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Standard support start giving you some good early sustain. You can adjust the number of potions as preferred.
Sentinel's Gift will upgrade to
Sentinel's Embrace. Alternatively, you can choose
War Flag ->
War Banner or
Benevolence ->
Compassion as preferred.
This is a tanky support build that provides CDR and some offensive function for a more aggressive style of play.
You can sub out Ethereal Staff if you want a specific counter item.
Upgrade your starter once you reach level 15.
This build benefits a more passive style of play, providing protection and anti-CC benefits to nearby teammates. Sticking close to teammates with this build and use your abilities to lock down and peel rather than initiate.
- Embrace / Thebes / Sov / Heart provide protections to teammates
- Spirit and Magi's provide CDR
- Magi's Shelter protects teammates against hard CC
Sub out items as needed for counter-building.
This is a build with 3 items that provide damage mitigations, while also balancing general protections and CDR. Sub out Regrowth and Oni as needed.
These aura items are all useful, but I feel they are best picked up in different situations.
Gauntlet of Thebes (Balanced Protections): provides strong balanced protections. Get it early to build stacks. Very tanky once evolved, and offers a small amount of magical and physical protections to nearby teammates.
Sovereignty (Physical Protection & Health Sustain): the physical protections makes it a good pickup against more physical threats, and also allows you to tank more damage from minions and towers.
Heartward Amulet (Magical Protection & Mana Sustain): as the magical variant to
Sovereignty, can be considered against very strong magical comps/facing 3 magical enemies. MP5 is very helpful.
Bacchus loves CDR. All of these items are effective for him. Consider depending on your build style.
Breastplate of Valor (Anti-Physical, High CDR): this is your main source of physical protection that also provides high CDR. Typically upgrade to
Breastplate of Determination.
Genji's Guard (Anti-Magical, Mana Sustain): incredible mana regen which means you'll never run out. This is a very balanced item that should be considered especially when facing 3 magical enemies.
Spirit Robe (Balanced Protections, Anti-CC): one of the most well-rounded protection items, and the passive's damage mitigation works very well in stacking with
Bacchus' own inherent mitigations in
Drunk-O-Meter.
Magi's Cloak (Anti-CC): Helpful against lots of enemy CC, consider the upgrade
Magi's Shelter to provide CC protection to nearby teammates.
Prophetic Cloak (Constant Mitigations): Best to build earlier to start building stacks and get the passive mitigations up.
Pridwen (Late-game CDR): Solid pickup in the late game if you're looking for CDR. The shield is helpful for gods like Bacchus that use their ult in the middle of a teamfight.
Consider these items to counter specific enemy types:
Midgardian Mail (Universal Anti-Basic Attack): The physical protection and health are great, but this also counters basic attacks from both magical and physical gods, due to the AS/MS slow.
Spectral Armor (Anti-Crit): very specific counter to enemies building into crit items. With this, crit damage will only deal 60% of the standard crit bonus. Only choose if you are having extreme difficulties with crit-based enemies.
Contagion (Anti-Physical / Anti-Heal): Great if looking for physical protection and facing a lot of enemy healing/lifesteal.
Pestilence (Anti-Magical / Anti-Heal): You already have anti-heal in your kit, but if there are multiple enemy healers and you would like more magical protection, this is still a great choice to counter them.
Winged Blade (Anti-Magical / Anti-Slow): If you're finding yourself slowed constantly, this can give you the added mobility you need to get to the place you're needed ASAP.
Divine Ruin (Offensive Anti-Heal): You can almost completely shut down enemy healing by picking this up. And while mid-lane mages will often take this, it'll be easier for you to apply it to a mage in the back line.
Erosion (Anti-Shield): Pick this up specifically to counter enemy shielding from gods like
Geb,
Odin
Ravana and
Hera.
Most of these have some offensive teamfight function (except Oni Hunter's Garb). They can be picked up anytime, but some are fairly situational, so consider with some caution.
Ethereal Staff (Health Steal): Nice passive effect in stealing health from others and giving it to you. Comes with CC reduction and pretty good power as well.
Relic Dagger (Relic Utility): Specifically beneficial when you've picked up good teamfight relics, as the relic CDR means you can utilize the added effects more often. The glyph
Bewitched Dagger is great to counter basic attackers.
