Please verify that you are not a bot to cast your vote.
Join the leading SMITE community.
Create and share God Guides and Builds.
Account Login
Create an MFN Account
Or
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
|
|
|
|
Lotus Crown Travelers Shoes |
Magi's Blessing |
Shield of Regrowth |
|
Warlock's Sash |
|
|
|
|
|
|
|
|
|
|
soulstone |
Death's Toll
Death's Toll comes and goes as an item viable in the meta. Generally when viable, Death's Toll has more offensive capabilities than other starter items, allowing you to capitalize more on early game kills, but provides less ability damage than Bluestone Pendant. It's generally best used on gods that can take advantage of its passive (ie: gods that use basic attacks to clear like Hunters and some Warriors and Assassins in solo lane). This item should never be used for jungling since you need Bumba's Mask for sustain, with the exception being Thanatos since he already has sustain built into his kit. |
Bluestone Pendant
Bluestone Pendant remains one of the standard starter item on warriors and hunters. It provides physical power, mana, and a passive that also deals extra damage from your damaging abilities. This passive is helpful to hunters' poke damage in the duo lane and warriors' in either support roles or in the solo lane. While providing less health and sustain than Death's Toll, Bluestone Pendant offers a more offensive start, great for duo lanes with strong early games or poke damage or for ability based warriors that can dish out tons of poke damage. |
Vampiric Shroud
Vampiric Shroud is the generic mage starter item, providing ample power and health. Most mid laners will pick up this item as well as either Lost Artifact or Tiny Trinket and some potions as their starter build. Magical solo laners will typically go this route as well. Compared to soulstone, Vampiric Shroud gives you more health and health sustain, but less MP5 and power due to soulstone's passive. However, at early levels that 100 health is considerable, so only buy soulstone if you're playing a god that can really utilize their basic attacks to proc its passive. If you want to also pick up an active the first time you leave base, you should consider either purchasing both Tiny Trinket and Lost Artifact as your starter build or Vampiric Shroud and Shoes. Vampiric Shroud should generally not be used on magical supports since they should be picking up a more defensive starter item. |
Soulstone |
Soulstone
SoulstoneSoulstoneSoulstoneSoulstoneSoulstoneSoulstoneSoulstone
Soulstone is a starter item for mages introduced in season 2. It provides better MP5 and mana than Vampiric Shroud as well as a useful passive that gives you MP5 and power based on stacks built from basic attacking enemies (including minions). This item is very good on mages that can utilize their basic attacks early game like Zeus, Poseidon and Chronos. However, since it offers so little health sustain and less base health, this item is most often best paired with Tiny Trinket. In general, most mages benefit greatly from Vampiric Shroud's 100 health early game, since it gives you around 1/5th more total health (depending on your god). So unless your god can really utilize their basic attacks and the offensive potential of soulstone, you're probably better off with Vampiric Shroud. |
Soulstone |
spiked gauntlet
Spiked Gauntlet is a common start for ADCs in the duo lane. It provides some nice lifesteal for dueling and can be quickly upgraded to Devourer's Gauntlet so that you can immediately begin building stacks. Compared to Morningstar, this item provides less power and thus less waveclear, but more sustain and better dueling potential overall. |
morningstar
Morningstar is the alternative start for ADCs in the duo lane. It provides some nice power for waveclear and poking and can be quickly upgraded to Heartseeker or Transcendence so that you can immediately begin building stacks. Compared to Spiked Gauntlet, this item provides more power and thus more waveclear, but less sustain and dueling potential overall. Charged Morningstar is another option if you wish to forgo your starting item entirely in favor of building Transcendence faster. |
Tiny Trinket
Tiny Trinket is a fairly standard starter item for mages in the mid and solo lanes. It provides some nice power and a bit of lifesteal for additional sustain. It can also be upgraded to any of the tier 3 lifesteal items, notably Bancroft's Talon which provides you with 100 power very early in the game. Compared to Lost Artifact, what it really comes down to is what god you're using and who you're facing. If you have a safe lane clear, self healing, or great poking potential you're probably better off with Lost Artifact for mana sustain. If you have bad early lane clear, no healing or an enemy laner that has good poke potential, you will probably want Tiny Trinket for health sustain. |
Lost Artifact
Lost Artifact is often what you will see under the recommended items for mages' starting items. This item provides great MP5 when paired with Vampiric Shroud early game allowing you to use your abilities more often and sustain your mana far better. Generally this is more important in the mid lane since you will have the blue buff in the solo lane. This item can also be upgraded to Chronos' Pendant early game if you want more CDR, or held until late game to help fund Rod of Tahuti. Compared to Tiny Trinket, what it really comes down to is what god you're using and who you're facing. If you have a safe lane clear, self healing, or great poking potential you're probably better off with Lost Artifact for mana sustain. If you have bad early lane clear, no healing or an enemy laner that has good poke potential, you will probably want Tiny Trinket for health sustain. |
Bumba's Mask
Bumba's Mask is the definitive starter item for all junglers. The efficiency and sustain it provides for clearing jungle camps and its MP5 cannot be matched by any other starter item. The only jungler who can currently afford to not buy Bumba's Mask is Thanatos since he already has built in health sustain. Thanatos' preferred starter item is Death's Toll. |
Watcher's Gift
Watcher's Gift is my preferred starter item on the more passive support gods. Unlike Mark of the Vanguard, Watcher's Gift does not provide the same degree of early game tankiness against the enemy adc, but has more MP5 and a great passive for getting some extra early game gold and sustain. This prevents you from face tanking the enemy like Ymir or Ares may want to do early game, but allows you to get more gold and poke more with your abilities. |
Mark of the Vanguard
Mark of the Vanguard is the standard tank item for the support role. This item allows you to face tank the enemy far better during the early game, perfect for gods who need to be right up in the enemies' faces to be effective like Ymir, Ares and Sobek. However, do note that supports using Watcher's Gift will be earning more gold from minion waves and jungle camps that they assist in clearing and have somewhat more sustain early game from both its passive and MP5. |
|
Shoes of Focus
Shoes of Focus are a less powerful pickup early game for most gods compared to Shoes of the Magi due to their lack of penetration, but are generally considered to be better late game. As always, note that the CDR cap is 40%, so building Shoes of Focus and Chronos' Pendant will meet that cap. If you plan on building Chronos' Pendant and another CDR item like Winged Blade or Pythagorem's Piece, I would advise against getting Shoes of Focus since you would be going over the CDR cap. These are also a good option for supports who want to use their abilities more often, although generally Reinforced Shoes are a safer option. |
Shoes of the Magi
Shoes of the Magi with their greater power, penetration and mana are a better early game tool than Shoes of Focus, however, these stats are paled compared to Shoes of Focus' 15% CDR late game. Shoes of the Magi can also help you get your lane clear online faster depending on your god. As always, note that the CDR cap is 40%, so building Shoes of Focus and Chronos' Pendant will meet that cap. If you plan on building Chronos' Pendant and another CDR item like Winged Blade or Pythagorem's Piece, I would advise getting Shoes of the Magi since Shoes of Focus would put you over the CDR cap. |
Obsidian Shard
Obsidian Shard or Spear of the Magus are always a part of any offensive mage's build. Obsidian Shard specifically allows all your attacks to bypass 33% of an enemy's protections regardless of how much they build. This item also contains the most power out of all the penetration items, but don't let this fool you. You will still deal more damage with Spear of the Magus if your abilities deal tick damage or work in combination with each other. Obsidian Shard is best on gods that only use one or two damaging abilities at a time like Janus and Ra (with the exception of his heal). Do note that due to how penetration is calculated, percent based penetration is less effective when combined with protections reduction (eg: Void Stone, Spear of the Magus, Demonic Grip). If an enemy's protections are reduced, you will be bypassing 33% of their reduced protections, not full protections. In general, Obsidian Shard is also better against tankier enemies with high protections since it will always bypass 33%. This item is less effective against squishier enemies, since you may be able to bypass all of their protections with other penetration items. Additionally, Obsidian Shard's percent penetration is better for attacking structures than Spear of the Magus or Demonic Grip since towers and phoenixes are immune to protections debuffs, making it an effective item on pushers like Nu Wa. |
Spear of the Magus
Spear of the Magus is an incredibly underrated penetration item. It provides a solid combination of both flat penetration, protections reduction and percent penetration. This makes Spear of the Magus incredibly versatile, more effective on squishier enemies than Obsidian Shard, but not bad on tankier enemies either. This item works better when paired with protections reduction (eg: Void Stone, Demonic Grip) than Obsidian Shard's solely percent based penetration. Do note however that most of this item's penetration comes after enemies have been hit by your damaging abilities. This works incredibly well with abilities that have multiple hits like Whirlpool and Death Gaze but poorly on one shot abilities like Earthshaker and Searing Pain. Take your god's kit and how its abilities are used into consideration before buying this item. |
Demonic Grip
