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Chaac Solo

2 0 3,971
by BrutalBelly updated February 19, 2024

Smite God: Gilgamesh

Build Guide Discussion 0 More Guides
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Gilgamesh Build

Start Physical

Notes I like Golden Shard for clearing purposes, but Horn Shard is a good option for getting a second set of abilities off quicker.

Notes

I like Golden Shard for clearing purposes, but Horn Shard is a good option for getting a second set of abilities off quicker.

Build Item Warrior's Axe Warrior's Axe
Build Item Round Shield Round Shield
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
Build Item Golden Shard Golden Shard
Build Item Horn Shard Horn Shard

Full Build

Notes Your build might look different depending on what items his passive gives you.

Notes

Your build might look different depending on what items his passive gives you.

Build Item Axe of Animosity Axe of Animosity
Build Item Phalanx Phalanx
Build Item Berserker's Shield Berserker's Shield
Build Item Shogun's Kusari Shogun's Kusari
Build Item Glorious Pridwen Glorious Pridwen
Build Item Archdruid's Fury Archdruid's Fury

Alternate Build

Build Item Axe of Animosity Axe of Animosity
Build Item Phalanx Phalanx
Build Item Berserker's Shield Berserker's Shield
Build Item Envenomed Executioner Envenomed Executioner
Build Item Qin's Sais Qin's Sais
Build Item Glorious Pridwen Glorious Pridwen

Alternate Items

Notes Qin's Sais works very well on Gilgamesh if you can get the auto trades off.

Spectral Armor if they are critting you hard.

Spirit Robe strong for surviving CC combos.

Void Shield Can be substituted in as well to make you tankier and trade better.

Notes

Qin's Sais works very well on Gilgamesh if you can get the auto trades off.

Spectral Armor if they are critting you hard.

Spirit Robe strong for surviving CC combos.

Void Shield Can be substituted in as well to make you tankier and trade better.

Build Item Qin's Sais Qin's Sais
Build Item Spectral Armor Spectral Armor
Build Item Void Shield Void Shield
Build Item Spirit Robe Spirit Robe

Relics

Notes These relics are generally picked up right now.

Persistent Teleport is my go to as pressure is important and there is generally always something to fight about in lane.

The next relic you choose is up to you. Each has pros and cons, just play around with it and find what works for you.

Notes

These relics are generally picked up right now.

Persistent Teleport is my go to as pressure is important and there is generally always something to fight about in lane.

The next relic you choose is up to you. Each has pros and cons, just play around with it and find what works for you.

Build Item Persistent Teleport Persistent Teleport
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Scorching Blink Rune Scorching Blink Rune
Build Item Temporal Beads Temporal Beads
Build Item Thorns of Judgement Thorns of Judgement

Gilgamesh's Skill Order

Sun-Forged Scimitar

1 X Y
Sun-Forged Scimitar
1 4 6 7 9

Drop Kick

2 A B
Drop Kick
3 8 11 12 14

Hero's Advance

3 B A
Hero's Advance
2 15 16 18 19

Winds of Shamash

4 Y X
Winds of Shamash
5 10 13 17 20
Sun-Forged Scimitar
1 4 6 7 9

Sun-Forged Scimitar

1 X
Gilgamesh ignites his sword with the ferocity of the Sun for 3s. Enemies around the ignition take damage and are slowed for 2s. Lane Minions take an extra +40% damage. Gilgamesh's Basic Attack deals bonus damage equal to 3% of his Maximum Health to enemies hit. When Gilgamesh successfully hits an enemy with his Basic Attack the duration of this effect is extended for 0.8s, up to a maximum of 6s. Gilgamesh gains passive HP5.

Ability Type: Circle, Slow, Damage
Damage: 65 / 95 / 125 / 155 / 185 (+50% of your Physical Power)
Slow: 15 / 17.5 / 20 / 22.5 / 25%
HP5: 10 / 15 / 20 / 25 / 30
Radius: 20
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Drop Kick
3 8 11 12 14

Drop Kick

2 A
Gilgamesh drop kicks an area in front of him. Enemies in the area are damaged while the closest enemy is launched through these enemies. The launched enemy takes bonus damage when hitting a minion or takes burst damage and is stunned if hitting a God or a Wall. If the launched enemy hits the Winds of Shamash they are thrown toward the center of the ring. Minions hit by the launched enemy take bonus damage. Gods hit by the launched enemy take burst damage and are stunned.

