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For more builds open solo role build list
For more builds open jungle role build list
For more builds open jungle role build list
Relic Dagger is optional, if snowball is successful specifically for more often relic usage
Genji's Guard can be swapped with Breastplate of Valor
This might work sometimes
These upgrades are synergizing very well with Horus' kit
Need info? relics part
These upgrades are synergizing very well with Horus' kit
Need info? Tier 4 part
Tap each threat level to view Horus’s threats
Tap each synergy level to view Horus’s synergies
This guide had the honor to be a two time winner of Warrior Category of SMITEFire Season 8 Guide Contest and SMITEFire Season 9 Guide Contest and get warrior badges!
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Core Items |
Hydra's lament |
Other items |
Starting items |
Glyphs |
Earrings |
Manticore's spikes and advanced using |
Find out different relics synergy with Heir' kit.
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Get the basic understanding of Horus's playstyles.
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A short guide for his allies!
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Understand unobvious Bird's way to damage.
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Explore all the hidden features of his arsenal!
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Resolute passive |
Updraft [1] |
Fracture [2] |
Protector's surge [3] |
To The Skies! [4] |
Skill priority |
Tips, strategies for ultimate to use effectively! |
Combos and advanced movement |
Learn everything about weaving auto attacks!
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Some ammusing facts
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Check my new old Tiamat guide here |
Checks out also my Set guide |
Horus is Ability based\AA melee god whose abilities can deal basic damage and who can utilize both ability and basic attack items and playstyle. He is god of sky, freedom, day\night cycle, life, pharaohs, royalty, and all Egyptian gods, With Set together he is the personification of world balance, day\night, life\death, good\evil. He leads his army forward to victory, with wise and noble leadership, uses his control potential to hold enemies and not allow them to leave, making them easy prey for allies. At the same time, he is not only a leader and frontliner he is also a valuable team player, who takes care of everyone in his team, empathetic, caring friend and mate. |
And this is reflected in his gameplay, how he moves, what he does. In rough numbers he might look not very effective but his effectiveness goes hide, but he creates many situations to secure the victory. Horus loves you if you love him, appreciate him and he will be your waifu (or even senpai so love him, please) Horus goes to help you, and he will support you if you will be his faithful warrior. |
His bird-referenced abilities provide him a specific playstyle and good mobility. Abilities focused on Crowd Control, setting up, peel are typical for supports, but unlike Guardians, Horus is a physical Warrior so he can be often find on the frontline, rather than backline, using his abilities offensively or even ganking enemies from the jungle via his locking down and high burst potential! But also unlike warriors he has big supportive potential in the cost of offensive, so he can provide good help for his soldiers, while they are fighting for their king. Even more, unlike guardians, he mostly focused on single target, and might have struggle fighting against multiple enemies, but this is compensated by the fact that one unfortunate victim that have gotten into falcon's talons will be torn apart by the Horus's allies who follows his lead, which turns Horus the best and dangerous setting-up character in all the game. |
He is not a full warrior and not a full Guardian, he can not provide the same level of assists as support, same amount of peel or live long in the fight against 5 enemies being 3 lvl behind. Either he can not deal a lot of aoe damage to backlines as solo, as he needs help from allies to use that setting-up potential. Horus should keep it in mind to play with more patience, not dive too deep, balancing between playstyles If playing aggressively (as he should) because he won't forgive mistakes. If playing passively, pay attention to allies and be ready to rush to their aid. Make sure your feathers stay dry and cozy until you get a good chance to snatch a defenceless victim, stand some enemy' damage, until your good allies help you to deal with your prey, and after deleting them rush into attack with allies, to snowball, make sure that your soldiers remain healthy and safe, be ready to catch the next target. |
Horus historically have been benefiting from Cooldown Reduction (CDR) to use abilities as often as possible to help his army as much as possible as well as setting up targets more often or use his great movement in team fights to survive longer. As support he is well known for early game aggressiveness making him one of the best First blood gods. Thus he always has been benefiting from mixing survivability and some damage as he has very high scaling on his combo so that damage is not only guaranteed due to CC chain, but also might hurt a lot even from support to make them even easier prey for allies and send their souls in Duat faster. That lock down potential and scaling on his combo also coupled with protection shredd and high power makes Horus hit very hard, adding high mobility and here is an unusual and interesting Horus jungle. Watch your allies, help them here and now, so that they can fight the darkness and after death, their souls will go to the Fields of Aaru. |
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Example
Important note. Since Horus Gust of Updraft counts as many separated basic attacks, Hydra's Lament will procks only for FIRST target in the line of attack.
Important note. This item gives Horus quite unique tactics which makes this item very useful not only to waves clean. Since Horus Gust of Updraft counts as many separated basic attacks Golden Blade will activate after EACH hit in the line. It means that in a 15 pcs radius you can deal significantly more damage if many minions stand inside. So try to hit god when the enemy stands RIGHT IN minion wave. For example, if the enemy god stands near to 3 archers or 3 swordsmen, if you hit them all with gust then enemy god will get x3 Golden Blade damage. This is more effective if the enemy god is locked-down with cc-chain right into the wave.