Demonic Grip is essentially a magical version of The Executioner. It provides good magical power, attack speed, and flat penetration and penetration reduction upon basic attacks. This is a niche item since there are few mages that can take advantage of their basic attacks ( Ao Kuang, Freya, Chronos, Poseidon), but works incredibly well on those who can. Not only does this item make your basic attacks more damaging with its attack speed and power, but it also gives you a huge amount of penetration after using your basic attacks. This works especially great if you have other abilities which you can follow up with afterwards like Poseidon's Whirlpool and Release The Kraken! or Chronos' Stop Time and Time Rift. Do note that if this is your only penetration item, you will then be reliant on landing a few basic attacks before being capable of dealing any real damage. Thus, I would recommend having a secondary penetration item as well if you decide to purchase this. |
Polynomicon
Even after its many nerfs, Polynomicon is still a very viable item. On the surface, Polynomicon provides mana, lifesteal and power. However, its true power lies in its passive. Allowing you to deal an additional 60% of your magical power after using an ability every three seconds, this item can truly be used to bring the pain to your enemies, so long as you are capable of mixing in your basic attacks amidst your abilities. This works well on gods that already mix in basic attacks into their kits (eg: Ao Kuang, Freya, Chronos, Poseidon), but can really be used on any gods that use their abilities within basic attack range and are capable of mixing in basic attacks without ruining any combos. Do note however that you MUST make a conscious effort to use this item's passive. Otherwise you will not really see any benefits at all. |
divine ruin
Divine Ruin is a very situational item. It's generally bought early game to counter gods with lots of healing during the laning phase. This can range anywhere from mages like Ra and Hel to warriors like Hercules and Bellona. This can also help counter gods with lots of lifesteal for sustain like Hades. One thing to note is that in order to proc this item's passive, you must hit an enemy with your abilities. With some gods, this is easy to implement, but in other situations gods may just go under tower or somewhere safe to heal if you lack any poke abilities. If you cannot utilize this item well, it's probably more advisable to buy one of the other lifesteal options since Divine Ruin provides a measly 50 power. Because this item is inexpensive and needs to be used in the laning phase, it's advisable to get this as your 1st-3rd item. |
bancroft's talon
Out of all the options for lifesteal, Bancroft's Talon provides the most raw power for the least price. If all you need is lifesteal and power, this is a great item to buy. It has an excellent upgrade path, amazing power for its price and excellent lifesteal making it a staple of many mages' builds. Do note that while this item does give more raw power, you may be able to deal more damage over time with Polynomicon depending on your god. Additionally, depending on your situation you may need Divine Ruin to counter other gods' healing, so take these factors into account before making your decision. |
pythagorem's piece
Pythagorem's Piece is a unique item, with a variety of benefits for both you and your team. Providing 10% CDR, 15% lifesteal, 70 power and a lifesteal and power aura, this is a great item for helping out other mages on your team. I generally find this item to be best used in the "support mage" role, ie: mages other than your mid laner. If your team has a lot of magical users, this item will give them a substantial power and lifesteal boost while near them, as well as CDR so you can utilize your abilities for support more often. Do note however that this truly is a niche item, and in the vast majority of cases other lifesteal options should be utilized. |
Warlock's Sash |
Warlock's Sash
Warlock's SashWarlock's SashWarlock's SashWarlock's SashWarlock's SashWarlock's SashWarlock's Sash
Warlock's Sash is one of the best stacking items in the game. Even without stacks, this item provides you with a massive 50 power, 300 health and 400 mana, capping at an even larger 110 power and 600 health at max stacks. However, do take into account that this item is a long term investment. While it does provide good initial power, health and mana, Warlock's Sash is expensive compared to other options that offer similar stats with better passives. If you take out every minion of every wave that comes to your lane, it still takes a full 8 minutes before you will complete your stacks for this item. All in all, this makes this item a mid-late game investment. Regardless, this item is still a fantastic choice on mages that are able to farm well, and/or just need more durability. You should always try to attain this item early in order to attain its stacks as soon as possible, with the exception being if your god has a very strong early game that you want to take advantage of. |
Warlock's Sash |
Book of Thoth
Book of Thoth is the true alternative stacking option to Warlock's Sash. Providing a huge initial 100 power, 125 mana and 15 MP5, Book of Thoth was designed to give both power and mana to mana hungry mages. This has made Book of Thoth a staple on any mana hungry gods (eg: Kukulkan). Unlike Warlock's Sash, Book of Thoth provides its power immediately, as well as a good amount of mana, excellent MP5 and a smaller number of required stacks. Its passive will also allow you to become even stronger as you gain more stacks and mana. Unlike Warlock's Sash, Book of Thoth provides no health, leaving your squishy mage just as squishy. This can often lead to a 'glass cannon' effect if your build only includes power and no defense, so try to remember that you can only deal damage from your massive power if you're alive to do so. |
Doom Orb
Doom Orb is a high risk - high reward item, providing a massive amount of power at full stacks as well as mana and MP5, but only minimal power at no stacks. Because of its low cost, some mages will take Lost Artifact as a starter item and build that into Doom Orb for very little cash. This grants them an early stacking item as well as a good amount of mana and MP5 for casting their abilities. Take into account however that Doom Orb's stacks and power are very easily lost, unlike Warlock's Sash and Book of Thoth, making this a very unreliable item. It is likely that you will even be targeted by the enemy team in order to halve your stacks. On the other hand, if you maintain the stacks you may be able to snowball out of control. If you're a risk taker, this may be the item for you. |
Chronos' Pendant
Chronos' Pendant is a fairly straightforward item, providing 25% CDR and enough power and MP5 to make casting your abilities worthwhile. This item is a common staple of a mage's build, simply because cooldown reduction is so valuable on mages. A common defensive replacement for Chronos' Pendant is Breastplate of Valor, which offers the same CDR, but physical protection and mana rather than power and MP5. Do take into account before buying this item that the maximum CDR is 40%, so if you already have more than 15% CDR prior to buying this item, some of Chronos' Pendant's CDR is going to waste. Alternative CDR items include Shoes of Focus, Winged Blade and the niche Pythagorem's Piece. |
Gem of Isolation
Gem of Isolation is a solid mid-late game item that provides great power, health and mana on top of a fantastic passive. However, Gem of Isolation is a very expensive item, so unless you can utilize what it offers, it's not cost efficient. Generally gods that can take advantage of its health, mana and passive will see the most use of this item (eg: Poseidon, Zhong Kui, etc). Do take into account that this items passive does NOT add value to all mages, so take your gods kit into account before buying. |
Rod of Asclepius
Rod of Asclepius is a niche item that is great on a very select few gods. It provides good power and health as well as movement speed and a passive that boosts healing by 15% making it a decent counter to anti-healing items. Because of its passive, there are not very many gods that can utilize this item (some include Sylvanus, Aphrodite, Ra, Chang'e, Hel). This item should only be used if you can utilize all the stats it provides due to its high price, including its health and movement speed. The health and movement speed is most useful on supports who need to rotate and heal their allies, but its additional healing and movement speed can also be great on gods that are reliant on self healing and who lack other means of movement (eg: Chang'e, Hel). I would avoid building this item on gods who can only heal themselves or lack healing altogether |
Soul Reaver
Soul Reaver is an item whose primary purpose is strictly to cause damage. With a solid 100 power, 300 mana and a unique percent based passive, this item can be incredibly powerful in the hands of a god that can take advantage of it. However, I do see this item overused... a LOT. One factor that many people tend to forget is that this item's passive can only proc once a minute, and will proc on ANY damaging ability. If you're a god that deals lots of poke damage, you're not going to see the true benefits of this item, you'd be much better off with a higher damage item like Book of Thoth or a cheaper one like Bancroft's Talon. In general, Soul Reaver is good for allowing bursty gods to secure kills. Gods like Poseidon, Agni and Scylla who can 100-nothing you with their combos. Soul Reaver will allow these gods to secure more kills on tankier opponents due to its percent based damage. If you're proc'ing this ability on poking from Kukulkan's tornadoes or Nox's Siphon Darkness, you're wasting this item's passive and the item slot it is taking up. |
Rod of Tahuti
Rod of Tahuti is a staple for most mages simply due to the massive power it provides. If you intend to be a magical damage dealer on your team, you MUST have this item since its power and passive cannot be substituted during the late game. I would not recommend getting this item until 5th or 6th. One reason is that it's incredibly expensive and you're sacrificing too much saving up for it during the mid game. The other is that because Rod of Tahuti's damage is also partially 25% of your power, this passive grows stronger with the more items you have. This makes this a much more effective late game item than an early game item. Finally, if you're playing a support Guardian, I would avoid buying this item. One reason is that you'll almost never have the money for it, and the other being that you will likely have at most 2 other damage items, and that is not enough to take advantage of this item's passive. Items like Gem of Isolation and Void Stone provide much more utility as well as power during the late game for supports. |
|
Ninja Tabi
Ninja Tabi is the standard movement speed item for all Hunters and most auto-attack focused gods. Some Warriors (eg: Osiris) and Assassins (eg: Kali) will use these boots as their standard as well. Providing less power and more attack speed, whatever god you're using must really be able to take advantage of the attack speed that this item provides. Ability based gods should typically choose Warrior Tabi for the increased damage it provides. |
Warrior Tabi
