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Standard Support start with Sentinel's Gift. Sentinel's provides very strong early sustain and is the safest choice for universal defensive support function throughout a match.
Sentinel's Gift will build into Sentinel's Embrace, supporting the protection aura concept with other items in the example build.
Cookie-cutter Support build with early aura items providing passive teammate assistance. Once you reach level 15, upgrade Sentinel's Gift to Sentinel's Embrace.
Upgrade glyphs when all T3 items are completed.
Alternate Support start with Benevolence.
Benevolence provides a unique healing mechanic for teammates and small but steady health and mana sustain. You choose this starter with the intention of upgrading to Compassion later.
Support build with Benevolence upgraded to Compassion at level 15. Good for consistent XP gain and more helpful against magical enemies.
This example build showcases earlier CDR, and uses some items that provide non-protection utility for your teammates (including anti-CC and anti-crit).
Breastplate of Determination is shown here immediately after Thebes to provide a boost in CDR. It can be subbed for Reverent Pridwen if preferred.
Upgrade the glyphs once all 6 T3 items are completed.
Standard Support items:
Sovereignty (Anti-Physical): Provides great physical protection and health sustain for you and nearby teammates. Choose before Gauntlet if highest incoming damage is physical and you want higher health sustain.
Heartward Amulet (Anti-Magical): The converse of Sov, and is good if facing 3 magical enemies, or both ADC & Support are magical and you're looking for an early counter. This is the item you can most easily substitute with other items.
Gauntlet of Thebes (Balanced Protections): Great balanced protections, with some health and health sustain. Needs stacking from minion & god kill assists. Can be picked up early, but is okay to pick up later in a build, as it shouldn't take long to stack and provides very solid stats.
Tanky items that also provide CDR; useful later in a match for higher ability use:
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 can 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 when facing lots of CC.
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 if you're looking for CDR and are looking to play a bit more aggressively after you've ulted.
Build these mid to late-game to counter specific enemy strengths:
Midgardian Mail (Anti-Physical, Anti-Basic Attack #2): When hit by basics, slows enemy attack and move speed. Great against multiple enemy basic attackers.
Spectral Armor (Anti-Physical, Anti-Crits): Specifically used to counter critical strikes.
Contagion (Anti-Physical / Anti-Heal): Specific use to counter enemy healing and lifesteal of all types. Good physical protection and mana pool/sustain.
Pestilence (Anti-Magical / Anti-Heal): Specific use to counter enemy healing and lifesteal of all types. High magical protection and health are helpful.
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.
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.
Divine Ruin (Offensive Anti-Heal): Strong offensive item if you need anti-heal and your team is consistently on the offensive.
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.
Bewitched 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 Bewitched glyph also counters enemy basic attackers.
Stone of Binding (Offensive Support): This is an item that provides additional offensive potential for your team. Easy to apply to enemies with Ohm.
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 Ganesha easily gets use out of with easily-applied hard CC abilities.
Shogun's Kusari (Teamfight / Objective Push): Works well when your team has multiple basic-attacking gods.
Void Doumaru (Anti-Magical / Penetration): The passive protection reduction helps your magical teammates deal more damage.
These are all relics helpful for Ganesha, with a variety of effects:
*NOTE* Writeup on items are all contained in the notes in the build at the top!
Recent Updates:
2023/2/3: Guide is current as of Patch 11.1, "Year 11." Builds updated.
Revision History
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Quick note on skill leveling: Early game, you'll usually focus on getting your wave-clear ( Turn of Fate) leveled. You don't necessarily have to max it first, because leveling Ohm provides lower CD and a very nice protection aura buff (albeit for less than 2 seconds) that you might appreciate.