Hammer tree is whole bunch of viable items that can be used in multiple situations. In a support role, Blackthorn Hammer and Runeforged Hammer, Caduceus Club can be utilized for more agressive playstyle as erly first items
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One more healer-oriented magical defence item with CDR and good passive, very good opinion for getting magical def. The item meant for healers has some tricky usage on Horus, but despite HE IS a healer using this item might be clunky. Since the Protector's Surge’s healing trigger is a single-target leap, if only one god has healed the flower will drop directly at them most of the time, but instead of the target the shield will gain Horus. So the best way to use this item is group healing, that adds even more extra choices that need to be made, which makes this item harder to use. But on the other hand Horus can use this item to get the shield every time he heals an ally god which might be some strategy.Important note. Does not work on self heals |
It may look like all the gods with a bunch of Heavy CC easely benefit from this item, but the nature of Horus' setting-up playstyle makes the usage of Manticore's Spikes an advanced level. Because of the CC-chain flow, using the item without special technique may cause some struggling and may drastically reduce efficiency of the lock-down by giving the target more time to counter. To learn how to use them proceed here |
This jungler staring item provides mana snd health sustain as well as helps to kill jungle monsters faster. Horus may get both auto-attack and ability bonus damage using AA canceling and Gust of Updraft. Both of its updates are useful for Heir. |
Using AA canceling after Fracture and before Updraft this item provides extra healing as well as cooldown reduction for every Horus non-ultimate abilities.(Horus is not a best abuser of thi item, as being limited only in two offensive abilities he can not rotate his kit without pauses) Horus' Gust is an auto-attack and gives one more item proc. This items is greatly synergizes with aa-canceling builds and Hydra's Lament as well as Caduceus Club, Protector's Surge and Resolute. Horus has so many ways to heal himself so combining all of them together brings massive healing to the bird. Besides all of this Bumba's Hammer gives CDRand extra HP which makes healing more effective and increases overall survivability, which can be used in more utility-based builds. Worth mentioning that this may be useful not only in jungle build. |
Agressive jungle item for a late game, is providing CDR and %penetration, that can be synergized in horus kit with innate protection shred. This is a better choice for more consistent damage, rather than Manikin Hidden Blade because it does not cooldown if situations are needed Horus' permanent teamfight presence. |
Manikin Scepter Is an interesting item That empowers each auto attack with DoT effect. Due to the nature of Horus Updraft and with AA-canceling Horus can get extra benefits from this item rotating around jungle, cleaning camps etc. or even WITH. (But do not forget about specific way Golden Blade works for Horus, before deciding what you need). |
Manikin Hidden Blade is a late-game item which immediately damages the enemy for part of their max HP and fits very well to Horus jungler hit & run playstyle. no more has syergy with Runeforged Hammer so the usage is quetionable.Important note: Manikin Hidden Blade Damage and Slow applies before any damage |
optional Horus item, can be only used in AA-based builds. Due to long slow effect from Updraft, aa-canceling and gust Horus can get multiple activations of this item. |
Benevolence is now rewarding rotating supports by granting them healing and gold after they have gained stacks from assist or roaming. This healing is affected by caduceus shield and synergizing with Horus' healing which makes this item even more useful. Both of its upgrades are useful. |
animosity | is now a utility late game item with very usefull passive. |
Compassion is a backline support item, it gives a lot of magic defense late game and provides even more utility for the team because it allows to mitigate some magical defence being out of teamfight. Every time Horus will go to the backline he still will be helping his allies with tanking. |
Sentinel's Gift is more safe support opinion if Horus doesnt wanna be too agressive. However with this item, Horus will probably be still less tanky than the enemy support with the same item, and still not being able to outtrade enemy support defence with his own. |
Sentinel's Embrace is an item for more safe gameplay, to provide strong aura for the team. Can be synergized with Gauntlet of Thebes and such items. Falcon-headed god can get very high protection numbers with this item and still having utility items as well. |
Horus does not want to be too bulky, prefers to use his setting-up potential and utility, being able to provide early aggression, instead of rough tanking and backline supporting. This is why Sentinel's Boon is a more effective late game upgrade. Thanks to its passive Heir may try to lead the snowball, constantly healing himself for a big amount of health and keep pressuring enemy team alongside with solo. |
War Flag is one of the best starting items for Horus. An early-game aggressive support item. This item gives a chance to win lane, but after a certain point, this item loses its effectiveness and no more gives gold benefits since Horus can not be aggressive anymore. Healing for Horus and for his loyal Carry that this item is providing can be synergized with Horus's own healing through Protector's Surge. Since Horus Gust of Updraft is also counting as multiple auto attacks, every enemy god hit will be providing extra healing! |
