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Hel Guide Copy For Mowen & Team

0 0 4,252
by TormentedTurnip updated January 24, 2014

Smite God: Hel

Build Guide Discussion 0 More Guides
Tap Mouse over an item or ability icon for detailed info

Hel Build

Note

Didn't bother to redo the skill-sequencing and build stuff, but if you think I should I'll edit it.


It cuts off in the Defensive Cleansing section when I accessed it while not logged in, but I see everything when I am online. Splitting it into two chapters works, but if there's an easy fix that lets me merge everything, I'd appreciate it.

Hel






Table of Contents










Howdy there, partner! Something tells me that you came to this guide hoping to a learn a little bit about the most unique and fun god in Smite. I'd be glad to help you with that!

What makes Hel so unique and fun, you ask? Well, simply put: she trades of having an ultimate for six skills, she's the only god in the game that can break CC on her entire team, and she does a damn fine job of melting her enemies' faces (and killing them, too!)

So what makes me a reliable source for Hel (and arena) information? Well:





Granted, I'm not an infallible Hel player; I still mess up some cleanses and get too greedy, but I should be able to improve your playstyle.







There are quite a few things you should know before attempting to play Hel if you haven't played her since she had shared cooldowns.

For starters, those are gone! Casting a spell in one stance no longer puts the corresponding spell in the opposite stance on cooldown. It's an excellent change, but it doesn't come without consequences; there is now a one second delay on all skills when switching stances, and the base/scalings of Decay / Restoration and Repulse / Inspire have been decreased. Fortunately, her new passive reduces their reductions, albeit it does come with repercussions.

In addition, she can no longer cast two consecutive basic attacks (which is likely the reason for the delay on all skills when switching stances), and she no longer receives a free rank-one ultimate at the start of the game (although she can still swap stances, she does not receive the Dark Stance and Light Stance benefit until points are placed into the ultimate).

Included among the previously mentioned changes are ones such as Inspire's speed buff scaling rather than being static. These have been updated, but are not necessarily discussed in the guide.

Oh, what am I doing? Clearly the most important change to her is the remodel! Silly me!

New Hel








The cookie joke is the single, most important reason to play Hel. Forget team composition - have you heard it?! No? Well, then what are you doing reading this guide? Load up Smite so you can spam VEL!

In fact, all of her taunts, jokes, and laughs are the epitome of epicness, and now that the tumor many referred to as a "disc" has been replaced with a smexy galaxy, she's perfect in both kit and aesthetics.

Oh, and that voice pack is phenomenal. Still trying to figure out which anime character Light Stance reminds me of...







[The] Anti-Peeler.
Excellent AoE heals.
Excellent sustain and burst.
Ability to prevent and/or remove crowd control.




High Skill Floor.
No leap or dash.
No true ultimate.
No hard crowd control.








As previously mentioned, Hel is unique in the sense that she has six skills and no true ultimate. Each spell generally has an inverse effect to its corresponding spell in the opposite stance, but it's not as simple as hard-contrasting. Currently there is a one-second delay on all skills when switching stances, so planning ahead is important.

So without further adieu, here's Hel:



Stance Attunement

Wait, what? Hel actually has a passive now? No wai! There are disadvantages to this, considering her base numbers would likely not have taken quite as much of a hit if she had not received this passive, but it gives you the option to be a dominant mage and a good support, or an excellent support and a useful burster.

So, how does this passive work? Zhu Li, bring the pictures! "Yes, sir."


The left section is fully attuned to the Dark Side, the right section is fully attuned to the Light Side, and the middle section is an attempted half-attunement to each side.

So, what do these positions mean, exactly? List time!

1. When the bar is fully purple, damaging spells will have a 20% increase from her passive, and healing spells will have no increase from her passive.

2. When the bar is fully white, healing spells will have a 20% increase from her passive, and damaging Spells will have no increase from her passive.

3. At the midway point, both damaging and healing spells will have a 10% increase from her passive.

Basically what I'm saying is that it's not an exponential increase; the benefit from the passive increases at a constant rate.

In case you were wondering, it takes exactly three seconds for the meter to begin moving after swapping stances, and it takes exactly five seconds for the meter to cross one extreme to the other. Therefore, if you are in Light Stance and want maximum Dark Attunement for a Repulse, you will have to wait eight seconds, i.e.: you have to plan ahead on which stance you want to be in to gain maximum benefit from her passive. Gone are the days of defaulting into Light Stance!

