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Structures are defensive structures and one of the main objectives in most Game Modes in SMITE.

Structures are divided into different categories, each with their own role and properties.

Towers & Phoenixes[edit | edit source]

NPC Portrait Tower Order 128.png
NPC Portrait Tower Chaos 128.png

Towers and Phoenixes are defensive structures that prevent minions and enemy gods from advancing. These structures are immune to most abilities and can only be harmed with Basic Attacks. Every structure, except for Tier 1 Towers, is invulnerable until the structure preceding it is destroyed. Destroying a Tower or Phoenix rewards each player on the destroying team with gold. Destroying a Tower will also reward the team with experience, while destroying a Phoenix will spawn Flaming Minions in that respective lane and weaken the enemy Titan.

All of these structures feature a mechanism known as 'Backdoor Protections' which grants them 50% damage mitigation when no enemy minions are in their attack range. This is meant to deter players moving ahead of their minions to 'backdoor' the enemy structures and instead follow a more advisable strategy.

All structures also feature damage escalation; each successive hit deals an additional 20% of the initial hit as damage (i.e., the second hit is 120% of the first, the third hit is 140% of the first, etc.).

When a physical god attacks a Tower with their Basic Attack, Towers will only receive 85% of their Basic Attack damage. However, when a magical god attacks, the Tower will take 120% of their Basic Attack damage.

In Conquest, Assault and Siege, each side's lanes are protected by two Towers and a Phoenix. In Joust and Clash, there is only one Tower and Phoenix per lane. Arena has two Invulnerable Phoenixes, each guarding an entrance to the fountains.

Some Penetration items do not affect structures, such as:

The following Penetration items do affect structures:

  • Titan's Bane's passive
  • Any other kind of flat Penetration bonus

Most item effects will not damage structures. Some exceptions are:

Tier 1 Towers[edit | edit source]

Game mode Health Initial Damage Protections Gold Reward Experience Reward
Conquest 2,000 170 150 Physical
150 Magical
100 100
Joust 150 100
Clash 150 100
Assault 300 200
Siege 100 100

Tier 2 Towers[edit | edit source]

This Tower is no different from the Tier 1 Tower aside from the fact that the Tier 1 Tower must be destroyed before the Tier 2 Tower can be damaged.

Game mode Health Initial Damage Protections Gold Reward Experience Reward
Conquest 2,000 230 150 Physical
150 Magical
300 200
Assault 300 200

Phoenixes[edit | edit source]

A Phoenix cannot be damaged until all Towers in its lane have been destroyed. When a Phoenix is defeated, the team that defeated it will begin spawning Fire Minions in the lane of the destroyed Phoenix. A Phoenix will respawn after 4 minutes (3 minutes in Assault) with 25% of its health and will regain health over time up to 50% of its previous maximum health.

Game mode Health Initial Damage Protections Gold Reward Experience Reward
Conquest 2,000 300 150 Physical
150 Magical
150 0
Joust 1,500 150 0
Clash 2,500 150 0
Assault 2,000 150 0
Siege 2,000

Titans[edit | edit source]

T Titan Order.png
T Titan Chaos.png

The Titans of Order and Chaos are the final Objective in most game modes. These entities have a high amount of health and strong melee attacks. They can move freely from their resting spot and will chase their target until it leaves the Titan's attack range or dies. When there are no more enemy units inside its area, the Titan will return to the center and regain a portion of its health and will recover the rest over time as long as it is out of combat.

Titans are invulnerable as long as all of their Phoenixes are still alive. They become weaker, losing maximum Health and other stats, as their Phoenixes start to fall. Whenever a Phoenix comes back to life, the Titan will instantly regain one of its defense buffs. A Titan will remain vulnerable as long as it remains in combat, even if all of its Phoenixes are up. Unlike other structures, Titans are affected by debuff items and damaging abilities but are still not affected by Crowd Control effects. Titans will also instantly destroy any player made terrain such as Ymir's Ice Wall by moving through them. Whichever team manages to slay the enemy Titan first will be victorious.

Game mode Health Initial Damage Protections Gold Reward Experience Reward
Conquest 15,500 295 135 Physical

75 Magical

Joust 8,000
Clash 12,000
Assault 10,500
Siege 13,000

Prioritization[edit | edit source]

Structures have specific rules for prioritization of enemy targets:

  • The first enemy (god or minion) to enter the structure's attack radius is targeted and will continue to be attacked until the target dies or leaves its range (sometimes structures shoot outside of their range, for example when the prioritized enemy leaves the area suddenly while they were being targeted by the structure between its shots).
  • If both enemy minions and gods are in range of the structure, minions will be targeted first based on closest proximity.
  • Once all enemy minions are dead, the structure will then target the nearest enemy god.
  • If an enemy god within the structure's range deals damage (in any form) to an allied god within the structure's range, the structure will automatically target that god.
  • If multiple enemy gods enter the structure's range, the first to enter will be targeted and will continue to be attacked regardless of the other gods' actions until that god is dead or out of range.