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Hel: The Norse Yin-Yang

0 1 8,832
by Ahrah updated September 28, 2013

Smite God: Hel

Build Guide Discussion 3 More Guides
Tap Mouse over an item or ability icon for detailed info

Hel Build

Start:

Build Item Shoes Shoes
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2
Build Item Cloak of Meditation Cloak of Meditation

Full Build

Build Item Shoes of Focus Shoes of Focus
Build Item Breastplate of Valor Breastplate of Valor
Build Item Focused Void Stone Focused Void Stone
Build Item Hide of Leviathan Hide of Leviathan
Build Item Midgardian Mail Midgardian Mail
Build Item Rod of Tahuti Rod of Tahuti

Abilities

Build Item Salvation Salvation
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Heavenly Agility Heavenly Agility

Consumables (When you have enough gold)

Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Potion of Magical Might Potion of Magical Might
Build Item Elixir of Defense Elixir of Defense
Build Item Elixir of Power Elixir of Power

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
3 9 11 13

Hinder / Cleanse

2 A B
Hinder / Cleanse
2 8 10 12 14

Repulse / Inspire

3 B A
Repulse / Inspire
1 4 5 6 7

Switch Stances

4 Y X
Switch Stances
16 17 18 19 20
Decay / Restoration
3 9 11 13

Decay / Restoration

1 X
DECAY (Dark Stance) - Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 12 unit radius if it hits a god or reaches max range.

RESTORATION (Light Stance) - Hel fires an orb of restoration that damages enemy minions and stops on gods. Hitting an enemy god deals damage. Hitting an allied god provides that god and Hel Health and Mana.

Ability Type: Line, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+60% of your Magical Power)
Light Heal: 45 / 60 / 75 / 90 / 105 + 4 per level
Light Mana Heal: 55 / 70 / 85 / 100 / 115
Light Damage: 70 / 120 / 170 / 220 / 270 (+50% of your Magical Power)
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Hinder / Cleanse
2 8 10 12 14

Hinder / Cleanse

2 A
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.

CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.

Ability Type: Circle, Debuff
Dark Protections Debuff: 5 / 10 / 15 / 20 / 25 + 5% Magical Protection Reduction
Dark Slow: 20 / 25 / 30 / 35 / 40%
Light CC Immunity: 1.5s
Range: 55
Radius: 20
Cost: 60
Cooldown: 16 / 15 / 14 / 13 / 12s
Repulse / Inspire
1 4 5 6 7

Repulse / Inspire

3 B
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies.

INSPIRE (Light Stance) - Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. This heal is half as effective when healing minions. Hel gains Increased Movement Speed, and allies gain a reduced amount (10%) for the duration. Hel and allies also gain 20% Attack Speed while the buff is active.

Ability Type: Circle, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+75% of your Magical Power)
Light Self Heal: 45 / 60 / 75 / 90 / 105 + 6 per level
Light Heal Per Tick: 10 / 12 / 14 / 16 / 18 + 0.9 per level
Light Movement Speed: 20%
Light Duration: 5s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Switch Stances
16 17 18 19 20

Switch Stances

4 Y
Dark Stance - Hel's abilities cause damage and she gains increased Magical Power.

Light Stance - Hel's abilities heal and support her allies and she gains increased Protections.

Passive - Hel gains increased MP5 and half of all benefits gained, including Physical Power, from Switch Stances are shared with allied gods within 55 units.

Ability Type: Buff
Dark Magical Power: 30 / 40 / 50 / 60 / 70
Light Magical and Physical Protections: 13 / 16 / 19 / 22 / 25
MP5: 15 / 20 / 25 / 30 / 35
Cost: 0
Cooldown: 1s

Intro

So, this is my first guide!

And this is just that. A guide. If you need to change an item or two to suit your needs, feel free.

Let's go over Hel.

What does Hel, the Force, and duct tape have in common?

They have a light side, a dark side, and binds everything together.

For reals. Hel is a major help to the team, with the heals and the magic burst damage. In tandum with another support (Chang'e, Ra, etc.) the whole team will last a lot longer.

Hel is a Mage, so she can dish a lot of damage, but can't take it.
That's where the support side comes in. Her sustain keeps her alive, and stay in the fray longer.

Pros:
Great sustain
Good damage output
CC reduction


Cons:
Squishy, weak to ganks early game
No escapes skills
Mana hungry

Skills: Dark Stance

Passive: Dark Stance

While in Dark Stance Hel's magic power increases by 20/30/40/50/60. This stance is mainly used for dealing damage.


