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Cpteleon

Chronos

Feb 2nd, 2016
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  1. # Building
  2. ##General
  3. For builds, check [this page](http://www.smite.guru). While building in Smite is very situational, smite.guru offers a nice basic build that off of which
  4. you can base your own, optimized build. If you want me to go into details on a certain item / on all of them simply say so and I will.
  5. #Skills
  6. ##Skilling
  7. Keep in mind that everyone has their own preferences and that the "best" way to skill is the one that best suits your playstyle. There are, however, some basic guidelines that are worth following, which are what I'll try to list below.
  8. ###Priority
  9. 1>3>2>4
  10. ###First five levels
  11. 1-3-1-2-4
  12. ###General
  13. Don't skill until the very second that you're going to use it. Keep your skillpoint ready incase the enemy tries to invade / your team needs you. Be ready to put a point in your escape ability if you need to get out quick: it's better to
  14. lose out on a little bit of earlygame power instead of giving away first blood.
  15. ##Wheel of Time
  16. The wheel of time is always spinning and for Chronos, it is no different. Depending on where the wheel is when activating Accelerate, it provides a different benefit to Chronos.
  17. ##Time Rift
  18. Chronos creates a rift in time, damaging all enemies in the area.
  19. ##Accelerate
  20. Chronos accelerates himself over time, allowing him to move faster initially and gain speed over time. While active, his Attack Speed is increased and he is not affected by the attacking movement speed debuff. This ability also stops the Wheel of Time.
  21. ##Stop Time
  22. Shooting forward spinning gears of time, any enemies hit by Chronos' attack have their Attack and movement speed slowed to a Stun, taking damage on the initial hit and again when they are stunned.
  23. ##Rewind
  24. Chronos travels through time to where he was 8 seconds ago, gaining Health and Mana back to the values of that time. All of his Cooldowns are instantly reset as well.
  25. #Tips
  26. ##General
  27. Chronos doesn't really have the best early game. While his abilities do a good ammount of damage, he's an AA based God, which is why he gets his powerspike later than other Gods.
  28. ###Wheel of Time
  29. Chronos' passive is pretty overwhelming early on.
  30. ####1st Section
  31. This provides you with a bit of sustain. It's nice if you're have an opponent with no / very little sustain. Once the wave is cleared, you can trade AAs with him and by using the first section you not only get more AAs out (which
  32. means that you'll likely win the trade) but you'll also gain extra sustain. If you're up against someone who relies soley on potions to keep their health up, doing this force them to back.
  33. ####2nd Section
  34. This section allows you to keep your mana up. If you level as I suggested, you'll keep your 2 at level 1 for most of the early and mid game, which not only allows you to invest your points into other skills where they're more useful, but also keeps the mana cost of
  35. your 2 low. This means, that **in terms of mana cost**, any time you plan to use both your 1 and 3, using your 2 first is worth it. It's always worth it (and again, by "worth it" I'm soley talking about mana cost) to use the second section before you use your 3,
  36. as well as before your 1 if you've already got 3 or more points into it. As such, in terms of mana management, the second section is amazing. There are, however, many situations, in which other sections will benefit you more. If you're planning on being very agressive, you'll probably get
  37. more use out of your fourth section, if you're trying to sustain more out of your first, etc. If, however, you're sure that you wont be ganked and you don't plan on agressing too much, using the second section of your passive will allow you to keep your mana up while still clearing efficently.
  38. Keep in mind though: **You still need the required mana**. So while you *can* use two skills even though you only have mana for one, with the second section active, you *cannot* use a skill whose mana cost you cannot pay. Even though you wont acually spend the mana, you still need to have it.
  39. ####3rd Section
  40. Honestly, this section sees relatively little use. It will give your abilities a bit more damage, but its use is outshined by that of the other sections in my oppinion.
  41. ####4th Section
  42. This is your lategame steroid. Not only will you have insane Movement and Attack Speed, but you'll also get the extra damage on your AAs, allowing you to melt targets in seconds. You wont get too much use out of it early, as the bonus it provides
  43. is of procentual nature, meaning that it will provide relatively little extra damage early on.
  44. ###Time Rift
  45. This skill is pretty straight forward; good damage and relatively low mana cost. It is worth noting though, that it has a little bit of a delay, so you either have to predict where your enemy is going to be, or use it when he can't move, e.g in combination with your 3. This is also what
  46. you'll be using to clear waves early. Depending on where you play Chronos (and thus how much mana you can use), you'll want to 3 the whole wave and then use Time Rift on the archers. Don't underestimate the poke this ability does either, especially against enemies with low movementspeed who
  47. have trouble dodging it.
  48. ###Accelerate
  49. This skill can be very hard to use if you're new to Chronos. You have to keep an eye on your passive meter, otherwise you might find yourself "waiting" for the right section to come up, making you lose precious DPS. For more detail on the different bonuses you gain from the different sections, see above.
  50. ####Movement Speed & Attack Speed
  51. You will always gain these stats upon activation, regardless of your passive meter. Early on, these wont be too useful. Your AAs wont hit for all that much, even with the additional Attack Speed. The Movement Speed
  52. buff is pretty nice if you're chasing a kill / trying to get out of a bad situation, but if you play safe and farm up you shouldn't be forced to use it (unless your opponent lets you outpoke them).
  53. ###Stop Time
  54. This is incredbly strong. It has a good range, pretty nice damage, a slow and a stun. The range and damage make it a useful clear tool, especially if you can land it on both the wave and your opponent. The slow allows you to either escape or catch up with your enemeis and makes landing your 1 easier. This skill is also very useful to set up
  55. combos with your teammates: where other stuns rely on good communication (I'll stun him in 2 seconds), your teammates can see when your 3 lands and thus predict when the enemy is going to be stunned. It's worth mentioning that the slow that your 3 applies doesn't acually count as a slow but as a stun ingame, meaning that it can't be
  56. clensed by pure slow immunity (CC immunity will of course still clense it).
  57. ###Rewind
  58. This skill has a lot of uses which a lot of people underestimate. You'll most often see people use Rewind as a sort of "get out of jail for free" card, which is a reasonable usage, but there's much more to this skill. It's also worth nothing that this skill has quite a long wind-up and cannot be used while you're stunned, so
  59. banking on it to save you is only smart if you know that they can't CC you / kill you before it executes.
  60. ####Placement
  61. This skill brings you back to **where** you were 8 seconds ago. This means, that you can get yourself into a dangerous position, and as long as you can get your ult off in time, you can get back out. Towerdives, would be an example of this. If you're positive that you can get a kill, it might be worth it to dive under tower, get the kill and ult back out, not only giving you your health and mana back, but also getting you
  62. out of danger. You can also use this offensively if you're behind your enemy. If you gank an enemy from their side of the map , you can get your skills off, do damage and ult, which will place you further towards their tower / phoenix, allowing you to cut them off and keep up with people who could usually escape (e.g. SWK in bird form).
  63. ####Health and Mana
  64. This is the most obvious part of Rewind. You'll get all mana and health you've lost within the last 8 seconds back. This is means that it's worth baiting out enemies' skills, as you'll be back to full health and they will have their skill on cooldown. Once again it's important to remember that you can easily be killed before you can get your ult off or stopped from doing so through CC.
  65. As Rewind places you back in time and doesn't technically heal you, healing reduction has no effect on this ability.
  66. ####Cooldowns
  67. Rewind also resets all of your cooldowns. This is useful both offensively and defensively, allowing you to either follow up with more skills or to further stopp the enemy from chasing you with another stun / movement speed buff.
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