War Banner This is the best start item upgrade, despite it has pretty questionable t1 item. This item even more increases Horus's own healing as well as grants healing to his allies. Thanks to its passive Heir may try to lead the snowball, constantly healing the entire team for a big amount of health, due to his Warrior nature Horus' autos may be deadly. Since Horus Gust of Updraft is also counting as multiple auto attacks, every enemy god hit will be providing extra healing! |
An optional item. Nothing to say. Never use that, because in situations, when this item may be useful War Banner will be even more effective. |
Warding Sigil is a starter item, that provides extra protection from fighting a lane opponent, and greatly synergizes with Horus' Resolute and Protector's Surge, these in general, gives protection and a chance to get power item as next rather than a defensive one and still not lose too much survivability, since protection outtrades damage. That can be useful, for example, when the first item is Golden Blade or Runeforged Hammer or etc.Despite this starter item doesn't have a sustain, Horus can sustain his health through passive and Protector's Surge |
This is very strong late game upgrade. This allows to deal damage not even having high power, due to aoe nature of its effect. |
More safe item, greatly increases survivability and can be used to finish magical protection, if needed. |
Despite bluestone doesn't having a full usage with Heir's kit, due to lack of offensive abilities and the fact he uses half of them for clean specifically, however, Heir still can find some usage to this item. His Fracture - auto - Updraft combo can apply stack twice in against opponent, now with the increased Fracture range Bird can dash through the entire wave, and use knock-up to apply two stacks to either backline archers or frontline melee. Using a 2-1 combo to clean the wave is more effective from behind in order to deal more damage versus frontline melee, since in most cases Heir will be rather one shooting backlines with Updraft thus this is, even more, riskier, as bluestone has no defense in it. This item is also giving good sustain, that combines with Falcon's kit. |
The same item, but for late game. Overal increases damage output from Fracture - auto - Updraft and higly benefits from CDR |
Does not effective item in Horus kit. |
Warrior's Axe This is a strong item, that can be considered instead of Warding Sigil, due to Heirs' kit, lack of abilities, and no possibility to provide constant poking to the enemy, this item has not the best performance in Rightful Heir's arsenal. Due to the nature of Horus kit and lack of offensive abilities, He is very reliant on the 2-1 combo. Fracture is increasing the damage He deals with Updraft by protection shredding, thus this is a high burst with high enemy control. With Warrior's Axe Horus have to not rely on bursting the enemy and focus on boxing, to keep some delay between his ability usage to get both two activations and then rotate his kit. This all needed to use warrior's axe as a strong poke item. However Warding Sigil provides more defence and more PvE damage. Another problem is that only Fracture has descent damage on its gust to do a ranged poke, yet this is his main for wave cleaning ability Still Horus can use this item with his Burst damage. |
Main upgrade. |
Hero's axe | Empowers Horus damage. |
Breastplate of valor |
Breastplate of Valor is a kinda core item or at least is difficult to overestimate its effectiveness in Horus kit, for its price and amount of bonuses it gives, a bunch of CDR though. With new tier 4 upgrades, this item has become even more effective and wishable. |
looks like more preferable t4 upgrade for Breastplate of Valor since it uses stack mechanics, that synergizes well with Horus' own passive Resolute, ability protector’s surge as well as with items such Mail of Renewal. Until stacks are not finished and are kept at 4\3 this bonus effect is unlimited and provides some physical and magical defense. Once stacks are finished it gives even more defense, but for a short duration. Not building a cap defense is now more effective! |
Combined with Resolute, protector’s surge Horus can gain a bunch of protection during 6s window and can live longer without a high number of constant protection and gain them during battles even faster. |
This is a more team-oriented upgrade and requires good allies to be utilized well ( i.e they have to use To The Skies!). Upon landing, Horus will be not only providing knock up, and shields for allies, but also reducing some attack speeds for a short duration, to make dropship more effective and safe. The main downside is that aura is pretty small and Horus will knock out everyone from himself so to use that aura Heir, at the first, will have to follow chosen enemies, while effect duration is very short. |
Heartward amulet |
Heartward Amulet with new upgrades becomes an interesting item. |
Amulet of stronghold allows to focus on physical defence and then convert part of it into magical defence, and use only one magical defence item. This item is also affected by any other physical protection sources such as Resolute, protector’s surge, and items such Breastplate of Determination, Mail of Renewal, sledge. |
So this item literally can bust any other bonus protection effects which make Heir’ Resolute, and protector’s surge little more effective, by increasing their bonus magical defense! |
has less synergy with Horus kit, but still can have good usage in 2-1 combo. Using AA-canceling can prevent the enemy from using either aegis or any ability, that may help them to avoid upcoming knock-up. Using Auto before Fracture would prevent them from using ability to avoid whole combo, since the silence duration is longer than Fracture' stun. |