Ability 1: Decay

Hel fires a shadow projectile, dealing 80/140/200/260/320 damage(+60% of your magical power). On impact, the sphere explodes, damaging enemies in a 15 ft. radius.


Ability 2: Hinder

Focusing on a ground target, Hel removes enemies' magical protection by 5/10/15/20/25 and slowing them by 5/10/15/20/25% for 3 seconds.


Ability 3: Repulse

Hel explodes with a dark aura, damaging all enemies around her for 100/160/220/280/340 (+80% of your magical power).

Ultimate: Switch Stances

Change from Dark Stance to Light Stance.

Skills: Light Stance

Passive: Light Stance

In Light Stance, Hel gains 15/20/25/30/35 MP5. This stance is used to heal and protect Hel and her teammates.


Ability 1: Restoration

Hel shoots an orb of light, dealing 80/140/200/260/320 damage(+60% of your magical power). Half the damage done also heals Hel.


Ability 2: Cleanse

Hel gives protections to her teammates on a ground target, removing any crowd control for 0.5/.7/.9/1.1/1.3 seconds


Ability 3: Inspire

Hel heals her allies and herself for 70/110/150/190/230 (+60% of your magical power) and increasing their movement speed by 20% for 3 seconds.


Ultimate: Switch Stances

Change from Light Stance to Dark Stance.

How to Use Skills

Hel's Cooldowns for each stance are paused whenever she usesSwitch Stances, and resume when returning to the original stance.

For example, let's say all your skills are ready to use. If you use Decay, and switch to Light Stance while it has 4 seconds left of cooldown, you will be able to cast Restoration, even though they are considered the same move. But, upon returning to Dark Stance, Decay's cooldown will resume where it left off.

With that mechanic in mind, Hel can string together her moves for a powerful combo without waiting for cooldowns to reset. When facing a lone enemy god, I like to use this combo:
>>>>>>

If the enemy is weak enough, Hel can lower their protections and speed with Hinder to get close enough to blast them with Repulse and Decay. Should the enemy survive that onslaught, step away with Switch Stances and grant yourself health and protections with Inspire, then Cleanse. You can hit them with Restoration to heal even more, and hopefully finish them off. With a little number-crunching, this combo can deal up to 980 magic damage at level 20, but enemy protections and your magic power might alter the damage.

Note: DO NOT attempt this if there is more than one enemy god. In fact, do the opposite, and stay near your teammates when in a fight. Your combo isn't made for quick kills like Loki or Anubis, but it does help your team. If the enemy is at less than 300 health, good for you. Chances are only one of your moves will secure the kill.

But Hel's main job isn't to kill. It's to HELP.

Cleanse and Inspire help your team in a tight jam, filling up their lost health and getting them out of crowd control.

Hinder and Repulse are your main offensive powers. Hinder slows foes so someone can get close and secure a kill, and Repulse is good for adding a little extra 'oomph' to teamfights. Teamates will be pressing VER and VVT for saving their skins.

Items

With your string of skills, Hel is going to use a lot of mana, fast. That's why Mana potions and Meditation are a lifesaver.

Should Cleanse be on cooldown, Purification Beads and Sprint can aid in escaping deadly ultimates, like Ares's No Escape or Hades's Tower of Agony.

Shoe's of Focus are a no-brainer for most mages. Granting extra power and Mana are nice, but the cooldown reduction helps you use skills more frequently, and stay in the action longer.

Hide of the Leviathan, Midgardian Mail, and Breastplate of Valor all serve the same purpose: Protections, health, and mana. These items, paired with Hel's awesome sustain, make her very hard to kill late game.


The Focused Void Stone and Rod of Tahuti give you enough magic power to cause a lot of damage. With just the Focused Void Stone and a fully upgraded Repulse, a minion wave doesn't stand a chance against Hel.

Once you have all six items fully upgraded, you can start buffing up on Abilities and Consumables.

Upgrading Meditation to a Salvation gives an extra healing and mana boost to teammates, and full Purification Beads can be used more often.

After that, a Potion of Magical Might increases your chance of dealing a killing blow, so Hel's a little more independent should she be attacked alone.

Finally, Elixir of Defense and Elixir of Power. Pick up a lot of these if your in a game mode like Grab Bag or Hoarder. And in Conquest or Arena, the provide a wonderful advantage.

Hel Overhaul?

From the all-knowing gods, a great secret has been revealed. (And by all-knowing gods, I mean the SMITE wiki)

And by great secret, I mean this:
Hel is up for a redesign. Her looks will obviously change, and perhaps a few abilities. Any new of a new voiceover is unknown.

Conclusion

So, let's review.