Warrior Tabi is the standard movement speed item for Warriors and Assassins. This item should not be used in hunter builds since they gain more from attack speed than power at this stage in the game. There are exceptions to this for Warriors and Assassins however. Most auto-attack focused gods are more likely to benefit from Ninja Tabi since it increases attack speed. However, you can get Warrior Tabi early game if you intend to build a lot of attack speed shortly after (eg: Hastened Fatalis, Asi, The Executioner). However most Warriors and Assassins are ability based, which benefit far more from the raw power that Warrior Tabi provides. |
Titan's Bane
Titan's Bane is a great penetration item, providing 33% penetration for an inexpensive 2050g. Generally this is bought later in the game when gods have built up more defense items so that you may bypass them and gods' natural defenses. In general, Titan's Bane is more effective for ability based gods since they cannot utilize The Executioner's passive and reduce protections with basic attacks. This item in particular does not synchronize well with The Executioner. This is because The Executioner reduces enemy protections, and the way penetration is calculated results in Titan's Bane allowing you to bypass 33% of the already reduced protections. This makes this item less effective and not as cost efficient, so avoid buying these two items together. Flat penetration items like Brawler's Beat Stick and The Crusher synchronize well with everything, so it is common to buy these alongside Titan's Bane and The Executioner. Titan's Bane in particular benefits from these items since it will allow users to bypass almost all of squishy gods' base protections rather than just 33%. Finally, Titan's Bane's percent penetration is better for attacking structures than The Executioner since towers and phoenixes are immune to protections debuffs. |
The Executioner
The Executioner is overall the best penetration item for auto-attack based gods, providing 24% protections reduction and 18 flat penetration once its passive is stacked, on top of the solid power and attack speed it provides. This is the standard penetration item for hunters and any gods that utilize their basic attacks more than their abilities for damage. This item in particular does not synchronize well with Titan's Bane. This is because The Executioner reduces enemy protections, and the way penetration is calculated, results in Titan's Bane allowing you to bypass 33% of the already reduced protections. This makes Titan's Bane less effective and not as cost efficient, so avoid buying these two items together. Flat penetration items like Brawler's Beat Stick and The Crusher synchronize well with everything, so it is common to buy these alongside Titan's Bane and The Executioner. These items are also beneficial since they will give you some penetration prior to the stacks built up by The Executioner, or for abilities prior to hitting enemies with basic attacks. |
Brawler's Beat Stick
Brawler's Beat Stick is a fantastic item, providing an incredibly solid 40 power, 20 penetration and a great passive for shutting down enemies with healing or lifesteal. This item does not have enough penetration to be the sole penetration item in your build, but it does have enough to be helpful to your damage output. Brawler's Beat Stick is unique in that it works best on gods that use a blend of abilities and basic attacks, since its stats primarily benefit ability users while its passive benefits basic attack users. This item is also particularly helpful when fighting hunters since you can cancel out a large portion of their lifesteal which will ruin their sustain. |
The Crusher
The Crusher is a niche item, providing great base stats of 40 power and 20 penetration and a great passive for pushing towers and phoenixes. This item does not have enough penetration to be the sole penetration item in your build, but it does have enough to be helpful to your damage output. This item is really only useful for gods that have a lot of split push potential like Loki and Apollo, with its main focus being on tower and objective, not player damage. This makes it great for pushing lanes (particularly the solo lane), but not as good for fighting enemies as other items (eg: Brawler's Beat Stick). Do not buy this item if your god is incapable of split pushing lanes on your own. |
Jotunn's Wrath
Jotunn's Wrath is the standard CDR item for physical gods. This is a fairly standard item on most Warriors and Assassins (not Hunters) since it provides both the mana and CDR to allow you to use your abilities more often for dealing damage and clearing waves/camps (notably your ultimate will be up more often) and enough power and penetration to not be an otherwise wasted slot. Because of its fairly affordable price, this item can be bought early in the game as well. There are few gods that you cannot utilize Jotunn's Wrath for since the benefits it provides are relatively universal, but there are some gods that can utilize other items better than Jotunn's Wrath, so don't feel obligated to put it in every physical build. |
Ichaival
Ichaival isn't the most noteworthy item because of its stats, but because of its cost efficiency. There are very few items that can provide the same benefits for the low price of 1700. This means that while this may be a very good early game buy, you may want to consider selling this item for another late game once you've reached a full build. Statwise, Ichaival provides a notably high attack speed, a small amount of penetration and a passive that is great for dueling other physical gods with basic attacks. This makes it a fantastic Hunter item early game, often bought after a movement speed and stacking item, as well as a good item for physical gods that are basic attack focused and laning against another physical god. |
Devourer's Gauntlet
Devourer's Gauntlet is a fantastic stacking item and a common choice for lifesteal on physical gods. This item is a common first item choice for Hunters since they are focused on their late game giving them time to build the stacks, and because they often need lifesteal for sustain. However, this item can also be good on Warriors and Assassins as well. This item provides one of the highest physical power stats in the game at full stacks and the most lifesteal all for a low price. Assassins and Warriors can take advantage of these stats immensely late game, assuming the lackluster early game stats don't force them to fall behind. Generally however, Bloodforge is preferred for classes other than Hunters. |
Bloodforge
Bloodforge is an odd item. It's essentially Devourer's Gauntlet abbreviated. When Devourer's Gauntlet has no stacks, Bloodforge is far superior, providing more power and lifesteal and even more after three basic attacks proc its passive. However, at full stacks, Devourer's Gauntlet provides similar power and lifesteal as Bloodforge without requiring you to hit three basic attacks to accomplish that. I would recommend Bloodforge only on basic attack focused gods that do not have the opportunity to build stacks very often and need a good power and lifesteal item during the early game. Otherwise, this item loses to Devourer's Gauntlet every time once you hit late game. |
Soul Eater
Soul Eater is great on bruisers because it gives them health, attack speed and lifesteal for sustain in lane and in skirmishes, while also providing some benefits to your team's physical gods. AA focused Warriors benefit the most from this being Smite's designated physical bruisers, this item will typically elongate the period of time in which a warrior can stay in a fight since the health combined with increased attack speed for increased lifestealing with their auto-attacks gives warriors much better sustain. Gods with self-healing (eg: Hercules, Tyr, Guan Yu) benefit less from this item, but it can still be a decent pick depending on the game's situation. ADCs can also pick this item up as well since it provides a strong laning phase with its attack speed, lifesteal, health and physical protection, but tends not to scale as well as Devourer's Gauntlet late game. |
Asi
Asi is a simple item, providing penetration, attack speed and lifesteal. This item is a common pick on Hunters that build Transcendence as their starting item and on auto-attack focused Warriors and Assassins. Because of this item's low price and good stats, Asi is a very common early game pickup. It gives Assassins more sustain in the jungle, Warriors more sustain in lane, and enough attack speed and penetration to increase your kill potential. One thing to note however is that this item provides no power to your kit. This makes Asi generally a bad choice on ability focused gods since their abilities only benefit from the added penetration. |
Golden Bow
Golden Bow, AKA the "Mercury Express", is a very niche item. It's essentially only used on junglers who can take advantage of the stats it provides early game. Unfortunately, the stats it provides are very similar to Heartseeker, only with less power after a small number of stacks from Heartseeker, an unreliable 10% crit chance, and a passive that for most Assassins only makes clearing camps and minions a bit faster. Realistically, Mercury is truly the only god that can fully take advantage of this item since his Made You Look can crit, and procs the passive giving it a much larger radius. |
Rage
Rage is probably the best general crit item in the game, simply because this item allows gods to reliably crit with its 30% crit chance and incredible passive. For most gods that are building full physical power, Rage followed by Deathbringer are a staple because Rage will allow you to crit reliably and Deathbringer will further increase your crit chance and crit damage. Rage can be used without Deathbringer as a standalone item, but take into account that generally crit items work best paired together. One thing to note is that gods thatcan crit with abilities rather than basic attacks (ie: Serqet and Ne Zha) will not benefit from Rage's passive, making Deathbringer and Malice better pickups. |
Deathbringer
Deathbringer is a massively powerful item that not only gives you a huge 50 physical power and 20% crit chance, but also increases your critical strike damage by 40%. Generally it is better to get Rage prior to Deathbringer since it is cheaper and will allow you to crit reliably (which Deathbringer does not by itself). Deathbringer should never really be a standalone item, since it works best in synergy with other crit items. Exceptions can occur if gods have inherent critical strike chance (eg: Artemis, Hun Batz), since their natural critical chance will allow Deathbringer to be more effective. |
Malice