Any time Ganesha deals a killing blow, the nearest Friendly God receives credit for the kill (Ganesha receives the rewards for an assist instead). In addition, his assist range is increased by 20 and time before he loses assist credit is increased by 5s. Discussion: This is a passive that really changes how you can play as a Support. Granting kills (and getting assists yourself) allows you to ignore the typical "avoid last hitting" rule...yes, you even grant MINION kills to nearby teammates. As such, you don't have to worry about "kill stealing," especially with gods that rely on kills to get unique bonuses (e.g. Kali's Marked for Death, Thanatos' Harvester of Souls, Xbalanque's Dead of Night). This also allows you to continually help clear the wave, which can give you an early advantage in-lane. In addition, your assist range is larger than any other god, so you can be further away and still get credit! | |
Ganesha curses his Enemies, damaging them. For each Enemy he hits (up to a maximum of 5), all Allied Gods within 55 units of Ganesha gain bonus Damage for 4 seconds (2% per stack, up to 5 stacks). CD 14/13.5/13/12.5/12 seconds. Leveling Priority: Max this 1st / 2nd to help with wave clear. General Use: Wave Clear / Poke / Bonus Team Damage Discussion: This is your main WAVE-CLEAR ability. Use this on the enemy minions BEFORE your ADC uses their wave clear to have them get the bonus damage. In teamfights, use on the team's main target to increase the damage they take. | |
Ganesha begins chanting and rises into the lotus position, where he is slowed slightly but can travel freely in all directions. While chanting, he silences Enemy gods in a cone in front of him and increases Protections (20/30/40/50/60) for all nearby Allied Gods. CD 14/13/12/11/10 seconds. Leveling Priority: Max this 1st or 2nd for the reduced CD and increased protections it grants. General Use: Control / Peel Discussion: Use as a PREVENTATIVE by silencing enemies (possibly forcing Purification Beads) and preventing them from using abilities. Use as a COUNTER to channeling or multi-activation abilities to either interrupt their flow, or completely cancel their abilities mid-use. Combines very well in combination with Remove Obstacles or Dharmic Pillars (more in the Ability Combos section). | |
Ganesha charges forward, holding them in place and damaging the enemy before knocking them up. While dashing, Ganesha passes through player-made deployables. CD 14/13.5/13/12.5/12 seconds. Leveling Priority: Max this last. General Use: Initiation / Escape / Kill Secure Discussion: Use to INITIATE and SET UP KILLS, by holding enemies in place and then knocking them up, making them an easy target for teammates. Use as secondary WAVE CLEAR in combination with Turn of Fate, only when you know enemies aren't close. Use to PEEL for teammates that need to retreat. Use to ESCAPE when you need to save your own bacon. Remember it GOES THROUGH ENEMY DEPLOYABLES (such as Odin's Ring of Spears and Ymir's Ice Wall). Combines well with Ohm and Dharmic Pillars (more in the Ability Combos section). | |
Ganesha summons the Four Great Pillars of Righteousness to imprison his Enemies. Between each pair of pillars a magical field is created, and Enemies who pass through the field take Damage, are Slowed, and have their Protections reduced for 3s. CD 75 seconds. Leveling Priority: Level this as it becomes available (generally). General Use: Zoning / Damage Discussion: This is mainly a CONTROL and ZONING tool. Drop it anytime you need to control an area, focus enemies, etc. You can also use it defensively (due to the potential damage and the slow) to try to create distance between the enemy and yourself / teammates. It can also provide a surprising amount of DAMAGE, if you can keep enemies in the field. Combines well with Ohm and Remove Obstacles (more in the Ability Combos section). It's on a very low base CD, so don't hesitate to use it if you think it'll be useful! |
For general tips on how to play Supports, please visit the Support section of The Overarching Conquest Guide.
So that's it! Thanks for reading, and I appreciate any and all comments, suggestions, etc. Feel free to add me/invite me if you want to play!
Brandon / PC IGN: Muffinman17
(I hope you're satisfied, boogie. This took me hours to write. XD)
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Reinforced Shoes > Gauntlet of Thebes > Shogun's Kusari / Pestilence if healing > Sovereignty > Relic Dagger > Spirit Robe / Mantle of Discord > replace boots with Ethereal Staff or any situational item, for example Winged Blade if they have heavy slows.
I would also get Magic Shell and Belt of Frenzy as my relics most of the time unless I situationally needed something else.
For the start Hand of the Gods is a must so get guardians blessing, 4x Healing Potion, Boots and Hand of the Gods.
The rest of the items in Branmuffin17's build are useful situationally so you can make use of them as you see fit.