Stone of Binding (Offensive Support): This is an item that provides additional offensive potential for your team
Oni Hunter's Garb (Defensive Teamfight Mitigations): This has magical protection, but the passive mitigates ALL incoming damage in a teamfight when multiple enemies are near.
Emperor's Armor (Structure Siege / Defense): Useful in the mid game, allows for strong defense of structures or diving offensively under enemy towers to secure a kill.
Manticore's Spikes (Team Offense): Good support stats combined with a passive that Bacchus easily gets use out of with multiple hard CC abilities.
Void Doumaru (Enemy Protection Reduction): Magical protections, MP5 and CC reduction combine with an aura of magical protection reduction to help your magical teammates deal more damage.
Shogun's Kusari (Attack Speed): a very strong attack speed aura is great when you have multiple basic attacking teammates.
All of the above relics are functional. Choose as preferred, though Sundering Spear and
Blink Rune are the two most strongly suggested.
Sundering Spear (Single Target Takedown): Strong offensive relic to target a single enemy god. Easy to connect after hitting an enemy with
Belly Flop or stunning with
Belch of the Gods.
Blink Rune (Initiation / Chase): Use to surprise enemies or close distance. Time it well with a prepared ult.
Bracer of Radiance (Utility / Vision): Provides ward function while also providing an area giving power or MS to anyone walking through it.
Heavenly Wings (Chase / Escape): Great for an added boost of MS.
Magic Shell (Health Shield): Give a health shield to nearby teammates to help keep them alive. The upgrade
Phantom Shell gets people out of player-made objects.
Divine Barrier (Objective Protection / Zoning): Use to defend objectives or zone enemies in narrow corridors.
For camp clear, Belch of the Gods is going to give you the best early damage, but you can opt for
Belly Flop at level 1 for more mobility (and possible first hit on minion wave).
You can prioritize Belly Flop or
Belch of the Gods first at your discretion. Note that while Belch provides higher total damage potential, it can be interrupted by stuns, silences, etc. If you aren't worrying about that type of CC, feel free to max Belch first.
Recent updates:
2024/1/23: Guide is current as of Patch 11.1, "Year 11." Builds updated. Starting Processes, Maps, Warding is all WIP.
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As ![]() ![]() Always ![]() ![]() | |
Bacchus takes a drink from his jug, healing him and giving him additional Buffs. Can be used at Rank 0 to increase his ![]() Max this last. The additional protections this provides are helpful, and at max rank fairly significant. Always make sure your ![]() Don't forget to use it every time you're in base for a free refill. ![]() | |
![]() Max this first or second. Fairly quick jump speed and moderate AOE radius with a nice knockup effect. Max this first, due to the easy confirmation of full burst damage. If you can safely be the aggressor, use this to initiate a fight, and follow with Belch, ult, etc. However, if you're not sure of the situation, or there are enemy minions present, save it as an escape or for mid-fight disruption. ![]() | |
![]() ![]() Max this first or second. This is ![]() Whenever possible, target healers for the end stun. If you're tipsy (you should always be), the 3 second healing debuff will seriously hinder their sustain. If you pick up ![]() ![]() ![]() ![]() | |
![]() Level this when available. Pretty good damage in a fairly large radius, and the "intoxication" debuff, which makes enemy gods stagger slowly, lasts a long time. Great to use in a large teamfight to make it harder for enemies to hit their skill shots or escape. ![]() |
Making an entrance to a scene requires knowledge and awareness of the situation and the disposition of the audience. Here are some tips to make sure you're the life of the party (and don't end up dead in a ditch).
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(Cautious of CC) Ensure protections before initiation Initiation/gap closer + CC/slow AOE damage + CC/intoxicate (Elongated Fight) Add protections to stay in the fight AOE damage + CC/stun |
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(Cautious of CC) Ensure protections before initiation AOE damage + CC/stun AOE damage + CC/intoxicate (Elongated Fight) Add protections to stay in the fight Escape or finisher CC/slow |
Firstly, if you've never seen it before, check out the movie Sideways. Entertaining, witty, funny. Filmed in and around California's Santa Ynez valley (a bit north of Santa Barbara), which is chock full of great wineries/vineyards. Some places where they filmed: Kalyra Winery, Los Olivos Cafe, Foxen Winery, The Hitching Post II. |
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Alright, so you don't really "sober up" by drinking coffee. Doesn't mean it's not nice to drink after you've had too much! (or haven't had any and you're starting your day)
This is my current setup:
So thatsh it! If you, erm, like what I've done (hic!) and how I try to make it bettererrr, anyone can suggest a god for me to get drunk with work on next ...and of coursh, I have to wanna play him =P but I'll letcha know...