Malice is a rather niche crit item that is very good in select scenarios and on select gods. Gods that cannot take advantage of Rage's passive since they crit from abilities rather than auto-attacks (eg: Serqet) or can crit on demand (eg: Ne Zha) will typically benefit more from Malice's superior power and passive. Hunters can also take advantage of Malice once they've reached full build. It is commonplace for those using the Devourer's Gauntlet build that bought Ichaival as a cheap affordable item will swap it out late game for Malice for a "triple crit" build. However, I would avoid swapping out Asi for those using the Transcendence or Heartseeker build since you will then be left without any lifesteal, which is very risky for an ADC. |
Heartseeker
Heartseeker is a cheap but incredibly powerful item providing decent movement speed and immense physical power at full stacks. This item is generally used on junglers currently. Comparatively to Hunters and Solo laners, Junglers will benefit more from the movement speed and the snowball effect if they get a few kills, while Hunters and Solo laners are able to farm stacks from minions with items like Transcendence far better. Generally, I prefer this item in the jungle since I find that Transcendence is a more useful and reliable stacking item for solo laners and ADCs. Like Doom Orb, this item is high risk - high reward. You will have a hard time getting youstacks back up if you die since you can't just farm a lane like with most stacking items, but at full stacks, this item provides by far the most power for its cheap price. Generally this item is best on ability based gods like Loki and Bastet that have good escapes making them less likely to die and halve their stacks. |
Transcendence
Transcendence is typically the most powerful stacking item you can buy for a physical god. It provides 35 base power as well as a huge amount of mana, with stacks to build more. At no stacks with the mana it provides (ignoring your god's max mana) 44 physical power, and at full stacks provides 66. By level 20, I commonly see this number to be closer to ~80 on most physical gods, without mana from items like Jotunn's Wrath as well. All in all, Transcendence provides an immense amount of power and mana, even at no stacks. Overall though, you should only ever build Transcendence if you really need the mana. Your damage output will still benefit more from an item with flat penetration like The Crusher despite Transcendence's higher power due to the way damage is calculated. This item is one of the default stacking items of Hunters in the current meta and is commonly seen on Warriors and Assassins in the solo lane as well. Generally this item is best on gods with small mana pools (eg: Artemis) or rely heavily on their physical power for damage dealing (eg: Loki). |
Hydra's Lament
Hydra's Lament is a nifty item that provides a host of benefits for a low cost. Providing 30 power, 15% CDR and 25% additional damage on your next basic attack all for the low price of 2150g, Hydra's Lament is a great pickup on ability focused gods. This item is less useful on auto-attack focused gods since the main benefits it provides are lower cooldowns and a power buff on your next basic attack. This passive allows Assassins and Warriors that haven't built strong auto-attacks to still use them effectively in between their abilities, but is less useful on those who would instead auto-attack enemies to death. |
Odysseus' Bow
Odysseus' Bow is kind of a gimmicky item that provides a huge 40% attack speed and a passive that deals damage to enemies that are close to those that you hit. This item could be used to give yourself more effective lane clear or as your sole attack speed item since it provides so much attack speed alone (especially good on Hunters that lack an attack speed steroid). I've also seen it used on ADCs to force the enemies back to tower from the poke damage during the early game (although this is more commonly done with Charged Bow since it's cheaper). I generally find this item to be very cost inefficient for 2450g. Its best use I've seen is with Charged Bow used as an early game poking tool with its constant 20 damage, followed by odysseus bow later in the game for its attack speed buff and so that you can spread as much of your damage to as many enemies as possible in teamfights. |
Qin's Sais
Qin's Sais, despite its nerf, is still an incredibly powerful item. Providing 30 power, 15% attack speed and a passive that allows you to deal damage equal to 4% of an enemy's maximum health on a basic attack (still note that this damage is affected by your enemy's protections and your penetration), Qin's Sais is a hugely powerful item. This item synergizes best with builds that have a lot of attack speed since they will allow this item's passive to proc more often. Generally Qin's Sais is most effective against enemy teams composed of more tanky gods (eg: 1 warrior and 2 guardians) since it will allow you to chunk their larger health bars very quickly. However, due to its high price and lack of utility against gods with small amounts of health, Qin's Sais have become more of a situational rather than a standard pickup. |
|
Hastened Fatalis
Hastened Fatalis receives a lot of hate in builds since it's often considered a "noob" item. This is because it only provides attack and movement speed, as well as a passive that allows you to basic attack enemies without the movement speed penalty. Many will argue for alternative items that provide either power or penetration (eg: Ichaival, The Executioner, Asi). However, there are many situations in which Hastened Fatalis can be very effective. Many AA gods have problems sticking to enemies since they lack reliable slows. In order to repeatedly basic attack enemy gods, you thus must purchase either Weakening Curse/ Enfeebling Curse, Frostbound Hammer or Hastened Fatalis. I find this item to be great for mobile gods that can take advantage of the extra movement speed, or for situations in which I want two actives that aren't Greater Sprint. However, remember that Hastened Fatalis is only really necessary on gods that don't have a way of slowing enemies. Gods like Nemesis or Osiris are AA gods, but they have ways of slowing enemies and thus will not need to utilize Hastened Fatalis' passive as much of the time. It's gods like Bakasura and Vamana that need a way to stick to enemies for long periods of time that can really take advantage of this item's passive. |
|
Celestial Legion Helm
Celestial Legion Helm is a bit of an odd item providing magical power and physical defense with a passive that counters crits. This item can be useful on Mages and Guardians against teams with large amounts of crit items. I would only recommend building Celestial Legion Helm on a support that can take advantage of the power bonus (eg: Ymir, Athena). Celestial Legion Helm can be great at helping to counter fed ADCs and Junglers, or just crit heavy teams. |
Dynasty Plate Helm
Dynasty Plate Helm is a bit underwhelming, providing 15 penetration, 30 power, 30 physical defense and no power. However, it is very cheap for only 1750g. Yet, these stats don't provide enough physical protection for a support, or enough for a mid laner to more easily survive being ganked. I find that Dynasty Plate Helm fits best in the solo lane, in the place of a Mage fighting a Warrior or Assassin. This item is great for outsustaining enemies, since you will be taking less damage due to your increased protections and dealing more damage with the increased power and penetration. However, do take into account that Lotus Crown is all around a better item for gods with healing in this scenario. |
Lotus Crown |
Lotus Crown
Lotus CrownLotus CrownLotus CrownLotus CrownLotus CrownLotus CrownLotus Crown
Lotus Crown is an incredibly useful and often essential item on gods with AOE healing (eg: Chang'e, Hel, Sylvanus). It provides magical power, physical protection and protections for you and whoever you heal after using a healing ability, all for the low price of 2100g. These protections work wonderfully in the duo lane and the solo lane (less so in mid, but it can still be a good item on gods like Ra). However, I would avoid building this item on gods with only a self heal. This item only reaches its full potential in team fights where you can give your entire team increased protections for 5 seconds, not just yourself. Aphrodite+Lotus Crown is sort of a mixed bag. She often lanes against physical gods in solo, and she can heal often giving you and your soulmate increased protections very frequently. However, it is also true that you can only heal 2 people at one time thus you're not quite reaching this item's full potential. |
Lotus Crown |
Void Stone
Void Stone is a vastly underrated item providing magical protection, power and reducing enemies' magical protections. Sourced mostly from this article, Void Stone can give you an incredible edge in the mid lane's laning phase. If your opponent has no penetration, you will take 44.5% less damage due to your protection, while they will take 87% of the damage dealt to them if they have no protections of their own. This makes a huge difference during the early game, and can easily sway the lane in your favor. However, Void Stone is also a great item in teamfights, allowing all your team's magic users to deal more damage (making this also a decent item for supports, and especially for teams with a lot of magic users). Do note however that Void Stone aura's do not stack, so avoid buying more than one per team. One last thing to note about building Void Stone is that because it consists of protections reduction, it synergizes well with Spear of the Magus and Demonic Grip, but poorly with Obsidian Shard, so take this into account in your build. |
Telkhines Ring
Telkhines Ring is an interesting item that provides health, 10% attack speed and a passive that allows you to deal 40 additional magical damage on all basic attacks. Naturally this makes this item most useful on mages that utilize their basic attacks like Freya, Ao Kuang, Poseidon, etc. One interesting thing to note about this item is that it adds 40 additional power regardless of your level and magical power at the time, making it a strong early game item, or even a decent item on supports who can poke with their basic attack (notably Sylvanus). This item also synergizes best with attack speed to proc its passive the most often, so items like Hastened Fatalis, Winged Blade and Demonic Grip are typically the best pairings. |
Ethereal Staff
Ethereal Staff is a fairly straight forward item providing a huge amount of health and mana, as well as some power that grows in relation to your maximum health. This item is very similar to Warlock's Sash, except it requires no stacks. This allows Ethereal Staff to come online and be useful much earlier than warlock's sash, although it provides lesser power late game once warlock's sash is fully stacked. However, interestingly if you reach 4000 health, Ethereal Staff actually becomes more powerful than Warlock's Sash, making it an excellent item on Guardians with large health pools or build health. One thing that's particularly interesting is the synergy between Warlock's Sash and Ethereal Staff. On gods like Hades that have an opportunity to build stacks for Warlock's Sash early game, combining Warlock's Sash and Ethereal Staff not only gives you a whopping 1200 additional health, but also potentially upwards of 220 magical power if you're above 4000 health. Overall, Ethereal Staff is more maleable than Warlock's Sash, giving you its stats up front instead of requiring 8 or more minutes of constant stacking, it benefits gods with large health pools particularly well, but is less strong on gods with smaller health pools, and it will typically give less power late game than Warlock's Sash. |