For more (but mostly redundant) information on Stance Attunement, follow this link to my Reddit post that links to both a photo-album and an excel spreadsheet.



Decay / Restoration


These are fun skill shots that -kind of- rival the cooldown of He Bo's Water Cannon, simply because of your stance swap. Unless there is a high amount of CC on the opposite team, I will generally prioritize it above cleanse; i.e.: put a point into it every level that Repulse / Inspire is unavailable. But as they are inferior to your Repulse/Inspire nuke/heal, they should always be leveled afterwards.

If the composition allows you to level these as second priority (below Repulse/Inspire), then you will be able to land seriously devastating blows to the enemy team (provided you can, well, land them...)

Remember that Decay has an AoE effect and that Restoration will heal you.



Hinder / Cleanse


Hinder ain't too bad of a skill; it can be useful for increasing or decreasing the gap between teammates and enemies, as well as making skillshots easier to land. Cleanse, on the other hand, is where the majority of Hel's effectiveness comes from, and it is the single most fun skill in the game. Beginners can use it to troll Ymir by hiding behind teammates and waiting for him to cast his Frost Breath, immediately removing the CC on anyone within the radius. More advanced uses of cleanse will be discussed here.



Repulse / Inspire


It is an Area of Effect spell that is cast with you in the center. Therefore, you need to be near to enemies to hurt them and near to teammates to heal them. This is probably the most dangerous part about Hel because she has to get in pretty close to cast them, despite having low health, resistances, and a lack of escapes. Fortunately, it both hits and heals like a truck, and it's pretty much impossible to miss.

A good Hel will do his/her best to position his/herself to heal multiple teammates rather than just the one being focused the hardest, while also not wasting too much time trying to incorporate everyone into its range. This is much harder to do when you queue alone, grouping you with morons that spread apart from your heals. (/rant)

Be very aware of Inspire's speed increase as well (between fifteen and twenty-five percent, depending on rank) and that it affects everyone in its radius, not just Hel.

This is your AoE nuke/heal, and should be leveled to maximum before any other skill. I almost always put two points into it at the start of the match, and one point into Hinder / Cleanse.



Switch Stances


This is your "ultimate." Instead of having a real ultimate, Hel can use this spell every few seconds to switch the stance she's in. A good Hel will be able to Stance Dance while maneuvering around and rotating through cooldowns. Be aware that all skills are on lock-down for one second after switching stances (please remove this, Hi-Rez!)




In conquest, the mp5 from her ultimate is a different story, but in arena I feel that while it is nice to have, it's better to go ahead and level up the rest of your skills. The magic power increase in Dark Stance is also less than the base damage increase of both Decay and Repulse, and the team aura is lackluster compared to six fully ranked skills at level fifteen. Since you can switch stances without a single point in her ultimate, I spend all five points in a row from level 16 to 20.

Decay / Restoration and Hinder / Cleanse should be leveled at different rates depending on the enemy team's composition; if the enemy team has a Hades (due to his Pillar of Agony) or heaps of crowd control and you are being too focused to be able to go into Dark Stance often, level up cleanse more in order to be a better support. If your team is able to get free reign though, highly leveled Repulses and Decays can pack quite the punch, especially early game.



Always start every match with one point in either Hinder / Cleanse or Decay / Restoration and two points into Repulse / Inspire.

Low CC Skill Order

> > >


High CC Skill Order

> > >

Standard High-Damage Ability Sequence


1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20


Standard High-Support Skill Sequence

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20







Your build should be flexible, meaning that it should change depending on the enemy team's composition. However, there are certain stats that are necessary to build towards every game, and they're obviously listed below - that's kind of the point of this chapter.

Unfortunately, the days of building physical items on Hel and stance dancing for two instant, empowered basic attacks are gone, so I can no longer say to build physical power and critical strike chance. :(



CORE STATS



Cooldown Reduction

You may be thinking "Dr. Paco, clearly Magic Power is more important for a mage than Cooldown Reduction!" Well, you're damn right that MP is a very sexy stat, but it ain't got nothin' on CDR. Not only does capping CDR to 40% lower Hel's cooldowns enough to bring out the fluidity of her playstyle, but it also means you will be able to heal and cleanse, something that doesn't scale off MP, on a regular basis.


