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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
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.
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.
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.
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.
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.
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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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.
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?
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