Thanks for reading, and I appreciate any and all comments, suggestions, etc. Feel free to add me/invite me if you want to play! Also, I'm up for virtually drinking with you while we play...if you don't expect much from me, I won't expect much from you...Cheers!
Brandon / PC IGN: Branmuffin17
Thanks to the following people:
For general Arena knowledge and in-depth help with builds / calculations |
For general knowledge |
For aesthetic ideas and templates to make the guide prettier (just like Bacchus) |
For experienced build help and discussion |
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I appreciate the comment. While I get your build concept and the items you choose in general are all solid support items, I don't like inserting Gaia as first main item, nor do I think it's a good item to choose overall right now. As a tank that needs to get in people's faces, having a pretty long time before you start getting protections wouldn't be my preference...not only are you suggesting Gaia first which has health but no prots, but Thebes still needs stacking and you're delaying that by getting Thebes later.
You're arguing for "more damage," and while Sands can fit that to a degree due to the early CDR, you're better served waiting a bit and grabbing BoV or Prid immediately after Thebes (as first main item). And while Sands can be fun, I would only consider that in non-conquest modes...as support, you get so much more out of any of the support starter items.
I would assume if you like to grab Sands that you're likely forcing yourself into
In any case, again, appreciate the comments, but I strongly suggest grabbing Thebes and then CDR in most cases.
Swap binding super late for e-staff
Further discussion?
Shoes of the magi
BoV
Pestilence/oniHunters
Spear of magus
Gem of Iso
Rod of Tahuti
shield of regrowth
Anyway slapping a soul reaver on Bacchus is perfectly reasonable.
I was thinking
Considering something along the lines of:
Belch is a situational anti-heal device, dependent on cooldown and only lasting 4 seconds. Divine lasts 8 seconds and can be applied more often.
Not to necessarily say that Divine is better in all situations, I just thought Bran should consider it as an option at the very least.
Like, in my Odin guide, I do still consider
But I have one question when it comes to the combo section. I could not find my favorite combo in your guide. Chug-belch-flop to secure the knockup 100%. Also knockup does not get deminishing returns. Not sure if intoxicate does?!?!
That was all. Nice guide and I'll make sure to read it properly some day :)
I guess you have to read the entire combo section in order to pull out your favorite combo. Specifically, it's the last combo topic, "with intoxicate down." I say that all the previous combos work just getting rid of intoxicate, and I say you can use
Technically, then, it would be the "Duck Out" combo, using the first option of
And thanks for the compliments. It's taken a long time to get my guide format to this point.
better than my full damage bacchus build
My build was based on Build #3 in the guide:
I replaced Dynasty with Midgardian, specifically for extra health and to cut into Jing's DPS a bit...but didn't stop them in the end.
I ended up at 6/4/7, with the highest damage of the match @ 38,582 (next closest was enemy Jing @ 28,780). I also took and absorbed the most damage...29,405 taken, plus 45,752 mitigated (about 75k total). Enemy
Here's another PS4 match... This one was a lower-level match. It was Ronin (
In this one, I got
Highest damage on my team at 33,587, with a huge amount of damage taken (39,952) and mitigated (63,041). Went 13/1/7...basically ran over the other team, lol.
On PC, I recently played the general build in a siege match with Jaberg, TheMrRay06, and GGF. I went
Went 7/5/15 in a losing effort, with 2nd highest damage on my team, and only outdamaged by
Anyway, took 27,610 damage, mitigated 34,509. The better choice probably would have been for me to go full tank or at least work to counter
So overall, I'd say it's a solid build. Usually guaranteed to do some solid damage...and in this build, you sort of need to feel your way...you don't have to follow the specific order, and just get what you feel is best at the time.