|
Runeforged Hammer
Runeforged Hammer is a very standard item on Warriors. Aside from providing a large amount of health and protections, Runeforged Hammer's passive also converts 15% of your physical protection to power. This works very well on naturally tanky gods like Hercules and Vamana, and its stats work particularly well for countering other Warriors in lane. Generally bought as an early game item (1st-3rd), Runeforged Hammer can work as a mid or late game purchase as well since a larger amount of protections will be immediately converted to power. Do note that this item scales with physical protections, so builds with a large amount of physical protections synergize the best, although it's important to have a good balance of protections unless the other team has 3 or more physical gods. |
Shifter's Shield
Shifter's Shield is a unique item, providing an impressive 60 physical power and 15 protections when you're above half health and 40 power and 35 protections when below half health. This item works best in bruiser builds since it provides a great balance of damage and protections. One thing to note however is that this item is particularly vulnerable to enemies with "nukes" like Scylla and Poseidon, who will be able to deal a massive amount of damage in one hit. This prevents Shifter's Shield's passive from switching to higher defense when you need it, potentially allowing enemies to get you to really low health before the passive switches modes. This makes this item best against gods with abilities that will wittle down your health rather than burst it down in one hit. |
Void Shield
Void Shield is essentially the physical equivalent to Void Stone. It provides physical protection and power, and reduces enemies' physical protections. Void Shield can give you an incredible edge during the solo lane's laning phase if you're up against another physical god. If your opponent has no penetration, you will take much less damage due to your added protection, while they will take a much larger % of the damage dealt to them. This makes a huge difference during the early game, and can easily sway the lane in your favor. However, Void Shield is also a great item in teamfights, allowing all your team's physical users to deal more damage (especially for teams with a lot of physical gods). Do note however that Void Shield aura's do not stack, so avoid buying more than one per team. One last thing to note about building Void Shield is that because it consists of protections reduction, it synergizes well with The Executioner and flat penetration items, but poorly with Titan's Bane, so take this into account in your build. |
Shield of Regrowth |
Shield of Regrowth
Shield of RegrowthShield of RegrowthShield of RegrowthShield of RegrowthShield of RegrowthShield of RegrowthShield of Regrowth
Shield of Regrowth is a unique item, offering small amounts of physical defense, power and CDR with a passive that boosts your movement speed after healing. The draw to this item comes from its 1800g price tag. This item works very well on Warriors that can heal frequently since it reduces their cooldown, provides a variety of stats they can utilize in lane early game, and gives them an additional way to pursue and escape enemies. Generally an early game item, Shield of Regrowth is best on gods like Guan Yu, and Chaac that can really use its passive to the greatest advantage. |
Shield of Regrowth |
Ancile
Ancile is a very unique item that offers physical power, magical protection, CDR and a stacking passive that boosts your health as you farm stacks. Ancile is best used on Warriors and Assassins in the solo lane that are laning against an enemy mage, since they will best utilize the magical protections and be able to farm the stacks relatively fast. Out of all the stacking items, Ancile provides the least amount of power, but the most protection and utility. Like the others though, it should still be bought early game in order to attain the stacks as soon as possible. However, because this item is not a powerhouse like Devourer's Gauntlet or Transcendence, you may want to consider purchasing two stacking items if you want a good base of power. Since this item provides 15% CDR, it does pair well with Jotunn's Wrath or Breastplate of Valor since it will get you to the 40% CDR cap. |
Runic Shield
Runic Shield is a unique item, providing physical power, magical defense and an aura that reduces enemies' magical power and attack speed. Runic Shield is best for countering mages in the solo lane as an Assassin or Warrior, especially those with high attack speeds making this a good counter to gods like Chronos, Freya and Ao Kuang. This item can quickly change a lane's dynamic in your favor by providing multiple stats to counter the enemy, especially early game when 50 power may be equivalent to a whole item. Runic Shield also has the added utility of reducing every mage's and guardian's power within 55 units of you, and decreasing the attack speed of enemy ADCs and Junglers, greatly aiding your team. This item works best on Warriors since they can get up close and personal with the enemy team for long periods of time, utilizing this item's passive the most, rather than hit and run Assassins that will utilize its passive less often. |
Frostbound Hammer
Frostbound Hammer is most useful on gods that need help pursuing enemies, similar to Hastened Fatalis. Generally Frostbound Hammer is better on solo laners, (namely Warriors) since they focus on power and health rather than movement and attack speed. Do note however that gods with abilities that can slow (eg: Osiris, Chaac) don't need Frostbound Hammer as much as those who need a way to stick to enemies (eg: Vamana, Bakasura). |
|
Winged Blade
Winged Blade is a very low cost and very high utility item. It provides a cool 300 health along with 10% attack speed, movement speed and CDR. Because of its cheap price, Winged Blade is incredibly cost efficient, and is great at giving you better survivability, especially against teams with lots of slows, as well as benefits like better attack speed and CDR. Winged Blade can really be used by any of the classes except for Hunters since they have no room in their build, from Assassins, to Guardians to Mages. Do note however you are sacrificing some early game power if you decide to purchase Winged Blade. While it is cost efficient, it won't give you nearly as much kill potential as something like Bancroft's Talon or Book of Thoth for mages or Jotunn's Wrath for Assassins and Warriors. This item's role is first and foremost survivability, with some added benefits on the side, so if you don't think you'll have trouble with slows and escaping, it may not be worth buying. |
Witchblade
Witchblade is a unique item designed particularly to counter gods with high attack speeds. It itself provides attack speed and physical protection, as well as an attack speed and physical power reduction aura of 55 feet. This makes it excellent at countering gods like Osiris, Bellona and Bakasura in the solo lane, as well as Assassins like Kali and Nemesis or any Hunters in the duo lane. Generally this item is best used on Warriors since they benefit the most from Witchblade's blend of attack speed and physical protection, but this can be a useful item on Supports and Assassins as well. This item should not be used every match, but to counter specific enemy gods or Hunters that have become out of hand, so don't include this in most general builds. Finally, make sure there's only one Witchblade per team! The auras will NOT stack. |
|
Travelers Shoes |
Travelers Shoes
Travelers ShoesTravelers ShoesTravelers ShoesTravelers ShoesTravelers ShoesTravelers ShoesTravelers Shoes
Travelers Shoes is an often underutilized movement speed option for Support gods. This item will give you less protections than Reinforced Shoes and less power/CDR than Shoes of Focus, but allow you to rotate and move about the map at much higher speeds with its additoinal movement speed and HP5 out of combat. I like to buy these shoes on the more immobile support gods who benefit less from CDR, and can rotate well (note that this also depends on how dependent your ADC is on you). Generally Travelers Shoes are better during the early game since you will not need to do as much rotating and such once you are grouping up with your team more often. |
Travelers Shoes |
Reinforced Shoes
Reinforced Shoes are the most defensive movement speed option for supports. Providing solid health and 30% CC reduction, Reinforced Shoes are a great choice against a CC heavy team, or if you want to build yourself to be very tanky. Some gods will benefit more from Shoes of Focus' CDR or Travelers shoes' movement rotation potential, so take that into account before buying. This item also pairs extremely well with Spirit Robe since combined they offer great health and protections, and the ability to both reduce CC duration and the damage you take after being hit by hard CC. If you build tanky enough, this can allow you to go up against relatively CC heavy teams without so much as needing Purification Beads or magi's blessing. |
Bulwark of Hope
Simply from base stats Bulwark of Hope provides the greatest amount of health and protection out of its item tree. However, it is also the most expensive out of the three (excluding Heartward Amulet) and doesn't offer Pestilence's healing reduction or Stone of Gaia's health regeneration, but instead a damage reduction shield that spawns for 1 second when you go below 25% health. If your intent is strictly on survivability, Bulwark of Hope is the best option out of the three, although it is costly. However do note Pestilence will cripple your enemies' sustain and provide similar stats for a lower price, and Stone of Gaia will greatly increase your own sustain for a lower price as well. |
Stone of Gaia
Out of the three items in its branch, Stone of Gaia lacks the most in base stats. While it does provide 70 protections compared to Pestilence's 65 and Bulwark of Hope's 60, it only has a meager 100 health, which is pitiable compared to the others' 300 and 450 healths respectively. However, Stone of Gaia makes up for this in health regeneration and overall sustain. If you're out for just one minute, constantly regenerating health, you will regenerate more health than the health difference between Stone of Gaia and Bulwark of Hope, surpassing Bulwark's base health stat through pure regeneration. This item also comes with a decent 10 MP5 giving you more mana sustain as well. Because of these traits, this item works well on solo laners, since they commonly need to sustain their lane for extended periods of time, and supports that like to stay out of base for longer periods of time.(source). |
