Mage", "Carry: Hunter", "Support: Guardian" and "Jungler: Assassin".02The Five Class RolesSolo Lane: WarriorMid Lane: MageCarry: HunterSupport: GuardianJungler: Assassin
Figure 1. Section 02 of this page is "The Five Class Roles". These are the five entries it lists.

01 · The Third-Person MOBA Loop

5v5 across three lanes; destroy the enemy Titan to win.

  • 5v5 standard team format Two teams of five players. Each player picks one God from the active roster. Match length: typically 25-45 minutes; longer in close games.
  • Third-person camera (the distinguishing feature) Unlike League of Legends or Dota 2 (top-down), Smite uses a third-person camera. You see your God's back; abilities aimed by camera; closer to action shooters than traditional MOBAs.
  • Three lanes plus jungle Conquest mode (the main 5v5 map): three lanes (top/mid/bot) with a jungle between them. Minions push lanes; jungle holds buffs and neutral camps.
  • Destroy the enemy Titan Each team has a Titan at the back of base. Push minions through lanes; destroy enemy Phoenix structures; kill the Titan to win.
  • Minion last-hitting for gold Auto-attacks on enemy minions (the killing blow) grant gold. Last-hit consistently to maximize gold income. Gold buys items.
  • Abilities and ultimates Each God has 4 abilities (1, 2, 3, 4) with the Ultimate being most powerful. Cooldowns matter; mana matters; positioning matters more.
  • Items via Gold Spend gold at the Item Shop. Items provide stats (damage, armor, magical resistance, attack speed, etc.) and active abilities. Build paths define each God's effectiveness.

02 · The Five Class Roles

Each role plays a distinct lane and function.

Solo Lane: Warrior The solo top-lane bruiser
  • Examples: Hercules, King Arthur, Bellona, Cu Chulainn
Bring
Patience for 1v1 lane phase; positioning skill for late-game team fights.
Take
Tanky frontline who initiates fights and holds the top lane independently.

Warriors are sturdy, do moderate damage, and provide team-fight utility. Solo lane is a 1v1 matchup.

Mid Lane: Mage Ability-power mid-lane carry
  • Examples: Zeus, Anubis, Discordia, Morgan Le Fay, Kukulkan
Bring
Ability-aiming skill and willingness to play the long-range damage carry.
Take
The team's primary magical damage; team-fight nukes and burst damage.

Mages are high-damage, high-mana characters. Skill shot aim defines competitive play.

Carry: Hunter Auto-attack damage carry; bot lane
  • Examples: Apollo, Artemis, Neith, Cernunnos, Ne Zha
Bring
Positioning skill and patience for late-game scaling.
Take
Late-game damage; auto-attack focused; the team's primary damage source post-30-minute mark.

Hunters scale into the late game. They're weakest early; strongest late. Protect them in team fights.

Support: Guardian Tank/support for the Carry; bot lane
  • Examples: Athena, Hades, Sobek, Cerberus, Khepri
Bring
Team-first mindset and willingness to play roles that don't top damage charts.
Take
Team-fight engagements, defensive ward placement, and Hunter protection.

Guardians enable the Hunter to free-farm. Strong CC chains and tanky stats; the unsung heroes of competitive Smite.

Jungler: Assassin Roaming gank specialist
  • Examples: Susano, Ratatoskr, Thor, Mercury, Loki, Ne Zha (hybrid)
Bring
Map awareness and willingness to roam between lanes.
Take
Lane ganks; jungle camp control; team-fight pickups.

Junglers don't lane farm; they roam the map. Successful junglers carry teams through gank successes.

03 · Notable Gods by Pantheon

Multiple mythologies represented.

  • Greek Hercules (Warrior, Solo), Zeus (Mage), Artemis (Hunter), Athena (Guardian, Support), Hermes (Hunter), Apollo (Hunter), Hades (Guardian).
  • Norse Thor (Assassin, Jungle), Tyr (Warrior, Solo), Odin (Warrior), Loki (Assassin), Freya (Mage), Heimdallr (Hunter).
  • Egyptian Anubis (Mage, Mid), Ra (Mage), Sobek (Guardian), Khepri (Guardian), Bastet (Assassin), Set (Assassin).
  • Hindu Agni (Mage), Kali (Assassin), Rama (Hunter), Shiva (planned/upcoming), Ratatoskr (Assassin), Ganesha (Guardian).
  • Chinese Sun Wukong (Warrior), Mulan (Warrior), Chang'e (Mage), Hou Yi (Hunter), Ne Zha (Hunter, Jungle), Guan Yu (Warrior).
  • Other mythologies Celtic (Cernunnos, Cu Chulainn), Roman (Bellona, Mercury), Japanese (Susano, Amaterasu), Mayan/Aztec (Kukulkan, Quetzalcoatl), Yoruba (Yemoja).
  • Recently added (Smite 2) Discordia, Chiron, Anubis (Mage, mid), Ne Zha. New additions arrive every few patches based on Hi-Rez's "returning gods" focus.

