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War Flag is a good starter item that gives you gold-spooling, health, mana, movement speed, and attack speed when you get assists on minions/jungle camps. Its stacks boost the attack and movement speed of you and your nearby team, allowing you to get more pressure in lane or for towers/bastions while having the ability to get out of dodge easier if necessary. This is an aggressive starter item. Be prepared to trade with the enemy duo lane.
Blink Rune can surprise the enemy ADC and force them into using their relic or die if done at an opportune time. Blink Rune into Drop Kick is a great displacement option. Carapace Shard will allow you to increase DPS for you and your team on a locked down target. Just pop it and auto the enemy once, then follow up with your damage/abilities.
War Banner is a must buy as the other upgrade option is just terrible in comparison. This item lets you siege towers much better, and helps with objective burn.
Gauntlet of Thebes just has the best stats in the game for a Support. Pick this up first every time.
Absolution works well on Gilgamesh as Winds of Shamash is casted quickly, allowing you to time the CC cleanse to help get your teammates out of abilities like Fenrir Ragnarok, Da Ji Paolao, or Ares No Escape.
Berserker's Shield is a great defensive item with Attack Speed, allowing you to get more hits off with your empowered auto attacks from Sun-Forged Scimitar.
Stone of Binding applies a protection debuff to enemies you CC (even with slows!). Winds of Shamash, Sun-Forged Scimitar, and Drop Kick will all apply this effect. This is a great tool against squishies, but you won't notice the effect on most tanks.
Magi's Shelter is a well-statted item, and provides CC immunity to you and a teammate nearby. Gilgamesh does not have CC immunity in his kit so this is a nice pickup.
Corrupted Blink Rune is the more support-oriented option here. The slows can force relic usage or help you close gap/peel.
Bracer of Brilliance provides Power and Movement Speed to the team. It allows you to both play aggressive or get out if necessary. It also acts as a Sentry Ward and it can be placed as a third Ward on the map without removing one of the other two.
Relics are hard to choose from in most cases for the support role.
I think Gilgamesh benefits from having an aggressive option which can reposition enemies closer to your tower/team, so that's why I chose Blink Rune. The rest of these are entirely pickups dependent on matchups. Buy Phantom Shell to get out of player made walls; buy Cloak of Ascetic against characters with execute thresholds; buy Blighted Ankh against Gods like Vamana, Set, Sylvanus, Hel, Nike, etc.
The best way to learn what to pick is to learn what all the other characters do, and learn what Gilgamesh cannot do, and fill in the gaps.
These items are listed in no particular order.
There's a ton of good support items out there. Pick and choose wisely if you feel you need to flex. Remember to think about the enemy's Builds, Gods, and Relics before you decide to substitute for a different item.
I would suggest staying away from substituting for more offensive options like Runeforged Hammer or Frostbound Hammer unless you are fed.
Of all items in the build, Magi's Shelter is likely the most flexible, with Absolution being next, followed by Stone of Binding.
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Introduction // Summary // Abilities & Combos // Conclusion |
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Introduction // Summary // Abilities & Combos // Conclusion |
Gilgamesh has passive "quests" to complete at levels 5 and 10. Each one will grant a Tier 1 item or 500 gold if he has no available item slots. His Level 5 quest requires him to visit a part of the map that is considered to be on the enemy's side of the map. There is an indicator on the mini-map that will show the location when you hit Level 5. If the item it grants you is not a tier one item that fits your build, you can sell it. You still have a net gain of gold from doing so, so don't feel bad! Some people would argue you shouldn't sell it until you have to, as often the stats are worth the wait to sell. It's ultimately up to you! In the video below, you will see me visit the quest location and ping the indicator on the map. His Level 10 quest requires you to get kills or assists in a single fight equal to the number of enemies on the enemy team divided by 2, rounded up. While "a single fight" may seem nebulous, this just means having no more than 15 seconds between kills or assists. There's a small, easy-to-miss timer for visual aid that appears in the right-hand side passive meter widget which appears after you get your first kill/assist upon hitting level 10. Here's how many kills/assists you would need in certain modes:
Don't actively put yourself in danger to get the Level 10 quest. That will come naturally from participating in team fights. You will, however, need to run to your Level 5 quest, which you can try to sneak over and do while the enemy team is clearing wave, or while you do jungle rotations on the Conquest map. | |
This ability is your main close-range chase/DPS ability. It Slows, has a low cooldown, and buffs your Basic-Attacks with increased damage based on 3% your Maximum Health, very similar to Axe of Animosity except it's Physical damage while Animosity is Magical. Even if you build items with only health and protections, you will get increased damage to help you fight. You will want to max this ability's level after maxing Drop Kick. In the video below, you can see me use the AoE to damage the Speed Camp and also apply it's slow. Another feature of this ability is how it increases in duration per Basic-Attack hit. With enough Attack Speed and Cooldown Reduction, you can keep this ability's buff to your Basic-Attacks up for the duration of a fight. This is why Berserker's Shield synergizes well. In the below video, watch the tool-tip icon for Sun-Forged Scimitar to the right of my passive meter. You can see the duration of the Basic-Attack damage stim increase as I hit the Harpies. To use this ability effectively, hit them with the AoE damage to slow them, then chase them down with your Basic-Attacks. If you're a fan of min-maxing, I suggest hitting an enemy god with a Basic-Attack, immediately using Sun-Forged Scimitar after it hits to cancel the Basic-Attack animation, and then continue Basic-Attacking. Here's a good explanation regarding Basic-Attack canceling if you are new to the concept. | |
