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Farming As a midlaner, you got a lot of camps where you can farm pretty well, that's why sometimes movement speed is useful to farm and rotate faster. Make sure to have enough wards to control the camps, avoid ganks, and give the right calls to your team, something hard about mid lane is that is the most ganked lane, you can get ganked by everyone but mostly by the jungler or the support. Also, try to be with someone when clearing the jungle camps, if you don't have lifesteal or healing you can take a lot of poke from them. |
Mid Game At this part of the game you already make a nice amount of damage, rotations are coming up and you have to stick with your team, you have to group to the first team fights, the winning team will get an objective, that can be a big scorpion, tower, a gold fury, a pyromancer or even the fire giant, make sure to stay in a safe place and try to make a high amount of damage to the enemy team. Try to always get all the camps available, it's important as a mage to get ahead on farming (but in the company of your support, you don't want to get caught alone). |
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Late Game At this moment mages can unleash all their power, you must stick with your support, he's the only one that can save you from being one-shotted, as long you are with your supp you should be able to do a great amount of damage to the enemy trying to focus the dangerous ones (adc, jungler, mid), team fights at this time can decide who'll win the match. |
You will start in the red buff (No. 1) with your mid while your supp is in the purple buff (No. 2), red buff appears 20s after minions spawn, and then go for your purple buff and grab it. The priority here is to clear the wave at the same time you're trying to poke the other adc, avoid being attack from the other team, if you clear the wave first you will get a lot of advantage in this fight. Early Game Duo lane depends on coordination when you want to attack someone always focus the same target. If you're not able to fight back, stay behind and farm until you can fight them (or wait for a gank from your jungler, there's nothing bad about not being able to win a 1v1 as long as you don't die), your supp leaving the lane is the best way to farm but you must be careful if the other supp is still there because you will instantly lose a 2v1 so play turtle, you might earn more xp and gold. Supports are used to leave the lane when they're level 5-10, you can make use of their ults before they leave or just enjoy the farm. |
First Wave After clearing the firsts waves, the junglers will come to mid, usually they go for the mid camp near them (No. 3), but you have to be careful for a possible gank, if not you can help the jungler to clear the mid camp, or go to clear the other xp camp (No. 4). |
Mid Game You will have a lot of near camps to farm, with some lifesteal and attack speed you won't have trouble clearing them, even if you don't have lifesteal you can kill a lane scorpion (No. 5) or (No. 8) to heal you 210 hp (wait for 10 ticks of heal), you can rotate or help your team to kill an objective, that can be a tower, a gold fury, a pyromancer or even the fire giant (there's always the option to split push and take towers, but is situational) If the only way is to defend and the enemy team is far from you, you can take down that tower. Remember to ward your lane to avoid ganks and secure your push. |
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Late Game Stick with your support, he's the only one that can save you from being one-shotted, as long you are with your supp you should be able to do a great amount of damage to anyone, you can attack the first one is in front of you but prioritize the strongest enemy or god your team is focusing, team fights at this time can decide who'll win the match, always put your life before others, the adc is the one who can easily kill phoenix or fire giant. |
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There's just a few mages that can be solo laners, warriors are pretty strong but mages can be as good as them, it may lose sometimes their early pressure and a frontliner who can start fights. However, some mages can still work if you play them well. Early Game As a mage you may have the same push as a warrior in the first wave, being ranged helps you to do the first totem quickly and that benefits your teammates a lot, when being level 2 to level 4 you may be losing pressure, but you have a strong ultimate that can make you beat the lane, you have to play smart and avoid getting caught by the early pressure of your opponent. Mid Game It is time to help your team, and make use of that high farm you got from your lane, before that you should try to kill the enemy tower so you can rotate with no worries form your lane, you can leave your tower, it is a tier 1 tower, it only gives 75g to the team, it's more important to win the next team fight and kill an objective, make sure to gank the squishies and secure the kill or annoy them. |
Late Game You should be careful because you can get shredded if you don't have enough tanky items, you must focus on distracting or try to kill the adc or mid who are the ones that make dmg on their team, team fights at this time can decide who'll win the match, killing the adc or mid make your work worthy, if you're taking an objective and there are strong enemies alive you must watch the zone of the jungle, looking for enemies and stop to avoid an objective steal. |
Capable Jungler Mages
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Capable Supp Mages
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Mage Tierlist |
SS
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S
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A+
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A
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B
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C
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Recommended Build |
Basic Mage (Standard Build)
This is the standard build, if you don't know what to build this is a good example for good damage base/penetration//cooldown (you can upgrade your starter for Pendulum of Ages).
