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Build shown when facing physical lane enemy.
Choose starting item as preferred. Can also be Tainted Steel (anti-heal) or Gilded Arrow (increased basic attack damage). Grab mainly healing potions at the start, as you will have the Mana buff regularly.
Many of these items are situational and you can replace as preferred. Instead of Oni, you can consider Shogun's Kusari. Ethereal Staff is in the 6th spot for some extra offensive function due to the health steal, but replace with utility/counter items as preferred.
In place of Phalanx as first item, if you want a bit more ability damage potential, consider Gladiator's Shield. When facing a magical enemy, consider Genji's Guard.
Choose starting item as preferred. Can also be Benevolence or War Flag.
Many of these items are situational and you can replace as preferred. You can switch Thebes with Prophetic. If you'd prefer another item than BoV, you can consider Pridwen or other CDR items. Mail of Renewal and Abyssal Stone can be switched as needed for counter and other utility.
Example build balancing CDR and protections, along with some teamfight functionality. Nothing is set in stone here, replace items as preferred.
CDR and protections are the core stats that Bake wants. These items all provide both. In Solo, only get up to 30% CDR early as you should have the Mana Buff, while in Support or non-Conquest, you can build up to the 40% max whenever you'd prefer.
These are all items that provide some form of offensive or team utility, with less focus on counter functions.
These are all functional items to counter specific enemies and effects. They include attack speed slows, anti-crit, anti-heal, anti-slow, and anti-shield functions.
First 3 levels: Twisting Dive 1st for the higher damage potential, Sonic Wave 2nd, Rough Waters 3rd.
Ability Priority: 4 > 2 > 3 > 1 OR 4 > 2 > 1 > 3.
Your ult is first priority due to the variety of boosts each level gets (along with reduced CD). Your 2 is your main form of ability damage when not using your mobility for engage, control, or escape.
Prioritize Rough Waters if you want higher protections, or Twisting Dive for the damage. In the case you're able to be consistently on the offensive and are ahead of the enemy team, you can prioritize the 3 over the 2.
Hey everyone, as there are only 2 builds on the site so far and I personally don't agree with either of them, I thought I'd put up a quick build guide and thoughts. Note I have NOT played him yet outside of fiddling in jungle practice, but have watched some gameplay and am also just working off of theory-crafting concepts.
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For this god, I would also suggest checking out Dashboarrd's guide if you're going for a support/tank role.
Note also for my build, that was for patch 10.13, and in particular, Shogun's Kusari has lost the CDR. It's still situationally an ok item and is still a potentially good choice when you have multiple basic attackers on the team, but the only part of the passive that's functional for him now is the increased haste effect. With no CDR I would put a bit less emphasis on the item.
There are many different variables that occur in individual matches...player skill on both teams (not just the enemy, how your teammates play can have an effect on you too), player god and item choices, and how that compares to how you can adapt and play.
Here are some quick critiques:
One other starting option that people have tried is Gilded Arrow. While item effects don't apply, the basic attack damage increase from the basic stats does. If they're looking for quick clear, that's potentially viable, but not sure how much compared to Axe. Vampiric Shroud isn't worthwhile.
In solo, maybe a better first item compared to BoV might be either Phalanx or Gladiator's Shield, as both have HP5. Would like to see as his meta is defined. For now, I've switched Glad and BoV in the Solo build to address this.
Note that while I didn't list Sovereignty anywhere, I mention it as an option in my writeup below. It and Heartward just didn't exactly fit in the various item option categories I'd defined, but I do consider them to be options. I've placed them in the Utility listing, along with Renewal, as I agree with your assessment.
Less sure on some other HP5 items like Stone of Gaia, but noted on Mail of Renewal. All of my builds now have some form of health sustain, though at different levels. Solo has Axe and Phalanx (with an notes option of changing Phalanx to Glad which also has HP5), along with health steal from E-Staff. Support has Sentinel, Thebes and Renewal. Non-Conquest takes advantage of Boon, Thebes, and Glad. All builds have generally high health, for being generic.
I note the following:
- Death Toll's effects don't applying on basics.
- Vamp Shroud's lifesteal for starting health sustain isn't worth it. Since it's a multi-hit/AoE basic, only 33% of a lifesteal effect applies, which for Vamp is basically just 1%.
Jumping a bit down, you mentioned my listing of Pythagorem's Piece and how you didn't feel it was a good option. I can partially agree, but note that the item wasn't in there for Bake's sake. The aura and the fact that he should be in the middle of fights was why I listed it...for teammates' utility. Also, it's mainly a consideration I would use for non-Conquest modes, less for Conquest itself.
Note I also replaced Stone of Binding there with Sovereignty, which fits a Support function arguably better than Stone.
I do recognize Boon's potential, and that's why it was used in the non-conquest build.
E-Staff made its way over to the Solo build as a stock late-game item, as its function is a bit on the offensive side.