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Death's Toll is one of the best starters for fighting and sustaining in lane while you get a lot of power!
Light Balde will evolve into Asi.
Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!
Death's Temper is insane for team fights in late game because it gives you attack speed, power and an additional basic damage buff that will increase a lot your DPS as ADC for securing objectives and burning tanks.
Asi after the last buff where it was given flat penetration, is essential on an basic attack damage build because it gives you attack speed, power, lifesteal and penetration.
Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. (THIS ITEM IS SUPER CORE WITH Heimdallr), I always buy it as second item because it provides me of a lot of pressure and 1vs1 against every hunter.
Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.
Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).
Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.
Temporal Beads provides you with immunity to CC and cooldown reduction.
Aegis of Judgement provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.
Manikin Scepter is one of the best starters for fighting and sustaining in lane, it will give you a lot of damage in basic attacks.
Light Blade will evolve into Asi.
Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!
Manikin Mace is insane for team fights in late game because it gives you attack speed, physical protections and a lot of basic attack damage with HP stats that can help you sustaining during teamfights.
Asi after the last buff where it was given flat penetration, is essential on an basic attack damage build because it gives you attack speed, power, lifesteal and penetration.
Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. (THIS ITEM IS SUPER CORE WITH Heimdallr), I always buy it as second item because it provides me of a lot of pressure and 1vs1 against every hunter.
Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.
Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).
Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.
Temporal Beads provides you with immunity to CC and cooldown reduction.
Aegis of Judgement provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.
Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.
Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).
Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.
Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.
Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.
Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice if you go for a critical damage based build. You should always buy it instead of Executioner or Dominance.
Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).
Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.
Tap each threat level to view Heimdallr’s threats
Tap each synergy level to view Heimdallr’s synergies
Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Heimdallr as an ADC.
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Passive - The Vigilant
Heimdallr's passive is The Vigilant. It allows you to see enemies a little bit longer when they are revealed, so pay attention to the minimap. It also increases your physical power for the amount of enemy gods that you have vision of. So this is up to extra power buff for you, meaning you should try and have as much vision of enemies as possible and encourage your team to ward whenever you can. He also deals a little less damage with crits !!!!YOU NEED TO ALWAYS TAKE CARE OF THIS INFORMATION WHEN YOU ARE BUILDING THE GOD!!!!, meaning his burst and DPS is slightly lower than that of other hunters. |
Ability 1 - Piercing Sight
Heimdallr's mean clear skill. First you throw your sword into the air and it reveals enemies in a 120 unit radius around it. This is awesome if you're expecting ganks anywhere and it also helps you locate enemies in a team fight. Additionally, the ability can be re-fired to make the sword crash down to the ground. At that point, it no longer provides vision, but it deals AoE damage. This can be used for clearing, but primarily it is your main poke tool, and it has quite a long radius. You can easily get enemies under their towers with this as well, and it can deal relatively high damage. Something worth noting about the usage of this ability is that no matter which casting form you use, if you're using the ability to get vision and you don't want to throw the sword down right away, then press the button for the ability twice. If you press it once, then the target will show up immediately, and your next basic attack "click," so to speak, would activate the sword and make it crash down. If you press the button twice, the sword will stay in the air, and the target will go back to normal basic attacks, and then if you press the button again depending on your casting mode, you will either instantly fire the sword to the ground, or you will have the target to fire the sword to the ground again. |
Ability 2 - The Gjallarhorn
Heimdallr's knocks up and slow skill. Is a massive cone in front of him that deals tick damage, 5 ticks maximum over 2.5 seconds. Enemies hit by it are slowed depending on the rank of the ability, and the slow affects both their movement and attack speed. The slow duration is 1.5 seconds after the enemy leaves this cone effect, either through canceling this ability, the enemy walking out, or the ability finishing. The fact that this lasts on means you can use this for boxing another hunter as well. You can throw in a basic attack, then use your 2 and cancel your 2 right away, and the enemy will still be slowed in both their movement speed and attack speed, making it easier for you to hit them, and making them hit slower. But that's just one part of the ability. Additionally, the ability will stop channeling after two seconds and knock back enemies close to Heimdallr, dealing relatively high damage to them as well. This can be used as a good deterrent to keep enemies away that are trying to get close to you, and it will set up basic attacks very well as well, but it can also be used more aggressively to set up your own ultimate Through The Realms. The Gjallarhorn also has massive wave clearing potential, and is probably going to be your main clear along with your basic attacks. While channeling the 2, your protections are also increased (depending on the rank). An interesting thing to note about this ability is that it works in tandem with The Bifrost, so if you go into your 3's teleport while using The Gjallarhorn, then Heimdallr keeps channeling the ability and you can teleport somewhere behind an enemy and knock them back right away, if your crystals are placed that way. |
Ability 3 - The Bifrost
Heimdallr's main escaping skill. This ability allows you to place two crystals on the map, between which you can teleport. You can put them very close together for a quick teleport, or at a further distance. The further the distance, the longer the teleport warmup time until you actually move. There is a short internal cooldown for placing crystals on the ground of 1.25 seconds. This can be reduced by cooldown reduction, and this can be used to reset your basic attack chain as well. It does not proc Hydra's Lament anymore though. The cooldown of the teleport between the crystals varies. It is unaffected by cooldown reduction, only by leveling the ability. The base cooldown is always 14 seconds for the shortest distances. The further the distance is of your teleport, the longer the cooldown is. So if you want to you can use this as a teleport to your lane from base, but then you will have it on a very long cooldown and can't use it as an escape in the meantime. If you want to use it as an escape in lane, it's recommended to already put down one crystal at a bit of a distance so that you don't have to put down 2 crystals in the heat of the moment, because by the time that happens, you're already dead. I personally find that using it for a variety of purposes makes this most useful. Sometimes you use it as an escape, sometimes you use it to corner an enemy and to surprise them while chasing them, and sometimes you use it as a teleport from base if the situation requires it. |
Ultimate - Through The Realms
Heimdallr's ultimate is Through The Realms. He charges at an enemy, similar to Ne Zha's ultimate skill, is CC-immune for quite a while during that, and then swings his axe to launch an enemy into the air. After that, the enemy takes various hits of damage (the details aren't important to us). What we need to know though is that he takes 3 ticks of Muspelheim damage, and 2 ticks of wall hit damage if we want to know the total damage of the ability. The enemy is in the air for 4 seconds, and during that time you will see a targeting area on the ground where this enemy will land. When the enemy lands, they're also still affected by a 25% slow for a brief duration. The duration is labeled as 2.5 seconds, but I was unable to find out if this starts while they're still in the air or exactly when they hit the ground. This ability deals massive damage to squishies, but it's also relatively good at keeping away targets that try to bother you in a team fight. |
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Hey TheSaints, I don't understand your comment, the build is really good, you should try it out!