Healthy Mage (High Health Build)
This build is for mages that got easily exposed with their abilities, like Baron Samedi, Hades, and Zhong Kui (you can upgrade your starter for Blood-Soaked Shroud or Sacrificial Shroud).
Mana Burst (Bookworm Build)
Even if I don't recommend very much this build, if you want to buy the book of thoth you can do it for mages with one shot combos and mages that need a lot of mana such as Scylla, Nu Wa, Ra and Kukulkan (you can upgrade your starter for Archmage's Gem or Gem of Focus).
Magical Vampire (Lifesteal Build)
This build is for Anubis or any other mage you want to build full lifesteal (you can upgrade your starter for Blood-Soaked Shroud or Sacrificial Shroud).
Attack Speed (ADC build)
This build is for mages adc like Freya, Chronos, and Olorun (you can upgrade your starter for Death's Embrace). |
Counterpicks |
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Agni () |
Stats Health: 360(+71) Mana: 255(+45) Speed: 355(+0) Range: 55(+0) Attack/Sec: 1(+1.2%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 11(+2.6) Magical: 29(+0.9) Regen Hp5: 7(+0.47) Mp5: 4.7(+0.37) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Ah Puch () |
Stats Health: 400(+75) Mana: 265(+55) Speed: 365(+0) Range: 55(+0) Attack/Sec: 0.86(+0.95%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 9(+2.7) Magical: 30(+0.9) Regen Hp5: 7(+0.47) Mp5: 4.7(+0.37) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Anubis () |
Stats Health: 380(+70) Mana: 280(+58) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.86(+0.99%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 10(+2.5) Magical: 30(+0.9) Regen Hp5: 7(+0.45) Mp5: 4.8(+0.36) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Ao Kuang () |
Stats Health: 400(+82) Mana: 240(+38) Speed: 375(+0) Range: 12(+0) Attack/Sec: 1(+1.95%) Basic AttackDamage: 35(+2.4) +20% of Magical Power Progression: 1/0.5/0.5/1x damage, 1/0.5/0.5/0.5x speed Protection Physical: 12(+3) Magical: 30(+0.9) Regen Hp5: 10(+0.7) Mp5: 4.8(+0.41) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Aphrodite () |
Stats Health: 803(+68) Mana: 240(+43) Speed: 355(+0) Range: 55(+0) Attack/Sec: 0.87(+0.95%) Basic Attack Damage: 35(+1.45) +20% of Magical Power Progression: None Protection Physical: 9(+2.7) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.8(+0.41) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Baba Yaga () |
Stats Health: 400(+73) Mana: 280(+50) Speed: 365(+0) Range: 55(+0) Attack/Sec: 0.96(+1%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 12(+2.7) Magical: 30(+0.9) Regen Hp5: 8(+0.5) Mp5: 5(+0.6) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Baron Samedi () |
Stats Health: 380(+80) Mana: 300(+44) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.9(+0.8%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 18(+2.6) Magical: 30(+0.9) Regen Hp5: 7(+0.6) Mp5: 5(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Chang'e () |
Stats Health: 410(+80) Mana: 310(+48) Speed: 355(+0) Range: 55(+0) Attack/Sec: 1(+0.95%) Basic Attack Damage: 32(+1.45) +20% of Magical Power Progression: None Protection Physical: 11(+2.7) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 5.5(+0.44) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Discordia () |
Stats Health: 400(+75) Mana: 240(+42) Speed: 360(+0) Range: 55(+0) Attack/Sec: 1(+0.8%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 11(+2.9) Magical: 30(+0.9) Regen Hp5: 7(+0.48) Mp5: 4.4(+0.44) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Freya () |
Stats Health: 405(+80) Mana: 220(+37) Speed: 370(+0) Range: 12(+0) Attack/Sec: 0.95(+1.95%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 14(+2.8) Magical: 30(+0.9) Regen Hp5: 7(+0.52) Mp5: 4.5(+0.9) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Hades () |
Stats Health: 475(+85) Mana: 265(+53) Speed: 365(+0) Range: 55(+0) Attack/Sec: 0.95(+1.05%) Basic Attack Damage: 32(+1.5) +20% of Magical Power Progression: None Protection Physical: 18(+2.6) Magical: 30(+0.9) Regen Hp5: 5(+0.54) Mp5: 5(+0.36) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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He Bo () |
Stats Health: 400(+67) Mana: 298(+56) Speed: 355(+0) Range: 55(+0) Attack/Sec: 0.86(+0.9%) Basic Attack Damage: 34(+1.45) +20% of Magical Power Progression: None Protection Physical: 9(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.9(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Hel () |