Pestilence
Compared to the other items on its branch, Pestilence's use is rather easy to understand. Its passive is there to directly counter gods with healing, making it an effective item against teams with gods like Hel, Sylvanus, Hercules, etc. This item also helps reduce lifesteal, ruining Hunters' sustain as well. Comparitivel to its other branches, this item also offers great stats for a relatively cheap price making it appealing in that regard as well. Ares in particular benefits from Pestilence since his passive gains power from items with auras. |
|
Talaria Boots
Talaria Boots are a unique item for physical gods that prefer to roam around the map. This primarily benefits physical supports and junglers. Compared to Reinforced Greaves for supports, Talaria Boots provide much more movement speed for roaming and HP5 allowing you to have much better sustain rather than more defense. For junglers, you're sacrificing offensive power/attack speed for movement speed and HP5. I would only recommend this item on junglers that already have a strong early game eg: Thanatos. This item will allow them to roam the map much more freely, ganking lanes more often and being a more effective jungler. However, most junglers need the early power or attack speed in order to be effective during the early game, so take this into account. |
Reinforced Greaves
Reinforced Greaves are the most defensive movement speed option for Warriors. Providing solid health and 30% CC reduction, Reinforced Greaves are a great choice against a CC heavy team, or if you want to build yourself to be very tanky (especially if you're playing as a support Warrior). Some gods will benefit more from Warrior Tabi's power or Ninja Tabi's attack speed, so take that into account before buying. This item also pairs extremely well with Spirit Robe since combined they offer great health and protections, and the ability to both reduce CC duration and the damage you take after being hit by hard CC. If you build tanky enough, this can allow you to go up against relatively CC heavy teams without so much as needing Purification Beads or magi's blessing. |
Breastplate of Valor
Breastplate of Valor is a commonly used item, providing a large amount of physical defense, a large amount of mana and 25% CDR. This item's main purpose is to provide a big boost in physical defense and CDR at the sacrifice of a more offensive CDR item (ie: Chronos' Pendant or Jotunn's Wrath). This item is most effective on supports, solo and mid laners. Most supports that desire higher CDR will buy this item in order to spam their abilities more often to be more helpful teammate while also building their defense. Mid laners should buy Breastplate of Valor if ganks from physical gods has become a problem or if they happen to be up against a physical mid laner. Solo laners encounter similar situations as mid laners, only they will much more commonly be up against physical gods. Most solo lane builds don't require Breastplate of Valor as a standard item since utilizing its 75 physical defense and no health requires specific circumstances, but it can be useful if the enemy jungler is causing you problems, or if the enemy laner has a huge amount of burst damage early game (eg: Loki). |
Mail of Renewal
Mail of Renewal is similar to Breastplate of Valor, but more targeted towards supports. Providing a smaller 40 physical protection and 15% CDR, but a much more sizeable 300 health and a passive that heals and restores mana on a kill, objective kill or assist. In general, Mail of Renewal is better against gods with high penetration (eg: Bakasura) since it provides more health than defense compared to Breastplate of Valor. It also pairs better with builds that already have 25% CDR since you won't go over the 40% CDR cap and if your team is ahead since you will be more likely to get kills and assists proc'ing Mail of Renewal's passive. However, Mail of Renewal in general is less good at providing a large quantity of physical defense or letting you spam your abilities as often as Breastplate of Valor's 25% CDR and greater mana pool. |
Hide of the Nemean Lion
Hide of the Nemean Lion provides the most physical defense out of any one item. It also provides a decent amount of health (although less than Midgardian Mail or Mystical Mail) and a passive that reflects basic attack damage back at the enemy. This item's usage is relatively self explanatory. Against teams with a high number of auto-attack gods (eg: two Hunters) this item will reflect a lot of their damage back at them, not only allowing you to counter their basic attacks with high damage, but also making you a less desirable target for them in general. Hide of the Nemean Lion generally works best on supports, but can work well on Warriors in the solo lane as well. I would generally only recommend this item if the enemy team has two or more prevalent basic attack users (note that ability based junglers like Bastet and Ne Zha, despite being junglers will not proc the passive of Hide of the Nemean Lion very often making it a less effective counter building item). |
Midgardian Mail
Midgardian Mail is a great physical defense item on gods without any escapes or slows. This item will allow you to slow enemies pursuing you with basic attacks as well as proving enough physical defense and health to counter their attacks. This works especially well on gods that need to stick to you to be effective like Bakasura or most Hunters. Do note however that this item can very easily be countered by items like Winged Blade and Improved Sprint, so take this into account before building. |
Mystical Mail
Mystical Mail is a unique item providing a damaging aura around you dealing 40 magical damage to enemies within 25 units every second regardless of your current power. This item works best on gods that can keep their enemies close with slows and ways to stun and pursue them (eg: Sun Wukong, Ares). Mystical Mail works especially well on gods that have very little power in their build since its passive deals a certain amount of damage regardless of power (although it is affected by penetration). I would not recommend Mystical Mail on gods that cannot stay in the middle of a fight for very long, since this item is at its best when it's affecting as many enemies as possible. |
|
Hide of the Urchin
Hide of the Urchin, out of all the defensive items, provides the most well rounded stats at full stacks, giving you 65 physical and magical protection, 250 health and 250 mana. However, this item remains balanced because it doesn't provide any useful passive and it takes time to build up the stacks. Generally, because it doesn't provide anything to help your team like Heartward Amulet, Sovereignty, Pestilence, etc, I find that this item works best in roles that aren't support, particularly Warriors in the solo lane. However, Hide of the Urchin can really be used in any context in which you want to make your god significantly more tanky at the cost of needing to farm stacks and not having a useful passive. Generally I would recommend building Hide of the Urchin early-mid game so you can have the item more or less stacked by mid-late game. However, do take into account that you are much more likely to get assists once the laning phase ends. |
Spirit Robe
Spirit Robe is a unique item, providing a solid 40 physical and magical protection, 15% CDR and damage reduction upon being hit with hard CC. This item is great when paired with Jotunn's Wrath or Breastplate of Valor since that will max out your CDR, and it synergizes extremely well with Reinforced Shoes/ Reinforced Greaves since together they will significantly reduce how much damage enemies can cause with hard CC. This item is best on tanks that can take advantage of its useful passive and protections in order to survive being focused in the center of a fight, and its CDR to utilize their abilities more often. One thing to note is that you do typically want a balance of health and protections, so you may want to consider pairing this with items that give you health as well (yet another reason it synergizes well with Reinforced Shoes/ Reinforced Greaves). While this item is most commonly used on supports and solo lane Warriors, it can be a nice defense boost for mid laners and junglers against teams with lots of CC as well. |
Magi's Blessing |
Magi's Blessing
Magi's BlessingMagi's BlessingMagi's BlessingMagi's BlessingMagi's BlessingMagi's BlessingMagi's Blessing
Magi's Blessing is an essential item on so many gods against so many teams. Many people fail to take hard CC into account in their builds for squishy gods, focusing only on pure power. You don't necessarily have to have a strong balance of power and defense in every build, so long as you have a method of escaping hard CC so that you're not completely helpless. There are two solutions to this: Magi's Blessing and Purification Beads. Between the two, Magi's Blessing is somewhat superior, having less cooldown time and activating immediately upon being hit by hard CC rather than being reliant on your own reaction time. However, Magi's Blessing takes up a passive rather than an active slot and can forced out by enemies trying to burn through your CC protections before doing a full engage. Magi's Blessing is often essential as a 5th or 6th item in Mage and Assassin builds, and is commonly used in Warrior and Guardian builds as well (Hunters typically utilize Purification Beads since their builds really do need the power). While supports don't necessarily need CC immunity since they can often build tanky enough to survive hard CC nukes, Magi's Blessing can still be very useful, allowing them to aid their teammates regardless of enemy CC and escape CC if they're in danger. One important thing to take into account is that some gods have built in CC immunity (eg: Sun Wukong's Somersault Cloud) that can be used in place of other means of becoming CC immune in certain situations (eg: Ares' No Escape). |
Magi's Blessing |
Sovereignty
Sovereignty and Heartward Amulet are two items that are hard to substitute for others when playing support. Giving you a solid 200 health, 55 physical protection and an aura that gives off 20 magical protection and 25 HP5 all for 2100g, Sovereignty provides a host of benefits that your ADC and your team will benefit from throughout the game. This item is often bought as a support's 1st or 2nd item (depending on what god you're playing). The main problem with replacing Sovereignty in a support build is that even if you benefit, your whole team will suffer from not having that extra 20 magical protections and 25 HP5, so make sure that whatever you're replacing it with is essential. |
Heartward Amulet