Magic Power

As awesome as CDR is as a stat, it's very easy to reach its cap. You'll therefore need to spend your focus on raising your MP. Why is MP so important? Well, without it, you're essentially a cleanse-bot. If you don't want to hit like a wet noodle, or heal one one-billionth of a carry's healthbar, then you're going to need to get a good few MP items.



BENEFICIAL STATS



Movement Speed

Considering you have no leaps or dashes, your biggest nuke has short range, and your teammates try to outrun your heals, doncha think it'd be wise to add a little bit of movement speed into your build?


Crowd Control Reduction

Because you can't apply cleanse to yourself while CC'd, and you are very susceptible to death when you have cleanse on cooldown, CCR is a great "stat" to gear towards.


Protections

As a healer, protections are more important than health, because it takes fewer spells to return to full health. And as a squishy god that has spells requiring close proximity, and a kit that focuses on strings of skills rather than short bursts, protections can easily be argued to be core stats.


USEFUL BUT NOT TO BE BUILT TOWARDS



Health

Don't you go stacking health! Some core items carry health, and more health is better than less health, but gearing specifically towards health, rather than towards protections as a healer ain't too smart.


Pentration

Although penetration is useful in dealing damage, penetration does not affect heals. Therefore, penetration is simply a nice bonus that can come with other, more important stats, but should not be sought after directly.


Mana

Well, no mana means no spells, so it's obviously a necessary stat, but the frequent recalls to the base in Arena means that you'll usually have plenty of mana.






These items focus on getting a mix of both MP and defensive items early, as well as capping out CDR at 40% on the second item. It is useful against teams that have high burst potential, as well as high amounts of CC.

Core Items





These items are essential to Hel and, unless the enemy's composition is extremely cheesy, they will be excellent choices every single game.

Shoes of Focus


These provide the magic power that will make your early game Repulse / Inspire hit extremely hard as well as heal extremely well. The cooldown reduction is also essential for Hel and, combined with Breastplate of Valor, cap you at 40%.

You start the game at level three with 1,500 gold, which lets you purchase rank 2 of these with the exact amount of leftover money to purchase rank 1 of Heavenly Agility (Sprint) and rank 1 of Purification Beads.


Breastplate of Valor


This provides a wealth of mana and physical defense, and most importantly 25% cooldown reduction. Combined with Shoes of Focus, you will have your cooldown reduction maxed out.


Focused Void Stone


This provides both magic power and magic defense, as well as a nice chunk of penetration. Considering you will have no penetration from boots and you have to get close to your enemies to nuke them, this item synchronizes perfectly with Hel. If you want more early game burst, healing, and magic defense, get Focused Void Stone before Breastplate of Valor. The two items are both essential for her and it is up to you which one you buy first.


Rod of Asclepius


Yeah, this item is amazing. First off, it gives a pretty good amount of MP. Second, it gives a good deal of health - not as good as protection, but it still makes you harder to kill. Third, it is one of the only items with MP that also provides movement speed! And my, oh my, is movement speed excellent for both initiation and survival, especially on a god with no leaps or dashes. And most importantly, this item has one hell of a passive: your heals will be significantly increased on all allies within range. So that's a three-point-five out of four. Ding ding ding, core item!


Beneficial Items





These items may not always be the best to use, but can be excellent choices based on both the enemy and your team's composition.

Hide of Leviathan


This provides a great deal of physical and magical defense, as well as some added health and mana. In addition, it comes with the Resolve passive, which reduces all crowd control durations by 30%. This can really save your life when you are focused, and combined with Breastplate of Valor and Focused Void Stone, gives you all the defense you need.

The only reason why this isn't a core item is because of your cleanse, but considering how beneficial its stats are, combined with the fact that you can't cleanse yourself while affected by CC, it is an excellent item.

I highly recommend Magi's Blessing over this item if you are not experienced with preemptive cleansing. However, the shield will still be consumed even if cleanse is active, so I feel its usefulness degrades as your skill-level increases. But even if you're excellent with cleanse, it can still be very helpful against very experienced enemy Ymirs, Athenas, Anubises, etc.


Bancroft's Talon


This works amazingly well with Hel. First, it provides quite a large bit of Magic Power, excellent for both nuking and healing. Second, and the least important of the item, is that you will heal yourself even by damaging the enemy due to its lifesteal. And finally, the passive works excellently when you're in a tight spot - the lower your health, the higher your magic power and therefore the greater your panic heal will be.