Stats Health: 410(+67) Mana: 300(+57) Speed: 355(+0) Range: 55(+0) Attack/Sec: 0.86(+0.9%) Basic Attack Damage: 33(+1.5) +20% of Magical Power Progression: None Protection Physical: 9(+2.6) Magical: 30(+0.9) Regen Hp5: 5(+0.43) Mp5: 5(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Optional Items (Swap) > or > or > |
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Hera () |
Stats Health: 380(+68) Mana: 265(+45) Speed: 365(+0) Range: 55(+0) Attack/Sec: 0.9(+1%) Basic Attack Damage: 34(+1.45) +20% of Magical Power Progression: None Protection Physical: 9(+2.7) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.8(+0.41) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Isis () |
Stats Health: 365(+68) Mana: 280(+51) Speed: 360(+0) Range: 55(+0) Attack/Sec: 1(+0%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: 1/1/1.5x damage and swing time, hitting in a 6ft AoE on the final blow Protection Physical: 9(+2.7) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.8(+0.43) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Janus () |
Stats Health: 400(+70) Mana: 350(+58) Speed: 360(+0) Range: 55(+0) Attack/Sec: 1(+0.8%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 8(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 5(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Kukulkan () |
Stats Health: 380(+75) Mana: 265(+45) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.87(+0.91%) Basic Attack Damage: 34(+1.45) +20% of Magical Power Progression: None Protection Physical: 13(+3) Magical: 30(+0.9) Regen Hp5: 7(+0.46) Mp5: 5(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Merlin () |
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Stats Health: 370(+75) Mana: 250(+55) Speed: 355(+0) Range: 55(+0) Attack/Sec: 1(+0.8%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 10(+3) Magical: 30(+0.9) Regen Hp5: 6(+0.48) Mp5: 4.8(+0.44) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Nox () |
Stats Health: 365(+75) Mana: 250(+38) Speed: 360(+0) Range: 55(+0) Attack/Sec: 1(+0.8%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 18(+2.6) Magical: 30(+0.9) Regen Hp5: 8(+0.6) Mp5: 5(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Nu Wa () |
Stats Health: 400(+75) Mana: 265(+43) Speed: 355(+0) Range: 55(+0) Attack/Sec: 1(+1.7%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 9(+2.7) Magical: 30(+0.9) Regen Hp5: 7(+0.45) Mp5: 4.6(+0.43) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Olorun () |
Stats Health: 450(+75) Mana: 240(+58) Speed: 370(+0) Range: 55(+0) Attack/Sec: 1.05(+1.5%) Basic Attack Damage: 38(+2.38) +20% of Magical Power Progression: None Protection Physical: 13(+3) Magical: 30(+0.9) Regen Hp5: 7(+0.45) Mp5: 5(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Persephone () |
Stats Health: 370(+75) Mana: 280(+55) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.95(+0.95%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: 7.5 AoE Harvest Activation Protection Physical: 9(+2.7) Magical: 30(+0.9) Regen Hp5: 7(+0.45) Mp5: 5(+0.42) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Poseidon () |
Stats Health: 380(+67) Mana: 245(+40) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.87(+1.2%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 8(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.5) Mp5: 4.6(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Ra () |
Stats Health: 385(+68) Mana: 255(+48) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.88(+1%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 10(+3) Magical: 30(+0.9) Regen Hp5: 7(+0.48) Mp5: 4.8(+0.44) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
Raijin () |
Stats Health: 385(+80) Mana: 255(+43) Speed: 355(+0) Range: 55(+0) Attack/Sec: 0.87(+0.9%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 9(+3.1) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.6(+0.46) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Scylla () |
Stats Health: 365(+75) Mana: 298(+56) Speed: 355(+0) Range: 55(+0) Attack/Sec: 1(+0.8%) Basic Attack Damage: 34(+1.45) +20% of Magical Power Progression: None Protection Physical: 9(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.9(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Sol () |
Stats Health: 400(+75) Mana: 300(+57) Speed: 370(+0) Range: 55(+0) Attack/Sec: 1(+1.8%) Basic Attack Damage: 34(+1.45) +20% of Magical Power Progression: None Protection Physical: 9(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 5(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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The Morrigan () |