Magi’s Cloak |
Magi's Cloak has always been a very useful item but mostly for damage dealers. Now, with the new glyphs this item gets viability in support's kit too for their situative slots. Both of them have a potential for Horus' gameplay depending on the situation. Magi's Shelter has a good usage against heavy CC comps, protecting teammates and helping to peel for backlines. Magi's Revenge has potential in a more aggressive playstyle, by debuffing one chosen enemy, who got unlucky to heavy CC Horus. |
Jotunn's wrath |
Jotunn's Wrath is kinda a core jungle item and Horus can use it as well. After changes into glyphs of this item, there is no more specific items that Horus could use. |
Jotunn's Cunning Has some potential in Horus's kit, as for any other ability-based gods, but due to having only two regular offensive abilities this potential is not that big. The passive of this item would only proc at the next cc-chain, after using Fracture and Updraft, not affecting the current usage of them. There is no reason to rush this item, so just a small bonus late game only. |
Has low synergy potential in Horus Kit. Long cooldowns, two abbility only, burst-oriented gameplay not a good base for its passive. Situative item |
Executioner |
The Executioner This is auto-attack oriented item, but still has a glyph, that can be sometimes godd on Horus. |
Being removed from Jotunn's Wrath this glyph not a good as an The Executioner's one |
This item is meant for assassins that use their aa frequently. Limited attack speed does not affect horus playtile, while the big Penetration buff greatly synergizes with penetration oriented builds. But due to the way item works, hitting enemies with one auto before Fracture-auto- Updraft combo is crucial, if not - the gust will only proc a second stack, but will not be affected by it. Has some usage against tanky comps, but still other %pen items can be better |
Manticore's spike advanced usingHow to use it within Horus' combo |
Can be synergized very well with Horus' own healing, which makes this item very useful. |
Simly increases the amount of healing. |
Instead of simple increasing the amount of healing now provides one extra aoe cknock up, that works in wider area than Updraft. This extra knock up can be combined with either of them Horus has Updraft and To The Skies! in many different situations, since knock-ups yet are strongest CC in game. |
Can be synergized with protection buff and with To The Skies! shield. |
Increases the power of shield and also works as old phantom veil, allowing to go trough god' structures |
Gives a stronger protection buff, that can combines with Protector's Surge |
Can be synergized with protection reduction and overall setting up potential |
Now works as AoE |
Deadly relic for any tanky and healthy target, draining their health and healing Horus for half of that amount. Sinergizes with Heir's innate potential to Self Heal Resolute and Protector's Surge. In close quarters fight could be dificult for the enemy to brake that link, especialy if that enemy is under Horus' CC.Also considering that Horus playstyle puts him out of position very often, that extra healing could be very helpful |
Very important item for horus, combined with To The Skies! can make Horus global presence known around alll the map! In combination with ult Horus may not be afraid of teleporting on towers (later on wards) distant from current team fight or destination point, as he will NOT lose time on running to the fight. He can teleport on any tower and after easily get another teleport into the jungle far from him. Great item for rotation from solo lane. |
Upgrading into this item increases the survivability while rotating around the map and combined with To The Skies!, Protector's Surge and Resolute |
This increases the constancy of Horus global presence, by matching relic's cooldown to Horus ultimate's. |
Situative item, but one it's upgrade can be useful. |
Now redirect all healing reducted by this effect to Horus and his army! Sinergizing with Falcon' Healing Protector's Surge |
Why even use it? |
Can be synergized with Updraft slow. |
Can be synergized with Horus high mobility for even better results. |
Can be synergized with Horus’s setting up potential, to increase the damage even more with protection reduction and long CC-chain |
Objective: Protect and save Position: Support and Solo |
Protect your ally, make sure that your army is safe under carefull wing of Horus, who is always watching and ready to help Caring of your army, your people, these, who have trusted their lives to you is one thing that define good leader and Horus is one of the best. On the battlefield Horus can use all his defensive and healing potential in order to make his allies live longer and feel good. By rejecting all the agressivenes and temper Horus can use his setting-up potential to protect and peel for his backlines. Thus trading some not that important now protection for more utility and aura items will be a good basement for backline safety. And finnaly, instead of focusing on lock-down potential, The Heir can chose his healing as the primary way to be a good support - getting full-strenght healing as early as possible by trading it with damage on his cc-chain (because the duration is always flat) is the thing that can win some fights for his team. All this can make Horus the good backline fellow bird, who is always there to help. There is only one downside, that must be said and that Horus always have to keep in mind: his cc chain is at the first place the offensive and agressive setting-up tool, and only at second a peeling instument, thus to make it effective Horus's allies have to use that as setting-up, because the best peel is kill. |