1. Hel can heal.
2. Hel can hurt.
3. She's gonna get a redesign.
4. She can be a major help for team-fights.
5. She's really fun to play!

Well, that's all I have on Hel. I hope this guide has helped you, or at least given you some new info on Hel.

(VVGL)!

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1
TormentedTurnip (96) | September 28, 2013 7:38pm
Oh, no I wasn't saying you copied mine! I was saying it's great, because it is like mine!

As for the cooldowns, yeah I was just pointing out so nobody had the wrong impression. I think when you fix that, this guide is a good, general helping tool.
1
Ahrah | September 28, 2013 7:34pm

I generally agree with what you have written; your build is great (looks familiar :P) and for most of the guide, nothing jumps out as incorrect1.

Except your statement that "Hel's Cooldowns for each stance are paused whenever she uses Switch Stances, and resume when returning to the original stance.

For example, let's say all your skills are ready to use. If you use Decay, and switch to Light Stance while it has 4 seconds left of cooldown, you will be able to cast Restoration, even though they are considered the same move. But, upon returning to Dark Stance, Decay's cooldown will resume where it left off."

No!

The cooldowns of spells are not paused when in another stance. According to your explanation, Decay would still be on cooldown even, say, fifteen seconds after casting it if you had immediately switched to Light Stance and remained there. However, the truth is that all your cooldowns are actively counting no matter what stance your in. I think what has tripped you up is the fact that they implemented shared cooldowns on her, which cause the same spell in the opposite stance to be put on cooldown for half of its regular duration.

For instance, let's say you have all skills maxed out and have 40% CDR:

If you cast Decay, Restoration will be placed on cooldown for 2.4 seconds (half of its regular cooldown of 4.8 seconds). If you switch stances, Decay's cooldown of 4.8 seconds will still be counting down so if you return to Dark Stance without casting Restoration after 4.8 seconds, it will be ready to use again.

The shared cooldowns encourage Hel to cast the corresponding spell in the opposite stance as quickly as possible, so as to reduce the penalty for her half cooldowns. That is to say, if Decay is cast (again, with 40% CDR), then it will be 4.8 seconds until you can use it again. However, if you switch to Light Stance and cast Restoration after, say, 3.5 seconds, then the half cooldowns will mean you cannot cast Decay until 5.9 seconds after your had last cast it.



1although I don't see the necessity of healing potions



Well, I guess you're right about the cooldowns. I suppose I just misinterpreted the cooldown durations, because they seem shorter due to switching stances, giving the illusion the short cooldowns are paused, rather than longer cooldowns continuing in another stance. It was a slip up on my part, and I should have looked into it more.

As for the item build, I'm really sorry that my build looks a lot like yours, but I'm just sharing what works for me. Great minds think alike, right?
1
TormentedTurnip (96) | September 28, 2013 7:21pm
I generally agree with what you have written; your build is great (looks familiar :P) and for most of the guide, nothing jumps out as incorrect1.

Except your statement that "Hel's Cooldowns for each stance are paused whenever she uses Switch Stances, and resume when returning to the original stance.

For example, let's say all your skills are ready to use. If you use Decay, and switch to Light Stance while it has 4 seconds left of cooldown, you will be able to cast Restoration, even though they are considered the same move. But, upon returning to Dark Stance, Decay's cooldown will resume where it left off."

No!

The cooldowns of spells are not paused when in another stance. According to your explanation, Decay would still be on cooldown even, say, fifteen seconds after casting it if you had immediately switched to Light Stance and remained there. However, the truth is that all your cooldowns are actively counting no matter what stance you're in. I think what has tripped you up is the fact that they implemented shared cooldowns on her, which cause the same spell in the opposite stance to be put on cooldown for half of its regular duration.

For instance, let's say you have all skills maxed out and have 40% CDR:

If you cast Decay, Restoration will be placed on cooldown for 2.4 seconds (half of its regular cooldown of 4.8 seconds). If you switch stances, Decay's cooldown of 4.8 seconds will still be counting down so if you return to Dark Stance without casting Restoration after 4.8 seconds, it will be ready to use again.

The shared cooldowns encourage Hel to cast the corresponding spell in the opposite stance as quickly as possible, so as to reduce the penalty for her half cooldowns. That is to say, if Decay is cast (again, with 40% CDR), then it will be 4.8 seconds until you can use it again. However, if you switch to Light Stance and cast Restoration after, say, 3.5 seconds, then the half cooldowns will mean you cannot cast Decay until 5.9 seconds after your had last cast it.



1although I don't see the necessity of healing potions
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