Stats Health: 400(+75) Mana: 250(+38) Speed: 365(+0) Range: 55(+0) Attack/Sec: 0.87(+1%) Basic Attack Damage: 34(+2.4) +20% of Magical Power Progression: 1/1/1x damage and swing time; 3rd attack hits all enemies in 10 units of the target Protection Physical: 12(+3) Magical: 30(+0) Regen Hp5: 10(+0.7) Mp5: 4.5(+0.4) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Thoth () |
Stats Health: 365(+75) Mana: 245(+49) Speed: 355(+0) Range: 55(+0) Attack/Sec: 1(+1.2%) Basic Attack Damage: 32(+1.5) +20% of Magical Power Progression: None Protection Physical: 9(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.6(+0.44) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Vulcan () |
Stats Health: 380(+71) Mana: 245(+40) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.9(+1.1%) Basic Attack Damage: 34(+1.5) +20% of Magical Power Progression: None Protection Physical: 13(+3) Magical: 30(+0.9) Regen Hp5: 7(+0.48) Mp5: 4.8(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Zeus () |
Stats Health: 380(+71) Mana: 245(+44) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.87(+0.99%) Basic Attack Damage: 35(+1.5) +20% of Magical Power Progression: None Protection Physical: 8(+2.7) Magical: 30(+0.9) Regen Hp5: 6(+0.45) Mp5: 4.6(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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Zhong Kui () |
Stats Health: 450(+85) Mana: 250(+47) Speed: 360(+0) Range: 55(+0) Attack/Sec: 0.86(+1%) Basic Attack Damage: 33(+1.5) +20% of Magical Power Progression: None Protection Physical: 8(+2.6) Magical: 30(+0.9) Regen Hp5: 6(+0.44) Mp5: 4.8(+0.45) *Numbers in parentheses are the amount gained at each level *Hp5/Mp5 means Health/Mana per 5 seconds |
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With that said, here are some of my feedback in hopes to improve your guide to even better level:
+ As an Aphrodite main, I do disagree with some of your item choices but that's not what's important. A really powerful and useful tip is that at level 20, you can apply Undying Love to two allies instead of just one. If you ult into Kissing another ally, you immediatly transfer the shield to them. While that is extremely situational and rare to occur, I think it's a nice tip that's not normally referenced out there.
+ On Chang'e, there's some missing BBCode on her Combo thingie
+ You did a tierlist and decided to include the level of said tierlist in each god page. Wonderful! However, some of it is quite outdated (like in Freya and Janus), so my recommendation is that you either delete the tierlist level from the Title (for easier maintanence of this guide) or just do a thorough comparisson on what needs to be adjusted.
+ Some of the Strong Against / Weak Against tables are not corresponding, and some I would argue are wrong. I was looking at Aphrodite's and you mention she's good against Discordia, but you never mention Aphrodite on Discordia's Weak Against. I won't add/remove any gods from said classifications, because I both have 148h on Aphrodite and a lot of game experience with mages in general, for the reason that this is a guide for beginners, and not more experienced players, but I would argue Aphrodite is also good against Hades (being able to escape ult with another teammate, heals more then he does and deals more damage then him) and Raijin (Ult for ult, heals all the damage and nukes him if he tps close), and she's bad against Zhong Kui (way too much early pressure for her, their late game is equal in value).
Well, that's that. I hope I wasn't confusing or bossy anywhere, I'm genuinely trying to improve this, cuz it's a really good work! Congrats again!!
1. Remove magus on anyone that isn't Anubis (who's pure tick based). It's just not a good item in general right now since the rework, and probably needs a buff. Even Merlin doesen't even make that good use of it except in fire stance if he get's 5+ ticks, and is just generally outclassed by Deso.
2. Quite a few mages can be played in duo, provided there is typically a hunter mid or at least physical solo/support/jungle. It's not just mage adcs. And the mage adcs can be mostly played in mid just fine, though Freya might have problems in the first 5 levels or so (probably just keep her for ADC).
3. Aphro is not a support mage. Her early game pressure is non-existent, she has only 1 form of peel outside the ult, she's not tanky like a guardian/warrior, she gets shut down hard by antiheal (which is built pretty much every/most games), and she's pretty mp5 reliant.