Objective: Protect and lead Position: Solo, Support, Jungle |
Be a strong foundation for your team. Create a favorable situation and lead the charge, setting up for your allies. Rush to their aid when they are in danger. Leading the army is the another deed of the worthy king. Fight as it intended, be at the lead of the strike, risk your own life instead of allies's, find one chosen enemy to be caught into falcon's claws to set-up them for folowing deleting by mates, who should be ready to follow their fellow bird. But in the temper of fight Horus must never forget about his team, always be ready to rush at their aid. Be at both the frontline and backline, using your mobility and utilizing the entire kit effectively. This is where The Rightful Heir can be found. Use the level and gold lead as Solo to be even more agressive and deadlier against the enemy’s backlines; help your frontliner by fighting alongside them as support, but always pay attention to your backliners, who needs your help and who you promised to protect; flex into bruiser and\or more supporttive\tanky\utility, build some protection and health as jungler, if your team needs this or have no frontline. |
Objective: Tank and attack |
The most important thing for every Horus warriors: He. Cannot. Defeat. Any. Opponent in solo lane (if the enemy has enough skill, [ but this is possible if enemy solo plays out of role character]). Most likely, Horus will have to confront the meta gods or strong gods, who will defeat him even with a bad player. Horus is very limited and neither tactics nor experience will help him win the lane, only win the match. He doesn't need to be too aggressive, and his main job in that situation - killing minions, forget about Ku totem, do not try to kill enemies in solo - wait for help, or attack only win for sure. Keeping towers alive at least is pretty enough before the late game, when Horus is able to unleash his CC and support potential through aggressive gameplay, tanking, and healing allies. |
Objective: Gank! Position: Jungle |
Go into the jungle, defeat another threat to your kingdom and bring order in these waste lands. Do not forget to say for all worthy creatures - Thank you for your power . What king can not stand up for himself and most important for his people? Right, neither. Wield weapon of great power, strengthen the inherent flat prot shredd via an extra penetration from items and combine this all with the deadly cc-chain so no enemy could withstand neither avoid Horus’s gale force presence. His combo is one of the most dangerous and powerful combos in the entire game. Keep patience, find a good time to strike and then attack. Like falcons in life, the falcon-headed god strikes quickly, catches the victim in a dangerous cc-chain and sends their souls to Duat. Using his entire kit fully offensive to the skies becoming and very hard to hit skill shot and Protector's Surge into an agressive engage ability, but do not forget, that at high levels this is still good healing. But there is a big downside: However having insane guaranteed damage in a short period of time he still has low DPM, thus fighting other junglers could be risky and while most of the time this is all-in-one strategy not being able to deal significant damage to kill them physically or mentally, and having nothing else to fight might end drastically for him. |
This is the main burst damage ability, consisting of two parts and providing 50-60%% of the overall Heir's damage. Horus can prioritize leveling this ability in order to improve wave and jungle camps clear especially with some basic-oriented items such Golden Blade and Hydra's Lament |
A locking down ability that sets up enemies for further Updraft or ally’s damage. Provides a stun as well as enemy's protection reduction in order of increasing any next damage target will get. Prioritizing this ability can be useful in supportive roles for early flat protection shred for teammates either for reducing enemy protection on solo lane if so needed. This ability is rather less useful against non-god targets hitting them, does not activate cleave part and does not provide protection shred for AI and deal less damage. Yet this ability steal can deal damage for waves and jungle camps and also provides some stun for them, which can be useful. If overall this ability is less effective as a damage source in the jungle, it still can be very effective in combination with Updraft against gods. |
For classic support: For Aggressive support\solo: For jungle and more offensive solo: |
Item effects |
Ability effects |
ResoluteStacking defensive passive |
Each time Horus is damaged by an enemy god, Horus gains a stack of Resolute provides CCR, defence. When Resolute fades, Horus is healed based on the number of stacks. Set provides two stakcs |
Pretty weak passive which lets Falcon god get a little bit of healing which doesn't compensate even a part of damage gotten to activate passive. A little defense which is useful only in longer fights (which again activates after he already got damage), and a little CCR still pretty bad with engaging and after getting CCed first but helpful in longer fights. |
+ Some extra heals. + A little extra magical and physical protection. [/list] |
– Activates only by God's damage. – Healing much lower than damage Horus must receive to get stacks. |
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Important note. The Gust part of this ability counts as separated basic attack for each enemies in the line. That means that Hydra's Lament will procks only ONE time for a FIRST target in line. And Golden Blade will stack for EACH ONE target in the line.