This would be a core item if the lifesteal were replaced with something more useful. Movement speed anoyone? :D


Gem of Isolation


This provides the always useful magic power as well as health and mana. It also makes your damaging spells apply a 25% slow for two seconds. If you're getting harassed by melee gods hard and there's no peeling, or if you are doing a lot of solo fighting, this item is essential, especially because the slows will be your only form of crowd control.


Rod of Tahuti


This provides the most magic power out of any item in the game, and the more magic power you already have, the more it will give. As this Invincibility Build has less MP than others, I feel this item is not essential. It is still a tremendous increase in both healing and damage, however, and I wouldn't recommend passing it up.



There are other items that can be useful to Hel, but I believe that these are the most important. If you need some extra magic defense you could pick up a Bulwark of Hope, or if there's a very pesky Loki, Midgardian Mail will shut him as well as many other physicals down.




Although the guide shows Heavenly Agility and Purification Beads after the build is complete, they should both be put at rank 1 after Shoes of Focus have been fully upgraded. Do your best not to use them until you get the first three items completed, and then it is usually a good idea to upgrade them both straight to max (with Beads higher priority than Agility). If you have very recently used either and would have enough to start your Hide of Leviathan, go ahead and build it because three or four minutes of useless 850-1700 gold is, well, useless.







Because of the scaling on her Repulse, Decay and Restoration, Hel can put out insane levels of damage at early levels. Building high MP at the start, and balancing defense into her build after the cheesy damage starts to recede is the best way to build her if you are experienced with her and the enemy team does not have high burst potential. It is very easy to snowball with this build, and you'll have your fourth item built in no time.

Core Items






These items cannot be counter-built and provide necessary stats that will benefit you in every game.


Shoes of Focus


These provide the magic power that will make your early game Repulse / Inspire hit extremely hard as well as heal extremely well. The cooldown reduction is also essential for Hel, and combined with Breastplate of Valor, cap you at 40%.

I always start out with rank two of this item, and purchase the first rank of both Heavenly Agility (Sprint at the time) and Purification Beads. You start with 1,500 gold, giving you just enough to spend 1,000 on shoes, 200 on Sprint, and 300 on Beads.

Rod of Asclepius


Even in, or possibly especially in, a build focused on damage rather than sustain, this item has everything you need. First off, it gives a pretty good amount of MP. Second, it gives a good deal of health - not as good as protection, but it still makes you harder to kill (and makes it safer to initiate). Third, it is one of the only items with MP that also provides movement speed! And if movement speed isn't excellent for both initiation and survival, especially on a god with no leaps or dashes, then I'm a communist. Furthermore, this item has one hell of a passive: your heals will be significantly increased on all allies within range (including you, buddy!).


Bancroft's Talon


The first rank of this item is incredibly cheap, costing little more than five-hundred gold. If you're planning on building this instead of Rod of Asclepius, and no teamfights occur by the time you have enough money to finish the shoes and get rank 1, make a quick trip back to base to do so.

It's overall a very cheap item that synchronizes perfectly with Hel; it has a whopping 100 MP, and it also increases the heal you receive from your Restoration (as well as Decay and Repulse to a lesser extent). In addition, the lower your health, the more MP you will have. The means that when you're ****ting your pants because you're getting focused and have less than 20% hp, your panic heal is going to piss off the enemy team (or a mighty Repulse that results in an instant deicide).


Focused Void Stone


What better way to begin balancing defense items in than an item that also provides MP (and penetration that you lack from getting CDR boots!)? There's not much to argue about, really; this item benefits Hel in every possible way, and is a core item for her in every game that has at least one enemy mage (so...every game).


Breastplate of Valor


Let's face it: CDR is one of the most important stats for Hel, and it just so happens that 15% + 25% = 40%, which is the CDR cap. This also provides Hel with the necessary defense to offset the dangers of having such close ranges on her skills and her lack of escapes. Oh, and who could forget free mana as well? (clearly not me! That "oh" in no way implies I had almost forgotten about it!)


Beneficial Items






These items work great with Hel, but you can pass them up if you're stupid if you feel like it.


Rod of Tahuti


This could honestly be labeled as a Core Item; not only does it provide a whopping 125 magic power, but its passive is just...beautiful. Before you build Tahuti, you'll have 200 MP, and after it's built you will have doubled that to just over 400. What's that, mr. 15 MP5? I can't hear you over the sound of doubling my MP!