4. Janus, Poseidon, can work okay-ish in jungle.
5. Generally wouldn't build magi shoes right now. With the 10 pen removal there's almost no reason to build it (not saying never, just not a priority pickup).
6. Mage ADC build needs a work over. It just isn't good. Hecate is only ok on Freya and Kuanger since they scale pretty well with attack speed and don't have attack speed steroids(it also doesen't really let you heal from jungle camps or minion waves much), it's pretty meh especially for the price on Sol/Chronos/Olorun and they don't need the attack speed from it since they should always be getting Demonic + Telkhines and because they all have passives and/or steroids that rely on power scaling. Also Hastened isn't core on Chronos or Sol, not sure what that's about, it's a situational pickup.
7. Some starter builds are lacking health sustain. Like the Ah Puch starter I would go 1 health + 2 mana instead of 1 multi and 2 mana.
8. Anubis build get magus after Charon's.
9. Hastened Ring isn't necessary to get that early on Kuang. It's expensive and doesen't offer much dps compared to demonic. I'd build something like this instead: https://www.youtube.com/watch?v=Ov9wODN1YFY or just swap the demonic and hastened around, and maybe even swap hastened for telkhines. Also magi's is situational but it's an example build, so fine.
10. Don't see why you build thoth on so many mid mages. Meta start in general is tier 2 chronos' start, 1 health and 1 mana pot. Back for tier 2 shoes (or tier 3 shoes if you have mana and aren't too poked out), then finish cdr shoes and then finish chronos'.
11. That Baron start is just not good. Tier 2 warlocks start hurts his already bad early game (only 30 power...). Would stack warlocks third if I wanted it.
12. I don't know if Magus is good on Freya and you definitely priortise it too much (Especially over Telkhines, and Tahuti/Doom Orb are probably better options). Remember Magus passive only will stack on one target so if you need to target swap it's going to be pretty useless, which is why i'd prioritise Tahuti or Doom Orb for extra movement, or maybe just get Deso instead.
Also while Hecate is fine on her, some matches you want bancrofts.
13. Why are you getting Shadow Lock on Nox at level 2 lul. It should always be Shadow Step. You're focused on farming, not fighting, especially on Nox who has weak early clear, and getting Shadow Lock isn't needed, not even for self peel since you get that from Shadow Step.
14. Mention to stack Nox and Raijin passive in fountain when game starts.
15. I've seen support pick up HoG to clear purple camp quickly and rush to clear wave but it definitely is not worth to pickup on the adc cause you miss out on sustain from pots. (I don't think it's even worth on Support though).
Here's what i'd build in general:
Generic Mage build (Some i'd consider Thoth maybe early instead):
Start: Restored Artifact, 1 Healing Potion, 1 Mana Potion.
Build: Shoes of Focus, Chronos' Pendant, Divine Ruin / Charon's Coin (either order), Soul Reaver, Ethereal Staff or Rod of Tahuti (or situationally Gem of Iso on Merlin if enemy lacks slow immunity/escapes).
Sell boots for Deso/Myrddin/Pythags/Soul Gem. Get Deso over Divine if you don't need antiheal.
Chronos/Sol/Olorun generic build (ADC, not sure about Mid, though probably same except get Mage's Blessing for Chronos in Mid):
Start: Hunter's Blessing, Tiny Trinket, 2 Healing Potions and 2 Multi Potions.
Shoes of Focus, Bancroft's Talon or Pythagorem's Piece (Prefer Bancrofts on Olorun), Demonic Grip, Telkhines Ring, Charon's Coin, Typhon's Fang or Rod of Tahuti/ Doom Orb. Sell boots for Deso or other (e.g. Hastened Ring if against attack speed slows like witchblade and midgardian).
On Olorun you can consider Lotus Crown in some matches situationally, it's good for sieging with his 3.
Freya build:
Start: Hunter's Blessing, Tiny Trinket or Emerald Ring, 2 Healing Potions and 2 Multi Potions.
Shoes of Focus, Bancroft's Talon or Hastened Ring or Ring of Hecate, Demonic Grip. Rest is Telkhines Ring, Hastened Ring (if not earlier), Typhon's Fang (if got Bancrofts) or Rod of Tahuti/ Doom Orb, sell boots for what you didn't get earlier.
Anyway some of the advice here I gave is outdated and I made a general Mid/ADC Mage builds guide since.