Heartward Amulet and Sovereignty are two items that are hard to substitute for others when playing support. Giving you an impressive 300 health, 60 magical protection and an aura that gives off 20 physical protection and 20 MP5 all for 2100g, Heartward Amulet provides a host of benefits that your ADC and your team will benefit from throughout the game. This item is often bought as a support's 2nd or 3rd item (depending on what god you're playing). You may want to prioritize this item over Sovereignty if against a damaging early game support like Ymir or if your ADC has mana issues and isn't building Transcendence. The main problem with replacing Heartward Amulet in a support build is that even if you benefit, your whole team will suffer from not having that extra 20 physical protections and 20 MP5, so make sure that whatever you're replacing it with is essential. This item's primary situational replacement is Pestilence, since they offer very similar stats, but vastly different passives. |
Achilles' Spear
Unlike Improved Sprint and its other branches, Achilles' Spear can only really be used for attacking, not escaping. This is because you take 30% more damage when active, and because you are not immune to slows while it is active. Gaining additional movement, attack speed and lifesteal for 5 seconds, all for 600g, Achilles Spear can be a really strong early game item on AA gods, helping them boost their stats enough to get past having a weaker early game and helping them clear jungle camps if they are in the Jungle role. However, late game receiving 30% more damage from all sources is most often suicidal. This makes Achilles' Spear best on junglers since they are more prevalent during the early-mid game and worst on ADCs which need to have a strong late game and often require more escapes (ie: Greater Sprint). One important aspect to consider when building Achilles' Spear is whether your god can really utilize it. This item doesn't provide any additional power, just movement/attack speed and lifesteal. This works very well on gods like Nemesis that need to stick to people, basic attacking them and poorly on gods like Bastet that would rather jump in, use all their abilities and leap back out. So make sure you know you're playing a god that can really utilize this item before considering it for their build. |
Girdle of Inner Power
Girdle of Inner Power is a simple active, providing additional power and penetration to yourself for 10 seconds. With a 60 second cooldown and only costing 600g, Girdle of Inner Power can be a useful item for giving gods with high burst potential the edge needed to kill their opponents. Late game, this item is best on gods that can deal a lot of AOE damage very quickly to the entire enemy team (eg: Agni). Generally this item should only be used if there's not another active that you need in a given game (eg: enemy team doesn't have any CC so you don't need Purification Beads), however the vast majority of the time there are better actives to choose over Girdle of Inner Power. |
Girdle of Support
Girdle of Support is a decent active for supports and Warriors in the solo lane for helping their team in team fights mid-late game. Popping Girdle of Support instantly gives your team an advantage, allowing everyone to do more damage for a short period of time. However, like Girdle of Inner Power, Girdle of Support is almost always a secondary option for supports, considering that supports often need Wrath of the Gods for securing objectives and most need Greater Blink for initiation. Supports like Sobek or Athena that don't need blink or Warriors that only need one active can take advantage of Girdle of Support as a secondary active, but do note that there are other options like Weakening Curse/ Enfeebling Curse, Heavenly Agility and Shell of Absorption that are great in team fights as well. |
Greater Blink
Greater Blink is a great initiation tool for many Guardians and some Warriors (namely Tyr). Because it's often the only way for a Guardian to initiate, Greater Blink often is essential in support builds. Some immobile gods like Anubis can take advantage of Greater Blink for initiating as well, but generally this item works best on gods with lots of CC so that they can engage the entire enemy team. Do note that gods like Athena and Sobek that have abilities that allow them to initiate can much more easily substitute Greater Blink for another active compared to gods like Sylvanus and Ymir who must blink in order to engage enemies. In general, Greater Blink is not a good escaping tool since you need to be out of combat for 5 seconds, but if an enemy is chasing you for a while it can sometimes be used. |
Aegis Pendant
Aegis Pendant is great for countering gods that deal most of their damage within a very short period of time (eg: Poseidon's Release The Kraken!, Scylla's I'm a Monster, Anubis' Death Gaze, etc). Take into account that you cannot use this item while under the effects of hard CC, so it's often necessary to pair this item with Purification Beads. Compared to Greater Aegis, Aegis Pendant allows you to move and escape while it is active, but leaves you open to being affected by CC and doesn't provide damage reduction after its immunity. Generally this active is better against teams that won't utilize hard CC in order to take advantage of you while this item is active, and is best for avoiding high damaging non-CC abilities like I'm a Monster and Searing Pain. |
Greater Aegis
Greater Aegis is great for countering gods that deal most of their damage within a very short period of time (eg: Poseidon's Release The Kraken!, Scylla's I'm a Monster, Anubis' Death Gaze, etc). Take into account that you cannot use this item while under the effects of hard CC, so it's often necessary to pair this item with Purification Beads. Compared to Aegis Pendant, Greater Aegis gives you immunity to hard CC while it is active and gives you damage reduction for a period after it is active, but leaves you open to being focused by the enemy team once it's over since you're unable to move while it is activated. This can be great for avoiding hard CC without needing Greater Purification (like Ares' No Escape and Xing Tian's Whirlwind of Rage and Steel), as well as ultimates that prevent you from moving due to pulls, slows or hard CC (like Poseidon's combo of Release The Kraken! + Whirlpool (slow + pull + knockup) or Cupid's Fields Of Love (slow + mesmerize)), or ultimates that last longer than 2 seconds (like Anubis' Death Gaze). |
Shell of Absorption
Shell of Absorption, like Girdle of Support is generally an alternative active for supports and Warriors. Providing impressive protections for a short duration, Shell of Absorption can help your team retreat from a bad situation, or just gain the upper hand in a team fight. This item is still an alternative choice, because it's not essential on any god. Many supports need Wrath of the Gods to secure objectives early game (unless their team has a high power ultimate like Release The Kraken! or Searing Pain and there are many supports that need Greater Blink to initiate. There are also many team comps which will require one to build Purification Beads or Magi's blessing in order to be safe. Shell of Absorption is strong, but be aware that there are many other good choices like Girdle of Support, Weakening Curse/ Enfeebling Curse, Heavenly Agility, etc. |
Combat Blink
Combat Blink is Smite's panic button for gods that cannot escape. With one of the longest cooldowns in the game, Combat Blink should essentially be used as a means to escape death every 180 seconds. This is helpful on gods that are squishy and lack escapes making them easy targets like Anubis and Nu Wa. One important thing to note is that you cannot blink while under the effects of CC, so Combat Blink is best paired with Greater Purification to be effective. If you really intended to use Combat Blink to initiate, you should probably choose Greater Blink instead. |
Greater Purification
Greater Purification is probably the most important and commonly used active in Smite. Using this item grants the user CC immunity for a short duration, even while under the effects of crowd control. This item is essential for allowing many gods to escape, especially against teams with a lot of CC. One alternative to Purification Beads is Magi's Blessing, which gives you CC immunity with a shorter cooldown and activates instantly. However, Purification Beads allows you to counter CC on demand and without taking up a slot in your build, making it a staple in many ADC, mid lane, solo lane and jungle builds. Greater Purification can also be used offensively, reducing your cooldowns for quick ability combos or cleansing CC that is hindering you from pursuing enemies. When I see a bad player being taken advantage of by a good player, the most common problem I see is that they're being destroyed by an enemy's CC because they haven't bought beads, so don't be that player. Play smart. |
Enfeebling Curse
Enfeebling Curse is a strong active, slowing and reducing the attack speed of everyone in the radius. This item is great for countering teams with a strong basic attack composition, setting up abilities that are hard to land or slowing enemies so that they themselves can be attacked with basic attacks or strong DOT abilities (eg: Zhong Kui's ultimate). I prefer Enfeebling Curse as a default alternative to Wrath of the Gods for supports since it can greatly benefit your team in a teamfight, but it can also be equally useful on a god of any class with an open active slot. Compared to Weakening Curse, this item is better at countering strong basic attack gods compared to teams with strong healing. |
Weakening Curse
Weakening Curse is a strong active, slowing and reducing the healing of everyone in the radius. This item is great for countering teams with strong healers (eg: Hercules, Hel), setting up abilities that are hard to land or slowing enemies so that they themselves can be attacked with basic attacks or strong DOT abilities (eg: Zhong Kui's ultimate). I prefer Weakening Curse as a default alternative to Wrath of the Gods for supports since it can greatly benefit your team in a teamfight, but it can also be equally useful on a god of any class with an open active slot. Compared to Enfeebling Curse, this item is better at countering teams with strong healing compared to teams with strong basic attack gods. |
Greater Sprint
Greater Sprint has utility on a threefold level, allowing you to pursue enemies, retreat, and move around the map more quickly (especially as a jungler). Generally this item is best on gods that lack escapes, need a way to pursue enemies (especially with basic attacks), or as a counter against teams that have a lot of slows. One thing to remember when buying Greater Sprint rather than Heavenly Agility is that you should be able to take advantage of its passive. If you're playing an ability based mage or a god that has weak basic attacks, you're probably better off with Heavenly Agility so that your whole team can benefit. Another factor to note is that if you're building Greater Sprint so that you can stick to enemies and basic attack them to death, question whether or not your god has any slows that can take its place? Would it be more beneficial to buy Hastened Fatalis or Frostbound Hammer and use this active slot for something else? |