Gem of Isolation


Your own form of CC is a slow from Hinder, so anything you can build that provides a form of CC is likely to be helpful. You have three damaging spells: Restoration, Decay, and Repulse, and they all have short cooldowns. What does this mean? Well, sir, it means you'll piss off the enemy team with all the slows. That's what.


Others



Figure them out yourself you lazy bastard.







There should be no deviation from Heavenly Agility or Purification Beads unless you are particularly attached to Aegis Amulet or really need the hard crowd control from Fist of the Gods. If they enemy has a lot off CC, replace Heavenly Agility as you desire. If they have virtually no CC, too bad don't replace Purification Beads as it can lead to some pretty impressive burst or double heals and cleanses.


BEST ACTIVES



Heavenly Agility


This seems like an active almost tailored specifically for Hel. It increases healing received during its duration, affects all teammates around you, and gives you an escape that you would otherwise completely lack. It can also be used offensively to help your team chase down a dirty little ****er like Chronos or Freya.


Purification Beads


I'm telling you right now, never replace Purification Beads. You are going to get focused at one point or another, and not only will this break you free of any and all crowd control, provide CC immunity for longer than a maxed out cleanse, but also reduce all cooldowns by 5 seconds. With the max CDR of 40%, Inspire will have a 6 second cooldown. That's essentially two back to back heals that, combined with Heavenly Agility's healing buff, can really troll the hell out of the enemy team.

Just like Inspire, Repulse will have a 6 second cooldown, and you can therefore land two Repulses as well as multiple Decays and Restorations in a short window. Yeah, He Bo won't be expecting to get royally ****ed by her, but you're about to teach him his place.


BENEFICIAL ACTIVES



Aegis Amulet


This can indeed save your life, but I feel it is not as effective as either Heavenly Agility or Purification Beads; negating some damage that you could've avoided with Heavenly Agility anyways is all fine and dandy until you realize that two seconds of no movement on a god without a dash or leap means you're about to get wrecked.

The new Aegis Pendant on the other hand, can be extremely useful because you can still move around. I prefer Heavenly Agility and Purification beads, but this tiered variant is definitely superb.


Fist of the Gods


This will provide a one-second stun, which can be useful against things like Thor's spin-to-win or Ares's Searing Flesh.


Shell of Absorption


This is a good alternative to Heavenly Agility; rather than escaping damage or chasing down an enemy, this will help your team stand its ground against an enemy onslaught. Now that Hel has a pseudo-escape attached to her Inspire, I feel it is a viable.


BAD, COMMONLY PURCHASED ACTIVES



Meditation


Meditation
meditation
Don't get this. You will have plenty of mana from items and MP5 from your passive, and there will be frequent returns to the base, i.e.: you ain't gon' run outta no mana. An okay heal isn't near as good as an escape when you're playing the best healer in the game.
meditation
meditation







*First step in your determining your playstyle? Looking at the enemy team's composition during the loading screen. Hopefully you're facing a team that sacrifices damage for crowd control, but still doesn't have so much crowd control that you have to really focus on the best time to use cleanse.

*All right, so the game starts. After you buy rank two of Shoes of Focus, head towards mana/CDR camp (left side of the Arena) while spamming VA1 VHH VEA VEA.1 After your team has gotten the message, switch back into Dark Stance to gain the full benefit from her passive, and you'll almost be able to one-shot the smaller ogres with your (rank two) Repulse. If enough teammates came, help them clear the Power camp and then head back to middle lane (don't forget to heal up from the ogre-massacre).


Previously, it was best to default into Light Stance in order to have your heal and CC breaker ready, but her new passive changes things a bit. If your team is generally the initiators, then default into Dark Stance; if the enemy team is generally the initiators, then default into Light Stance. If you don't level her ultimate until level sixteen, this decision is very easy because there won't be any loss of MP5.



*Typically, if the enemy team initiates, I will wait to attack in a fight until I've used my cleanse. Your most important job is to prevent teammates from being focused by using your Cleanses as well as keeping your team in the game with your Inspires. Hel can still throw down some hefty damage though, so use Hinder if you're confident there's no incoming CC, and cast a Repulse followed by a Decay and then swap stances for a quick Restoration. Just keep circling around the targets, worried more about dodging than facing them because Repulse is so easy to hit. Don't auto attack; just focus on juking the enemy while rotating through all your cooldowns.

If your team initiates, and there is no imminent CC, then you can unload your burst. A great example of initiating would be immediately attacking with Thor after he places his Tectonic Rift. If you two are coordinated, you will instantly melt squishies through the combination of Thor's Mjolnir's Attunement and Spin-to-Win with your Repulse and Decay.