Also you would stack Raijin's passive 4 times in base, not 3. Because the 5th time you use it on yellow buff the passive will kick in, and it's important to have those 2s off as you're on your way to clear first wave.
Also I don't see what makes Bastet "OP" right now, she seems weaker than before the rework.
"Baron Samedi is a strong character that can be very supportive for his team due to all his kit benefits his allies or debuff the enemy. He has a nice sustain, he can be played as solo laner, but in mid lane is good as well."
- Baron is not good in mid, it's his worst role between mid/solo/support. Keep him to solo lane, that's where he shines best right now. He just dies too easily in mid right now built as a burst mage, and his early clear is atrocious.
I preffer to save the 2s on raijin since you can't clear with a single 1 the wave, and really helps you to make some pressure in the lane, theres no much difference with 8-10s when heading to the wave.
I'm going to have to go through this, but this seemed like it came out of nowhere, and this is quite exciting =) From what it looks like, extremely fancy and well written, and I'll have to delve deeper soon.
If you don't mind, I'd probably like to discuss some of your base build examples sometime. I'm just getting back from a week-long trip so I'll try to find some time soon to read through everything.
Universal comments:
1) I personally think Charon's Coin in the 3rd slot is a bit early. Personal preference would probably be 4th slot.
2) 40% Penetration is max. You've overcapped on the Basic, Tanky, and Mana Burst builds. Your easiest solution to fixing this is to just drop Obsidian Shard from all the builds since Charon's is probably the stronger item overall for the base 20% pen, and you have so many other % pen options now.
Basic: By the 4th item you've maxed CDR. Keep in mind there's the access to Potion of Power also, so I don't know that it's good/necessary to suggest a 40% CDR build. Also, I think Spear of Desolation in the 3rd slot, with Charon's Coin in the 4th, is probably better, but I can understand 3rd to stack earlier. That said, even though it's situational, I'd personally rather see Divine Ruin showing over Deso, which would also alleviate that potential CDR overcap. Chronos -> Focus -> Divine -> Charon's -> Reaver -> Tahuti.
Tanky: As stated above, overcapped % pen. Suggest dropping Ob Shard, getting Ethereal in the 6th slot, and whatever you want in the replacement slot.
Mana Burst: Drop that Ob Shard again. Consider adding some lifesteal to this one. I personally still like Pythagorem's Piece and that will help max the % pen.
Attack Speed: I don't know if using Charon's is popular for mage ADCs, but I wouldn't build like this personally, at least not getting it early. I'd still use Shoes of Focus because in most cases a bit more power isn't worth it over the 10% CDR, even for someone like Freya. Personal suggestion would be either Ring of Hecate or Bancroft's Talon -> Shoes of Focus -> Demonic Grip etc.
I'll note that you will probably want to fix multiple recommended builds, due to that % pen overcap situation.
On Anubis, will say I'd probably suggest a bigger revamp here...I'm unsure on Magus early but can understand it, but Ob Shard should be replaced with Charon's IMO (the MS will help all gods that don't have mobility), and I think Typhon's is usually built earlier (as early as 3rd item).
Wouldn't ever recommend Ob Shard on Aphro at all. She's just not enough of a damage dealer to make it worthwhile IMO...would definitely build her more for utility late...and also Shield of Regrowth could be a situational add.
As for Chang'e, I'd maybe say Asclep shouldn't be core, but Lotus is strong for her due to being able to easily apply the passive to multiple teammates. I'd say it's more core than Asclep since her base healing isn't very high, but that's subjective opinion. Same for Hel, no Lotus Crown listed in situational.
1. flat pen falls of a bit later in the game and charon stacks on kills/assists so it stacks decently fast.
2. it's probably better to grab phytags to not overcap and it provides the build with some lifesteal for your team.
Also gonna agree on the boots comment, a lot of people have identified Boots of the Magi are irrelevant, cause the extra power does not outweight all the other stats focus provides.
Also gonna say that for the basic build Divine Ruin can be considered the better pick up 9 out of 10 times. Yes, I'm biased in this, mostly as mages can get a good anti-heal item quite early in the build, without hurting your damage output much (compared to an adc needing to pick up Toxic Blade. Considering all the healing and lifesteal most people get. yes tanks can get it too, however the aura tank anti-heal is a tad worse then the mages (as it's an aura so you can heal if you leave it, while the mages take 8s to go away.)