Ability Type: Line, Crowd Control, Damage
Kick Damage: 60 / 90 / 120 / 150 / 180 (+30% of your Physical Power)
Bonus Damage: 25 / 40 / 55 / 70 / 85 (+20% of your Physical Power)
Burst Damage: 50 / 95 / 140 / 185 / 230 (+30% of your Physical Power)
Stun Duration: 1.2s
Range: 25
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Hero's Advance
2 15 16 18 19

Hero's Advance

3 B
Gilgamesh leaps into the air, crashing down at a target location. Enemies around the impact take damage. Gilgamesh infuses the ground with energy, causing a beacon to appear for 5s. Allies who run towards the beacon will gain Movement Speed, halving once they enter the beacon. Allies who enter the beacon will gain bonus Lifesteal, boosted by 10% of Gilgamesh's highest Protection.

Ability Type: Circle, Leap, Damage
Damage: 70 / 110 / 150 / 190 / 230 (+40% of your Physical Power)
Movement Speed: 25%
Lifesteal: 10.5%
Range: 55
Radius: 30
Cost: 70
Cooldown: 16s
Winds of Shamash
5 10 13 17 20

Winds of Shamash

4 Y
Gilgamesh calls upon Shamash to create a ring of wind at a target location for 6s. Enemies inside this ring when it starts take damage and are slowed for 2s. Enemies inside the ring take wind damage every .5s. Enemies who try to escape the ring are heavily slowed. If Gilgamesh damages an enemy trying to flee they are thrown back towards the center of the ring. The wind turns into thread over 6s, damaging and Rooting enemies who are still inside the ring.

Ability Type: Ground Target
Initial Damage: 90 / 145 / 200 / 255 / 310 (+40% of your Physical Power)
Initial Slow: 20%
Wind Damage: 16 / 20 / 24 / 28 / 32 (+5% of your Physical Power)
Wind Wall Slow: 40%
Binding Damage: 150 / 225 / 300 / 375 / 450 (+50% of your Physical Power)
Range: 35
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 90s

Introduction

Hello, I am BrutalBelly! I've been playing Smite for a few years now and am a Warrior enthusiast. I've been Masters in Duel and Conquest over this time as well. Even hitting GM in both, Duel Season 8 and Conquest current season. Over this time we've seen shifts to items and core builds. I saw a lot of the current builds being presented and wanted to show what I've been running in my games.

Gilgamesh's Abilities

Gilgamesh's Abilities


Passive - Epic of Gilgamesh

First one unlocks level 5, this one is typically close to you when you hit 5, but can spawn far/deep into enemy territory. Second one unlocks at 10, this one requires a pretty good team fight so it can take time. Best time to possibly get this one is during first stygian fight/for gold fury.


Ability 1 - Sun-Forged Scimitar

His main clear and really helps his boxing capabilities. Keep autoing to keep the 1 going.


Ability 2 - Drop Kick

Has a learning curve to it, this can really help take an average Gilgamesh player to a great one. Pairs well with the ultimate as he bounces them around in it.


Ability 3 - Hero's Advance

Basically just a team stim attached to the leap. Movement speed moving towards it, in it you gain extra life steal.



Ultimate - Winds of Shamash

Ultimate is hit or miss sometimes depending on the matchup, but characters who are immobile/don't have certain CC immunities can get really trapped.

Start


Start at XP camp near red, you are going to solo this. Afterwards you go to blue, you solo this as well. Then you head to lane lvl 2 and start your gameplay.

Solo Lane Objectives


Your main priority is in your lane.

Your objectives are as follows:
  • Wave: This is number one, this is your main source of xp and gold.

  • Totem: Very beneficial to the whole map and solo right now is about pressure. Securing totems helps the whole map out very much.

  • Cooldown camp: This one is important as well since controlling the neutral farm is the best way to snowball without directly getting kills.

  • TP harpy: This one is still a decent source of xp, but cooldown camp and totem should be prioritized if you have to pick.

  • Comet: This one is random, but when it does land on your side it is very nice to have. It gives passive aura damage (kind of like a mystical mail) and some xp. Having pressure in solo really helps you secure this when it lands.

  • Blue Buff: This one is a given, you need to defend this (not to the death).

  • Enemy Blue Buff: If you can safely invade and try to steal it, do it. If there are lane objectives up go for them as walking into the enemy jungle is unpredictable.

  • Back XP Camp/Shaman: If your jungle is neglecting this you can steal it, especially if they are on the other side of the map. I've seen a lot of jungles on duo side when this camp and blue are spawning so it is important to get the shamans on the camps as soon as they spawn.

  • Teleporter: This is a good way to get over to duo side without having to sacrifice your TP relic (or way to get back after TPing over duo).

Ward Spots



Common spot to control during laning phase.




When fighting for objectives, you want to have general vision of these areas.



When sieging/defending having vision here allows your team to cast over the wall and lineup accordingly. Also helps to spot traps and split pushers.

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