04 · Items & Builds

Items decide effective power; builds matter more than picks.

  • Three item categories Damage items (physical/magical), defensive items (armor/magical resist/health), utility items (cooldown reduction, mana, special effects).
  • Starter items Each God's build starts with specific cheap items. Build into mid-game items as gold accumulates. The progression is decision-based; not auto-determined.
  • Item shop is in-game Spend gold at the in-game item shop. Buy individual items or complete recommended builds. Builds can be edited mid-match based on enemy comp.
  • Counter-build for matchups Magical damage opponent? Build magical resistance. Physical opponent? Build armor. Don't blind-build the same path every game.
  • Item actives Some items grant active abilities (cooldown-based powers). Active items are slot-limited; pick ones that match your role and matchup.
  • Glyph and Tier system Items have tiers (Tier 1, Tier 2, Tier 3 / 1500-3500 gold ranges). Higher tiers give more power; commit to upgrades as gold accumulates.
  • Build paths by role Each role has standard build paths. Hunters: ASPD then crit; Mages: power then penetration; Warriors: tanky bruiser; Guardians: tanky utility.

05 · Conquest 5v5 Map

The flagship competitive mode.

  • Three lanes (top/mid/bot) Standard MOBA layout. Top lane (Warrior solo), mid (Mage), bot (Hunter + Guardian). Jungle between lanes (Assassin/Jungler).
  • Towers (multiple per lane) Each lane has multiple Towers. Destroy them to push toward the enemy base. Towers grant team gold when destroyed.
  • Phoenixes (post-Tower structures) After Towers fall, Phoenix structures appear. Destroy them to expose the Titan.
  • Titan (the win condition) The enemy Titan at the back of base. Destroy it to win. Massive HP; takes coordination to bring down.
  • Jungle camps with buffs Neutral camps in the jungle provide gold and buffs. Speed buff, damage buff, blue mana buff. Control jungle to control the map.
  • Fire Giant (lategame objective) Major neutral boss. Kills grant team damage buff. Major lategame engagement.
  • Gold Fury (mid-game objective) Smaller neutral boss. Kills grant gold to the team. Mid-game tug-of-war objective; influences lane control.

06 · Other Game Modes

Joust, Arena, Assault, Slash for variety.

  • Joust (3v3) One-lane 3v3 map. Smaller team format; faster matches (15-25 minutes); intense early-game focus.
  • Arena (5v5 endless) No lanes; circular arena. Score points by killing minions and gods. Casual mode; great for new players learning Gods.
  • Assault (5v5 random God lottery) Random God assignments. One-lane map. Reduce God preference burden; pure execution matters.
  • Slash (5v5 quickplay) Mid-length 5v5. Less complex than Conquest; faster paced.
  • Custom games Create lobbies with friends. Practice modes, custom rules; useful for team practice and casual play.
  • Ranked play Competitive ladder for Conquest mode primarily. Climb tiers from Bronze to Diamond+; ranked matchmaking ensures balanced lobbies.
  • Limited-time modes Hi-Rez ships special modes during events: Master's Cup, Charity Cup, anniversary modes. Different rules and rewards.

07 · Legacy Gems & Smite 1 Carryover

Original Smite players get carryover.

  • Legacy Gems For every gem spent in Smite 1, players receive a Legacy Gem in Smite 2. Spend Legacy Gems on Smite 2 Gods, skins, and cosmetics.
  • Limited skin/character carryover Due to the Unreal Engine 5 upgrade, most Smite 1 skins do not carry forward. Legacy Gems compensate for the gem investment, not specific cosmetic ownership.
  • Account linking Link your Hi-Rez account to ensure Smite 1 progression credits. Process is automatic for accounts with prior Smite 1 spending.
  • Returning gods slow rollout Hi-Rez has prioritized returning Smite 1 gods to Smite 2. Adds gods to the roster in priority order rather than rushing 130+ at launch.
  • Updated Smite 2 god abilities Many returning gods have reworked abilities in Smite 2 to take advantage of Unreal Engine 5 mechanics. Familiar gods feel fresh.
  • Smite 1 still playable Smite 1 continues operating in parallel. No forced migration; some players prefer Smite 1's familiar gameplay. Both games coexist.
  • Free God Selection from Smite 1 carryover Various events have offered free God selectors based on Smite 1 ownership. Watch for announcement events; claim eligibility benefits.