*Rank 3 Purification Beads reduces your cooldowns by 5 seconds, so you can dish out damage that Anubis would kill someone for by casting Hinder>Repulse>Decay>Repulse>Decay over the course of 2 or so seconds.


*This build gives you a hefty amount of damage while also giving you leeway for failed jukes. If you get focused after failing your cleanse and both your Heavenly Agility and Purification Beads are on cooldown, though, you'd better hope that your teammates have some excellent peels coming.

*With the addition of the speed buff to Hel's Inspire, you will be able to maneuver around extremely effectively as you will can conceivably have a 100% uptime on its duration. It also speeds up teammates, so you can really get them out of sticky situations with the heal, speed boost, and CC immunity combined. Even Aphrodite can't help multiple teammates escape so well.


*Hel is not the minion *****, but her Repulse can wipe out an entire minion wave (minus the big guy) by rank 3, so don't hesitate to send some minions flying if you're passing by a wave. This can be very advantageous because the enemy team's tickets will go down by one point for each last hit, and you're guaranteed the last hit if you can take them from 100% to 0% instantly. Even Ao Kuang can sometimes get the last hit stolen by a minion, but not Hel.





This is only updated to the Nu Wa patch. Please let me know of any outdated information.



Cleanse only lasts half a second at rank 1, meaning that unless you're protastic like me, it should be saved for after an enemy lands CC on a teammate to prevent chain CC's or simply reducing its duration.

However, its best use is through preemptive cleansing. While it is riskier due to the fact that it could be put on cooldown and counter no CC, it is a lot more effective than removing CC that has been placed. This is especially true for any gods that cast channeled spells. If they cast them and are CC'd, the spells will be put on cooldown and give no benefit. Cleansing right before they are targeted by CC will ensure that their channel will not end.

By rank 5, it has a 1.3 second duration. Not amazing, but it's enough for you to preemptively use it so that Ymir's Frost Breath doesn't even make your team stutter, or to provide you or your teammates with CC immunity for a duration long enough to escape Hades's Pillar of Agony. Here's a list of some of the trolling you can do and how to best do it.

-COLOR CLASSIFICATION-

Red - This god has either multiple crowd controls that are not an ultimate, or a single crowd control with a long duration. They are typically an initiator or peeler and their CC's are usually top-priority.

Orange - This god has multiple hard crowd controls with a short duration, or a very dangerous effect on his/her ultimate. Due to its effect, this god's spell can have a higher priority than that of a Red god

Yellow - This god has one hard crowd control with a short duration, or an ultimate that can be dangerous. While not top priority, it's important to be aware of the effects and to respond accordingly depending on the situation.

Blue - This god only has soft crowd control. Due to the low level of danger of the effects, it's less often a priority but it's still important to be aware of the effects and to respond accordingly depending on the situation.

White - Upcoming/newly released god that I will update once I have played as and against them multiple times.


Agni: If you're in the very center of his Noxious Fumes, you ain't gettin' out without getting stunned, so pop a cleanse. It's only a 1 second stun though so don't prioritize it if you think more CC is coming. Unless you're the one in the center, then you'd better cleanse yourself and GTFO.

Be aware that he can detonate his Noxious Fumes on his Path of Flame, so even standing to the side of the path can be dangerous.


Ah Muzen Cab: This guy doesn't have any hard CC, but his stringer applies a three second cripple that you should be wary of if an extremely low-health teammate with a leap is stung. Other than that, he really just has a highly effective slow from his honey, but nothing to prioritize if other CC is imminent.


Anhur: You can troll Anhur by running horizontally past him while in between one of the four pillars in arena and casting a cleanse on yourself. He will likely try to Impale you into the wall and end up crying because he's finds out he's too weak to move a goddess one inch backwards.

His Shifting Sands is always a danger zone because of his Impale, but because of how much easier it is to land the stun on a Thor or Ymir wall, always be careful around them.

His leap also causes a knockback that sets him up for an easy impale, so if you see him leap into the air towards a teammate, popping a cleanse on them isn't a bad idea.


Anubis: His Mummify> Death Gaze combo can melt a teammate so make sure you get them out of it so they can juke his ultimate. It's one of the longest stuns in the game so any teammate not cleansed out of it is very likely to be chain CC'd.