I've played 2 ranked games this season, one of which was with Ganesha. I love his kit.
If i use her 3 against a ymir wall i will get "pushed" aside? anyone can explain this to me? im sorry. Great build BTW!
And thank you, glad you like!
His Passive gives away all kills, Gods and Minions included. Does this also count for Stacking Items, let's say the Carry has Devo's and i'm killing a Minion. Should count him for a stack, no?
you postet only Midgardian Mail, in "final Build" and in "options" too.
Do you mean Mystical for one of them? I guess Mystical could be good for a little bit of extra Damage, since one is in the Middle of Fights a lot.
Also, when in another role, i don't hit a lot on that Meatbag when there are ADCs / Assassins / Mages to focus. So it makes Midgardian weaker, i'd guess...?
Not spamming, good questions. I'm guessing you're referring to the Conquest build tab, last build in the list? It's still an example build, so you have an option to build a variety of items of your choosing.
Mystical Mail, though, is just not one I would suggest in most cases. Yes, it can provide a bit of added damage, but you need to understand that the "40 damage" every second is the base damage. It counts as magical damage, and as such is subject to mitigations. Although Ganesha can output pretty decent damage (especially with his ult), Mystical isn't something you should consider just for extra damage.
Mystical's most common usage (when it's even purchased, these days) is for pressure in the early game, when protections are lower, and you're in, say, Solo lane. It helps clear minion waves more quickly, which means you can turn your attentions to the enemy solo and push them back, make them lose farm, etc.
Yes, you have a good point on Midgardian; you have to be hit to take advantage of the passive. It still has a high chunk of health, which is nice, and when enemies DO hit you, the effect is nice. You can get right in their faces with your ult and 3, so with good positioning, it can make you the one they HAVE to hit if they want to hit anything. But again, Midgardian and my build examples are just options. You can build what you want given the situation.
I'm updating this now. If you don't like Midgardian, you can consider Ethereal Staff, or Witchblade (which applies its passive easier...you just have to be in range). Or just get more prots.
so, ye... conquest. *laughs*
Yeah sometimes i pick Mystical as Bellona in Solo to get that "extra pressure" since first counteritem is physical Prot. But as Support, it's different.
I try to consider a lot of Items and slowly, i get behind it and try out new stuff (sometimes, it sucks ofc ^^). But it's always good to have a Guideline.
Witch seems nice, with Pridwen and the other thingie (i mean the boots) i think one's at 40% CDR which would be nice. Yeah .. Situative.
Thanks a lot for explaining.
what about other offensive options? I usually go Spear or something when i'm feeling "safe" and "solid" so i get that extra damage pressure.
Spear of Desolation (which is what I assume you're referring to) is a selfish offensive item. It doesn't do anything directly for your teammates.
As just mentioned, Ethereal Staff would be an option to consider too. Health steal means you're dealing damage to enemies, while it still provides health and CC reduction, making it partially defensive.
/edit: does a Passive like Shogun or Pythagoras, that gives Allied Gods more Attack Speed for example, include myself? It doesn't seem so which is a little bit "meh" but ... well as a support, i support!
Pythag's, for example, gives the owner 24% lifesteal and 70 power. You'd add the protection auras to the base protections from things like Sov/Thebes/Heart.
i tried Ganesh today, it's really a lot of fun and i often tend to accidently kill-steal, wich is no issue with Ganesh. Very chillful play with him ^^
PS: the Ult is kinda hard. They need to cross it for it to make Damage. Cool enough, in Casual a lot don't know what it does exactly. ^^
Ganesha's passive doesen't give him a bonus, it simply means that when you help the ADC/whoever to waveclear, you can last hit the minions instead of having to let the ADC do it (if they're nearby) as his passive will give the adc the full minion kill benefit and give ganesha the assist rewards.
Otherwise if they're is no ally nearby and you're not holding the wave for them (so they can get back to lane and benefit from the farm), then you just let the minions last hit each other instead if you want to stack Guardian's blessing and it isn't stacked yet.
Basically,
>"But since you kinda have a guardians blessing automatically"
That isn't what his passive is.
that makes sense. And a good trick to let them last hit each other so i can stack quicker. thanks :)
Just curious.