08 · Ranked Play

Climb the ladder.

  • Conquest as the main ranked mode Conquest is the primary ranked queue. 5v5 strategic depth; the mode esports plays competitively.
  • Tier progression Bronze, Silver, Gold, Platinum, Diamond, Masters, Grandmasters. Climb through wins; demotion on losses. Skill-based matchmaking.
  • Placement matches New players play 5-10 placement matches; system determines starting rank. Initial placement based on win rate.
  • Pick-and-ban phase Each team bans 4-5 Gods before pick phase. Counter-picks and team-comp considerations matter; draft phase is mini-game in itself.
  • Rank decay High-rank players (Diamond+) lose rank from inactivity. Play regularly to maintain rank; competitive ladder is active-player gated.
  • Pre-made teams Solo queue, duo queue, full team queue. Team queue has stricter matchmaking; solo queue can pair imbalanced players.
  • Season rewards Each season grants cosmetic rewards based on final rank. Diamond+ players receive exclusive skins and emotes.

09 · Open Beta & F2P Status

Open beta since 2024; F2P since January 2026.

  • Open Beta status (current) As of mid-2026, Smite 2 is still in Open Beta. OB26+ patches active. No firm 1.0 date; release approach is iterative.
  • Free-to-play since January 2026 F2P transition January 2026. No purchase required; cosmetic-only microtransactions.
  • Founder's Edition Optional paid upgrade with exclusive cosmetics, all current and future Gods, and access perks. Optional but the most-popular long-term commitment.
  • Cross-platform play PC, Xbox, PlayStation cross-play supported. Build a roster on one platform; play across multiple.
  • Iterative patches Hi-Rez ships patches every 2-3 weeks. Smaller changes than League of Legends or Dota 2; faster iteration than typical MOBAs.
  • Priority-based update model Devs shifted to "priority-based" updates rather than fixed dates. Communicates what's next rather than committing to specific deadlines.
  • Esports Smite Pro League (SPL) and competitive scene continue from Smite 1. Smite 2 esports separate from Smite 1 esports; both run in parallel.

10 · Audio & Settings

Third-person MOBA settings tune for combat clarity.

  • Headphones for ability audio Ability cues, ultimate triggers, and footsteps reveal enemy positioning. Critical for team-fight reactions.
  • Master volume around 50–60 percent Smite 2 peaks loud during team fights. Lower volume preserves headroom for ability cues.
  • Field of view 90–100 Wider FOV reveals more peripheral movement. 90 is the standard pro setup.
  • Mouse sensitivity tuning Mid-range sensitivity for third-person ability aim. Higher than League of Legends; lower than competitive shooters.
  • Performance tuning Smite 2 is GPU-demanding (UE5). Reduce textures and shadows for higher framerate; competitive players prioritize 120+ FPS.
  • Disable motion blur Off in the video menu. Saves clarity during team fights and rotations.
  • Verify after every patch Hi-Rez ships frequent patches. Five minutes of menu review per patch prevents one bad ranked session.

11 · Pro Tips

Compound habits across the long MOBA arc.

  • One God deep, then expand Master one God across 50+ matches before expanding. Mechanical depth on one God beats shallow knowledge of many.
  • Last-hit minions for gold Inconsistent last-hitting separates ranks. Practice on Arena or custom games until comfortable.
  • Watch the map MOBAs reward situational awareness. Check minimap (in third-person, peripheral awareness matters). Detect enemy rotations early.
  • Itemize for the matchup Don't blind-build. Adjust based on enemy comp and game state. Counter-building is the difference between bronze and platinum.
  • Communicate ganks Voice or pings: "rotating bot," "enemy mid missing," "Gold Fury spawning." Coordinated teams beat individually-skilled solo players.
  • Defensive items save lives Don't skip armor/magical resist for raw damage. Survive to deal damage another fight.
  • Watch top streamers Smite 2 streamers on Twitch teach matchup-specific strategies. Two hours per week of high-rank footage compresses learning.