Heavenly Agility
Heavenly Agility like Greater Sprint has utility on a threefold level, allowing you to pursue enemies, retreat, and move around the map more quickly. Generally this item is best on gods that lack escapes, need a way to pursue enemies, or as a counter against teams that have a lot of slows. Unlike Greater Sprint, Heavenly Agility affects your whole team, allowing them to retreat or pursue as a group and increases healing by 25%. This generally makes Heavenly Agility a better buy on gods that don't need to utilize their basic attacks, since they will not reap the benefit of basic attacking without movement speed penalty that you get from Greater Sprint as well as a great counter to anti-healing items, particularly Weakening Curse. |
Shield of the Underworld
Shield of the Underworld is a unique item reflecting incoming damage back to enemies as magical damage, and preventing enemies from lifestealing from you, all for a small 600g. This item lends itself to having many uses. It allows you to temporarily be hyper aggressive without as much worry of being attacked, as long as you are tanky enough to sustain the enemies' blows, making this primarily useful on Warriors and Guardians. Shield of the Underworld is also great for dueling enemies with lifesteal (eg: Hunters), since it cuts out their main method of sustain. Finally, this item is also great for protecting gods that get targeted during their abilities (eg: Hades' Pillar of Agony, Anubis' Death Gaze, etc). This item is also very effective as a replacement to Wrath of the Gods for supports in Arena since they have an extra active slot for it regardless of whether or not they need Greater Blink to initiate. Overall Shield of the Underworld is powerful, but make sure that if you build it that you use it to its full potential, otherwise it's a wasted slot. |
Fist of the Gods
Fist of the Gods is the alternative to Wrath of the Gods, allowing you to stun enemies adding some late game offensive capabilities to Hand of the Gods. Fist of the Gods is generally best bought on junglers (although solo laners can too) since they will sometimes have bought Hand of the Gods as their starter active, and other members of their team will often have a way of securing objectives. However, it's often helpful to have more than one god that can secure objectives early game, so if your support has not purchased Wrath of the Gods, it's probably more beneficial to build that rather than Fist of the Gods. |
Greater Meditation
Most often seen in Assault, meditation can be useful in conquest as well. Meditation essentially eliminates the need for having large amounts of mana (eg: Book of Thoth) in a build for mana hungry gods. This item can give those gods an incredible amount of mana sustain, and allow them to spam their abilities as often as they like without consequence, giving them huge poke potential during the early laning phase. However, gods can only really utilize meditation if they don't need two actives for countering enemy attacks and escaping like Greater Purification, sprint and Aegis Pendant. Shielded Teleport also yields many of the same benefits of meditation, with the added ability to allow you to teleport to allied towers and wards for quick support and ganking opportunities, and allowing you to buy items in base before immediately returning to lane. However, meditation has a lower cooldown for 300g than teleport and allows you to have added sustain on the fly. Compared to Salvation, Greater Meditation provides much more mana and health to you individually, but less to your allies, making it better for your personal sustain but worse for your team's sustain. Generally this is only better on gods that need the full 75% mana regeneration or can use the extra 15% health to survive enemy attacks. For those who want a more in-depth explanation of when to use meditation, I recommend this article. |
Salvation
Most often seen in Assault, meditation can be useful in conquest as well. Meditation essentially eliminates the need for having large amounts of mana (eg: Book of Thoth) in a build for mana hungry gods. This item can give those gods an incredible amount of mana sustain, and allow them to spam their abilities as often as they like without consequence, giving them huge poke potential during the laning phase. However, gods can only really utilize meditation if they don't need two actives for countering enemy attacks and escaping like Greater Purification, sprint and Aegis Pendant. Shielded Teleport also yields many of the same benefits of meditation, with the added ability to allow you to teleport to allied towers and wards for quick support and ganking opportunities, and allowing you to buy items in base before immediately returning to lane. However, meditation has a lower cooldown for 300g than teleport and allows you to have added sustain on the fly. Compared to Greater Meditation, Salvation provides mana and health to your allies, but much less to you individually making it better for your team's sustain but worse for your personal sustain. Generally this is only better on gods that don't need the full 75% mana regeneration, since this allows them to better benefit their team when grouped up. For those who want a more in-depth explanation of when to use meditation, I recommend this article. |
Shielded Teleport
Shielded Teleport is a unique active allowing you to teleport to an allied tower (or Ward once fully upgraded) while only being able to be interrupted by hard CC. This item is one of my favorites for solo laners because it allows those with good sustain to keep constant pressure on their lane, as well as rotate more easily allowing you to escape 'solo island'. One factor to take into account when buying this is how much your god needs Hand of the Gods, which this item will most likely replace since most gods need an active like Purification Beads, or Aegis Pendant to survive enemy assaults. I prefer to purchase the full 900g Shielded Teleport the first time I return to base with most Warriors and Assassins, as well as some mages in solo lane. Fully upgraded, the cooldown of Shielded Teleport is vastly shorter allowing you to heal more often and typically outpressure the other solo laner and allows you to teleport to wards which is much better for ganking other lanes. Shielded Teleport is still great even late game, allowing you to heal up your health and mana and then immediately rejoin your team in a teamfight even if they're on the other side of the map. Finally, this item can also be used as an escape as long as the enemy you're fighting doesn't have any hard CC, with this working particularly well on Warriors that can't be burst down quickly (eg: Hercules) |
Teleport to gods
Teleport to Gods is essentially an accessible version of Athena's ultimate, letting you teleport directly to a god. This item is expensive, costing 200g more than any other active. This item also has one of the longest cooldowns in the game. Unlike Shielded Teleport, this item also does not let you teleport while taking damage. All in all, if your team has properly warded, Shielded Teleport is a better item, having less cost, cooldown, etc and allowing you to quickly aid a teammate in trouble as long as they're near one of your team's Wards. However, in Teleport to Gods' defense, this item is probably the most reliable way to assist an ally in need, teleporting you immediately to their location. Still, as of yet I cannot recommend this item. |
Wrath of the Gods
Hand of the Gods is a helpful pickup on many junglers and some supports, as well as an occasional pickup on solo laners. For supports, this is because Wrath of the Gods is a team's best means of securing objectives like Gold Fury and Fire Giant - especially during the early game due to its true damage. Late game, a high power mage ultimate will do more damage to these objectives, nullifying the objective securing effect of HoG3. Hand of the Gods is also incredibly helpful in clearing jungle camps for supports and junglers and can help solo laners clear their mana buff while avoiding enemy steals and help their early game wave clear. One thing to note for those buying this branch of items is that Rage of the Gods has a significantly lower cooldown and hits more targets than Hand of the Gods, making it a more appealing pickup for junglers that need to clear camps quickly. |
|
Polynomicon
This is a description of Polynomicon.This is a description of Polynomicon.This is a description of Polynomicon.This is a description of Polynomicon.This is a description of Polynomicon.This is a description of Polynomicon.This is a description of Polynomicon.This is a description of Polynomicon. |
Professor Proxy or Proxy Damage has made numerous highly detailed articles about items, item building, gameplay, you name it. While some articles may be out of date due to changes, he's still my go-to resource for most things Smite related because of the level of research he puts into his writing. I encourage you to check him out, I like him so much that I'll typically read his articles as soon as they're published. |
Hosted by TrendKiLL, Smite's official Know Your Enemy series is fantastic for learning how to play a god, or finding out something new about a god you love. While item builds are not its focus, it's important to understand a god's ins and outs in order to know how to build them. In terms of learning this, I typically find that Know Your Enemy gives the most in depth overview of a god in the small amount of time it's allotted. |
Tiermonster is a great resource for finding out what builds pro players are using on gods and what builds are popular for the various gametypes. Oftentimes when working on a god's build I'll cross compare to see what ranked players are doing and what the pros have been doing, having access to both of these at the same time is just an added bonus. |
Smitestuff is my preferred resource for finding out my own personal statistics and seeing what's worked best for me and what hasn't in various matches. While the site can be buggy at times, it's still my favorite for doing this since it organizes the information clearly and makes it very accessible. |
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
Given that he couldn't even be bothered to update the guide for his favorite god (and that he's quit SMITE, which makes me so sad), yeah. Not happening.
Everything is nicely detailed and I really like the organization. Althoug I did notice that you have Telkhines Ring under Power & Magical Defense section while it should be under Power & Health. (Rising Dawn patch 08/04). Also Shadows of Olympus Patch brings you something to update.
Definetly +1 from this absolutely helpful and comprehensive guide!
I'm trying to make the sections more general so as to avoid this in the future, but thanks for keeping me aware. Will fix that now.