This is Gilgamesh's signature ability. It has crunchy, satisfying sound effects, and it is what defines him as a character. This is a close-range knock-up and knock-back ability with some similarities to other abilities in the game like Hercules's Driving Strike. It will knock the enemy back in the direction you are facing when it hits, sending them through the air until they hit a Wall, Structure, or Enemy God, dealing damage to all minions in the flight path. If Gilgamesh would hit several enemies with the Drop Kick targeter, he will only kick the closest one and deal damage to the others in the radius. This ability also has a small "dash" range of 20 units, which can be used to juke abilities or Basic-Attacks with flair (although I usually wouldn't recommend this unless you're being chased and are low-health). It's knock-back range is 60 units. If this ability is interrupted while casting, it does not go on cooldown. Here's some ways you can use this ability:
As you can see, there's a lot of options here. It is definitely a good tool for initiating, creating space for your team, or locking down enemies. In the video below, you will see me use Drop Kick to stun Bellona from afar. (Well, not as far as it could be.)In the video below, you will see me use Drop Kick to kick a Mid Harpy into a wall to deal extra damage and stun it. Remember, this works on Gods, too. And in this video below, you will see me use Drop Kick to kick a an enemy Odin into another enemy Odin, stunning them both. | |
This is possibly Gilgamesh's most straight-forward ability. You leap forward up to 50 units, dealing damage and leaving behind a buff-field that lasts for 5s. Gilgamesh and Allies anywhere in the match that run towards the field will move faster. While in the field, they will get half of the movement speed buff they get while running towards it, as well as Life-Steal that scales off of Gilgamesh's highest protection. You can also use this ability to lead your team away or towards fights while also giving them Movement Speed and Life-Steal inside the aura. In addition, you can Blink Rune into fights and use Hero's Advance to chase carries after they use their escape. Opting for that will also likely give your team more distance to cover using the speed buff from the aura field. Hero's Advance is one of the only non-ultimate leaps on a Warrior in the game, which makes it very good because you can leap over walls to surprise the enemy or get out of trouble. In the video below, you will see how the Hero's Advance Movement Speed buff functions, in that you only get increased movement speed when walking towards it, not back-pedaling or moving another direction. You can tell by watching the movement speed stat in the bottom left of the screen. In the video below, you will see me use Hero's Advance's Life-Steal buff to regen some health from minions. Keep in mind that I have Stone of Gaia here, so I'm also gaining health from that in this clip. | |
Winds of Shamash is one of the most intimidating and disruptive ultimate abilities in all of Smite. It is a large AoE ability with a confirmable initial burst of damage and Slow, followed by persistent Damage over Time (DoT) and a Slow field, followed by a final Root, Cripple, and burst of damage. Winds of Shamash excels at facilitating large team fights and should be used as an engage tool on multiple enemies if possible. It's also great for burning Purification Beads and other Relics! You will want to max this ability's level whenever you can. It's really good. While enemies are towards the edge of Winds of Shamash, you can hit them with Basic-Attacks or Abilities and they will be knocked back into the center. This effect can be triggered by the AoE damage from Sun-Forged Scimitar and Hero's Advance. You'll want to pick one or two targets inside the ultimate and hit them while they're near the edge to keep them from escaping so you can guarantee the damage and CC from the final hit. Drop Kicking enemies into the edge of Winds of Shamash will also knock them back to the center. They do NOT fly out, which is a nice mechanic. In the video below, you will see me use Winds of Shamash to slow Odin. You can also see me knock him back to the center with my Basic-Attacks as he approaches the edge of the ability field. More mechanics of this ability can be seen in the Combos section below. |
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Single Target
See a squishy that just used their escape and is all by themselves?
Initiate with Hero's Advance, damage and slow them with Sun-Forged Scimitar, Drop Kick them into a wall, use Winds of Shamash if you have to, and Basic-Attack them. Hopefully, they'll die. In the video below, imagine the Odin bot has just used their escape and is trying to get away. I initiate with Blink Rune to get closer, then use Hero's Advance to finally close the gap. I immediately follow up with a Basic-Attack cancel using Sun-Forged Scimitar's AoE damage, then continue with another Basic-Attack. Finally, I Drop Kick him into the wall and lock him down with Winds of Shamash as I continue to Basic-Attack him while he tries to escape my ultimate which eventually roots and cripples him. I can even follow up with Sun-Forged Scimitar again as it's off cooldown when Winds of Shamash is over. | |
Team Fight
See an opportunity to hit multiple targets with Winds of Shamash and possibly set up kills for you or your team?
Cast Winds of Shamash on the enemies, and leap in with Hero's Advance to damage enemies near the edge of your ultimate and knock them back to the center. Follow up with Sun-Forged Scimitar to apply another slow and knock enemies up again. Follow up with a Drop Kick to keep them interrupted and in the ultimate, then chase with Basic-Attacks. In the video below, I make a few mistakes that I wanna point out before I continue. In this Arena match, my damaging carries have just retreated to base when I take the opportunity to hit multiple enemies with my ultimate. They are able to escape using their abilities since I had no follow up. This would have been a good fight if I had waited for my team. In addition, towards the end of my ultimate, I try to knock up Guan Yu who is casting Taolu Assault which is puts him in a knock up immune state, yet another situation to consider when playing Gilgamesh. This video, at the very least, demonstrates how you can force enemies to use their escape, and also interrupt them as they try to use abilities. If my team was there, I may have been able to force some Relics as well, and likely kills. Full disclosure: I died after this clip ends. :) |
Introduction // Summary // Abilities & Combos // Conclusion |
Introduction // Summary // Abilities & Combos // Conclusion |
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(also warflag isnt purchasable atm for some reason lmao)
Yeah I think Frostbound does have some good stats, I'll add it to the flex items.
I think War Banner is actually better than Sentinel's because of it's Attack Speed and movement. It just helps your team with sieging a lot more, and makes for a good aggressive option.