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Base invasionBackdoor and phoenix sieging strategy |
The Phoenixes siege area |
While in the sky, Horus is in his native environment and moves faster, that allows his allies to increase pressure on the enemy team while sieging,have new strategies, gain even more map control or even take two objectives at once. strategies and explanation
After defeating the last tower on the lane Horus team has some potential decisions to make. Spoiler: Click to view
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Map objectivesFire giant, and Furry |
Horus gets wind and flies in his spirit form when his enemies at gold fury, fire giant, or else. Avoiding jungle geometry and reaches the destination much faster Horus selects his target very carefully, like a falcon tracking his prey, choosing to land at the enemy team to steal an objective, defend it, or while his teammates were near to him he teleports everyone to immediately cleans up the enemy team and secure the objective. Spoiler: Click to view
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Base comboMain set-up combo |
The main damage and setting-up combo in Horus arsenal, can be used in a vast majority of situations. With two CC the enemy is locked in one place for 2-3 seconds that must be enough for the team to follow up and use that chance to delete that victim. On the other side this combo being cc-chain can do the big chunk of guaranteed damage (especially with AA-canceling and hydra’s lament), giving Horus high burst potential. Additionally the reversed version can be used in specific scenarios, but remember, that Fracture duration will be DR'ed. This combo is very easy and beginner friendly, not that hard and risky to confirm, base and default cc-chain to start learning Heir with, a literal CC-bot, but for better results and more effective play there is some extra versions of this combo down here: |
Main comboThe primary combo |
This combo is just the base one, but also considering the escape opinion with Protector's Surge and will be the main combo for all risky situations. Provides safeiness as well as more aggressiveness, yet not that effective due to low range. Again the Fracture and Updraftorder depending on the situation, as sometimes this is more effective to use knock-up first, but do not forget The Diminishing Returns. |
Falcon diveaka Egypt shuffle |
This is the Advanced combo. This one might be more risky than the standard one as it comes at the cost of escape, but accepting this trade, using 70 units leap Protector's Surge combined with 40 units Fracture dash allow Horus to SHUFFLE for an insane 110 units (and can go even more) and becomes strongest movement in game and an insane engage tool, can be useful for unexpected strikes, bluff, to change positions, swapping between frontline and backline to go to peel for allies from an insane distance, and especially to avoid unwanted damage that might be easily get if use Fracture as engage tool due to its short distance and longest win-up. This combo has the high versatile potential with many different relics and ally abilities as Protector's Surge can be casted on any ally minion or deployment: With Blink Rune the distance traveled increases for extra 45 units and becomes 155 units, and can cover semi-global ults, Entangling Wings has more utility for the team but can also be used to stop the enemy mid combo. This can also be combined with some movement abilities of allies (to see them proceed to the synergy tab at top of this page), for example: Protector's Surge+ Sandstorm+ Blink Rune+ Fracture allows to move for an ridiculous 225 units!!!Again the Fracture and Updraft order depending on situation, as sometimes this is more effective to use knock-up first, but do not forget The Diminishing Returns. |
Additionally any of his combos highly benefits from AA-canceling and AA-weaving so using them is always good. Especially Hydra's Lament has unique synergy with Gust of the Updraft and all the damage multipliers, which allows it to increase the burst damage and make it drastically high against enemies in air. To learn more about Hydra's Lament go here. Horus can put an additional auto-attack inbetween Fracture and Updraft and also get extra Hydra proc. To learn more about AA-canceling proceed here. Highly effective in Solo and full damage Jungle. |
Poke, Movement and Healing comboHit&Run |
Just a fast and annoying hit-and-run poke combo in order to win the opponent mentally and ещ force them to do mistakes, such as burning beads\aegis. Use it when: your team is not helping you; you are alone; there are a lot of enemies; a lot of CC. In one word, always when you have little time before the potential death of you. Additionally dash into an enemy to disable brawling-antiheal status by hitting enemy god, and then leap at the furthest minion or ally - in best scenario the leap will cover 70 units and get Horus out of any Antiheal aura effects and with dissabled global antiheal Horus will be healed for full amount. Pay attention to not getting any hits, especially with antiheal effects. And finally this combo can be used as a default movement ability to get back to the lane faster |
Minor combosSituative ones |
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Horus can teleport his minnion wave under tower to dissable BAckdor protection or destroy the tower faster if he got a time window(for example if enemy rotates) \ or the tower is pretty low. Very useful on Solo
The Fracture has long wind-up and can be casted while moving. Use that to start ability cast a little earlier
Horus and Set synergy |
Horus and Set can jump into battle together. Nephew is always together with his uncle to protect, tank damage when Set trying to deal with enemy as fast as he can with nephew help! |
A default and standart Protector's Surge usage on the Set, allows Horus to follow his uncle on a great distance to support him, give extra protection, and soak some damage instead of his donkey-uncle and setting up kills. Like a personal bodyguard who is always nearby and ready to jump with his KIng to interact and combine their potential.
Besides that this ability may be applied before Set has used Sandstorm on Spawn of Set so Horus will fly after his uncle for an even greater distance. An important feature is that Set doesn't need to wait while Horus comes up because Falcon-god can leap on Set being 70 units away from him and after Set performed his own teleport he will have landed at the destination point of Set' own teleport. This is causing 70 units to leap into 140 units fly which is extremely a lot and helpful, but still requires a high cooperation level! The very mobile frontliner alongside the very mobile assassin is very strong, making Set much more dangerous. |
Horus and Set both have something to slow their enemies and they could synergize it! |
Both Horus' gust of Updraft and Set' Skewer have 25% slow and can be stacked together for the whole 50% making the prey unable to run away from a conflicting duo. Duration of these effects is almost the same that makes it fit together well and this also may be stacked with Frostbound Hammer which is viable for Set too, in order to apply absolute slow on their enemies. One more trick is also increasing their fighting alongside potential. After they have made their movement trick (from the previous part) they still may be far enough from the enemy for Horus to catch them with Fracture, thus if Set has a chance he has to consider hitting them with Skewer that could slow them enough to let Heir, who is following his uncle, to approach them and catch the prey. Even so, the enemy could beads that, or the skewer’s slow wasn’t enough the distance of their skillshots is pretty similar and Horus can always use his Updraft to combine their slows, update or apply the effect again. This interaction may be used very well to chase an enemy, making their duo even more effective.