Ao Kuang: His Squall affects all targets hit with a slow, and his Spirit's Tempest applies a knockup effect. It's up to your teammates to avoid it, but if they're CC'd and he casts his ult, cleanse them immediately because that thing hits like a truck.


Aphrodite: Her Kiss has a one-second stun duration, so there's no point it cleansing after it lands because by the time you'd get to cleansing most of its duration would be in effect. The best time to cleanse for the kiss is offensively - such as when Ares is chasing a low health enemy with his Searing Flesh, preventing it from being canceled.

Her Back Off! applies a short duration slow if she's linked to one of her teammates. It can be useful to cleanse to help a teammate escape or catch up to an enemy.


Apollo: While he is one of the best range AD carries in the game, he doesn't have all that much crowd control. His Serenade has a short duration unless it's at maximum rank, and even then it will break the instant your teammate takes damage. It can still be dangerous, however, as it can give enough time for the enemies to catch up to you or your teammate. If Apollo charges directly into someone, he's most likely going for a mesmerize - cleanse teammates where he dashes to.

His dash, The Moves, causes a knockup (and a short slow), but it's highly unlikely that you'll have the reaction time to prevent it, and it's more often used for an escape/gap closer anyways.

Across The Sky also causes a short knockup that'll give him enough time to land a free auto-attack unless cleansed, but you will not be able to prevent its damage.


Arachne: Arachne's Cocoon is one of the trollziest spells in the game. If you see her put a tangled web down on her feet with no teammates in it, she is going to attempt to pull in a teammate. Typically this will happen right after a teammate is stunned. It really depends on the Arachne on when you need to cleanse. Confident Arachne's will put down the web beforehand so that they can get more basic attacks in, whereas less confident ones will put the web down immediately after pulling a target in.

Every single one of her spells has some form of crowd control, but because the only thing that cleanse can completely negate (without immense luck and skill) is her Tangled Web, I believe she is in the orange category.


Ares: Everyone should have beads and aegis so you can focus on more constant crowd control, but if used at the correct time your cleanse will stop the pull from No Escape. I try to save cleanse for it if I can so that I can use beads for my super nuke. Even at the .5 second duration at rank 1, if I'm not drugged out on pain meds I will never fail. Mathematically speaking, make sure the CC immunity is active during the pull - 2.5 seconds after he casts it. That means that at rank 1, you need to cast cleanse between 2.0 and 2.4 seconds after he casts it, and at rank 5, you need to cast cleanse between 1.2 and 2.4 seconds after he casts it. It's really something that you'll become accustomed to through playing Hel often.


Artemis: While not the most dangerous things in the world, the traps are one of my favorite things to cleanse and walk through. They still do damage, so beware, but there is nothing funnier than Transgressors Fate strangling thin air.

If Artemis ults near a teammate, run towards the teammate and cleanse both of you. If she ults closer to you, run towards a teammate and cleanse both of you. That is, unless you have a low rank cleanse. Then just GTFO and cleanse yourself. Also be aware of the distance between the Calydonian Boar and every teammate. You don't want to end up having the pig chain halfway across the arena.

It's fairly common for an Artemis to cast her ultimate and use the short stun to place a trap under her enemy. While it isn't as effective now that she can lay a trap at a further distance, she will be much closer to enemies - a ranged AD with no escape brought herself practically into melee range, so use that opportunity.


Athena: Because your teammates will be moving during her Confound, it's harder to cleanse once they have been affected as compared to Ymir's Frost Breath. Typically an Athena will taunt immediately after setting up her Shield Wall, so throw a cleanse on anyone she's looking at right after she pops that.

Her Preemptive Strike also applies a short slow.


Bacchus: It's very easy to cleanse his Belch of the Gods, so that shouldn't be a problem. You can troll his Intoxicate with cleanse. Even though it's a 10 second duration, the cleanse gets rid of the debuff completely because it's not effect that is constantly reapplied. Have fun watching him stop for a second when he notices all 5 players he just hit are moving around perfectly normally.

Now that Bacchus's Belly Flop is 30% slower, you should have more enough reaction time to toss out a cleanse to prevent the knockup.

IMPORTANT NOTICE - using the alternative camera mode currently has a bug that prevents you from being able to place the ground targeter for cleanse at your feet when intoxicated.


Bakasura: His Regurgitate slows and c

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League of Legends Build Guide Author TormentedTurnip
Hel Guide Copy For Mowen & Team
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