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It wasn't said Horus can not use his abilities to help and to fight alongside Set. Healing combined with Set inherent healing in ultimate might make angry donkey even more resilient as well as protection reduction and cc-chains more deadly. |
Protector's Surge bonus protection and healing, coupled with Set Sandstorm physical damage reduction is granting bonus survivability that has to be regarded while Set uses Kingslayer and also getting healing from it. Horus can also provide his set-up and CC potential in order to buy some time for Set to unleash his rage versus the enemies that Falcon has caught in the deadly claws. Fracture flat protection reduction makes them extremely vulnerable against Set and CC chain makes it impossible for them to resist, or forces them to use their relics and safety abilities.
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Horus can always provide extra mobility for Set and allow him to be more confident in using Sandstorm as an offensive, without being afraid of losing his only escape ability! |
Because of the inherent lack of tankines, and the role in team fights Set is usually assigned for, he is very reliant on his movement. His sandstrom is the only one movement ability that can be used either for escape or to engage in fights, so it is always a decision. Due to how Kingslayer works Set is also very reliant on using his Sandstorm during ulting, so he is very limited in his mobility. Dropping both Sandstorm and Kingslayer is allowing Usurper deals a lot of damage, generates marks of Set more consistent, but the price of it is losing of an escape if something went wrong, and being in a bad position. This is where Horus comes to help his uncle. Besides his assistance with CC, healing, peeling, and protecting the enraged Set through his default kit, Heir can provide an emergency evac point to his uncle using his To The Skies!, if needed to. This is also allowing Set to take a different relic, instead of blink rune, which can be more helpful, for example aegis, to survive, or Belt of Frenzy as long as he can rely on his nephew.
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I've put a lot of effort into that, spent lot of hours in jungle practice figuring out what useful I can find, testing builds, doing maths, calculations and theoricrafting. The guide also went through multiple iterations in order to make it easier to navigate when it is getting bigger and some design updates. I m really happy this guide is helping people but the only thing I regret that due to overall complexity of this guide, it size and the fact it covers all possible and impossible aspects, there is no chances for other guides to exist, and other people might loose motivation of making something after seeing this guide or maybe this is simply because god is unpopular overall
Not to mention this item has been nerfed quite alot and now only deals a mere 5% health damage at 400 power which this build does not have. You would be much better off by getting Sundering Axe, because this item procs even on the ranged part of his first ability and steals 10% Max hp + all the other benefit that the item gives.
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Yes, Sundering Axe was mentioned before, but i said, that these builds do not include starter items, for started you open other builds. If you have more reals suggestions and examples what can i use you can offer them. For now i argued and responded to claims for that items, but you still attacking me as if i just ignore arguments. No, i did not, i answered and refuted them.
And yes, i changed it for caduceus shield because when i did that build i not thought about cad
However I would still not build this item on horus because the stats are fairly average aside from the 20cdr. Instead you could get bette cooldown items like Genji, Shoguns, Mantle etc. But in my opinion Pridwen is just too average if the passive cant be utilized.
I am confused with the explanation of your main build summary. How does Brawler's Beat Stick provide more damage than Heartseeker; where does this 3% damage reduction come in? Also how does the attack speed from The Crusher affect your 'windgust' as it is only a single auto, not several like your auto attacks?
Jotunn's Wrath is not a good mid to late game option. Similar to Breastplate of Valor it's for early pressure and even worse than BoV it's more common for users to sell this item just because of how lackluster it is after 15 minutes, whereas BoV can have optimal use throughout a game.
The builds for vs physical and magical are the wrong way around, you wouldn't be building BoV into more magical damage and you wouldn't be building Genji's Guard into more physical.
In your introduction you mention that he isn't the best at anything but he is average at everything. I would disagree, I would say his early game support damage and set up is one of the best in the game, definitely the best taking into account how much easier his CC chain is to hit compared to Hercules; otherwise Herc takes that spot.
You mention here after the title, main builds and the bottom of your introduction which game mode these builds are for (Arena). I would change this to be near the top or even in the title so people finding this guide can see clearly immediately what they are building Horus for, instead of someone who wants to build him for Conquest reading through and finding near the bottom.
I really like the style and layout of the "defensive build mixer" but here I am confused. As a user trying to find Horus builds I would be asking, what were the main builds for as opposed to this? Why aren't these other builds with the main builds I saw earlier and separated half way down the page? Also I would not recommend picking up Mail of Renewal, overall meh stats and passive for it's price and I can see the passive use in Arena coming into play however there are much better options on Horus.
In the "Supportive Build Mixer" some questions I would be asking are; Why Shogun's Kusari in a build with more magical protections rather than Genji's which as 10 more prots and 150 more health? Why Mail of Renewal over caduceus shield as well in magical protection build even though it provides less magical protections? What is the build with Relic Dagger for?
Just a small typo but for the Breastplate of Valor item choice explanation you should write that it increases your mana pool and provides a small amount of MP5 instead of HP5.
The thing with Heartseeker is that it doesn't decrease your total damage over the next 3 seconds, but just the bonus from the passive. For example you deal 250(100%) damage plus 20(100%) bonus damage with Fracture, then you attack with Updraft which deals 200(100%) damage plus 5(75% less) bonus damage. HS is still a great item on any physical ability based god.
Being brutally honest the abilities description is very off the mark with Resolute and To The Skies! The easily stacked protections and CCR helps with Horus' early aggression which is so prevalent in his kit. Getting an extra 15 protections for free before you get any items is more useful than you think, the heal is good for disengaging and reengaging too; being able to dive in stack it up and get back out so it heals and keep repeating isn't exactly powerful but it's handy.
To the skies I can understand not being that great in Arena, however to write it off as "one of the worst ultimates if..." in the first sentence isn't really doing it justice.
In the combos you accidentally missed the image for Updraft in the first combo.
Overall reading for Arena there isn't anything inherently bad with this guide. There are a few tid bits that need to be fixed when you get a moment but a great effort has been put into this from your personal experience. My main thing that I think you should focus on is clarity; try and put yourself in the readers shoes while you're writing the build perhaps. I can tell (as you mentioned) that English isn't your strong suite which is fine, I'm impressed even at how well you have done. Thanks for the guide I'd love to see if you come along further with this guide or expand on more guides in the future!
- This is very odd, I made a lot of texts before with that basic build, and each time Brawler's Beat Stick deal 92 more damage that version with Heartseeker. Until now, I made a new test, and Heartseeker made 60 more damage. Strange, but Brawler's Beat Stick still okay if you need anti heal instead of Contagion (its is good as early anti heal if swap with Breastplate of Valor, but then need to use Jotunn's Wrath
- Jotunn's Wrath because build need CDR, and this is pretty well. Same to Brawler's Beat Stick, you could swap it with Mantle of Discord but the problem with 30% cdr and you will need to take Arondight instead of possible Heartseeker and lose extra damage from it (what I just checked). (But yes, you will get more magical protection with that). You can remove The Sledge but then you need to rebuild all, because you will need to Spirit Robe instead of it, then you will need to use Jotunn's Wrath or [[Arondight but you will have less physical protection. It's all about balance Anyway, all those robes made you tanky in some cases and I still plan to add more about balanced build here.
- Yes, I messed that names of builds but I not able to fix that - I do not see my guide
- Not agree, he exactly AVG, his early support damage? There is whole support class (guardians) and they able to deal tonnes of damage and be tanky. Horus - can't. His CC is neat, besides the fact that it is very easy to interrupt and much more risky
- I do not know how to put it higher. I wanted to make a name in an upright corner but it did not work
- Because first build only for them who not want to read anything more. There should be only one balanced build but not for now.
- Mail of Renewal because of CDR and healing, let you not exit from a fight. What can you offer instead of it?
- Shogun's Kusari using with Genji. sense of that build is that you sell The Sledge and Mantle of Discord and buy Runic Shield and Spirit Robe. In summary, you have the same Magical protection, same CCR but you reduce enemy magical defence. (but you pay with 30 physical protection)
Mail of Renewal just alternative, use caduceus if you want. You can combine items as you want, you just need only to not forget about CDR and that list is just items that can be used for sure.
I need to rework that section to make it more understandable. Relic Dagger if you want to support more and +10% CDR
- YES
- YES
- It seems you forgot, that to activate his passive he must gain damage. Whats a point of 15 protections if you need to be damaged 10 times before and you will gain full damage first, after 5 hits you will get 7.5 protection (how much it mitigate?) and how many damages you will get before? This extra useful only if you already have good protection. Healing is just extra, not cool enough to consider it a plus, because you pay too much for it. Just bonus which will let you stand against one basic attack. It does even not help you against very annoying Nu Wa ult.
CCR is good only if you already have some (20%) and again, you still need to be damaged before, but CC not cares about it, they just stop you and damage. Ofc with each damage on you you will free yourself faster but still (It would be really cool if you could over cap it to 55% CDR, like set ult allow you to increase his damage with Silverbranch Bow and his ultimate (Also, set able to activate passive very fast with his 3 on enemies or minions, so you will go to take damage from minions on horus?) As I said in a guide - those passives useful only in a long fight when fully charged.
To The Skies! - yes, if ultimate working only if some specific situations - it's bad, if you still pay full price for it outside these situations - much worse. In most cases, you will not able to use his ult properly, so you will use it as possible and will pay for it like if you going to teleport the whole team and bring victory, no, you just going to move yourself, few damage, very hard to aim, stupid charging, hard to use as escape, possible to die. As a result, you just use it as teleportation of yourself somewhere with 100 sec cooldown. (Ra have 1000+damage with 90 sec CD and i not think is harder to hit someone than with horus ult). You paying for an opportunity that you will never use
- no, I did not. This is full combo, like fenrir Brutalize+ Unchained or Bastet Pounce. Sometimes using full combo is deadly for you(imagine if his 15% cdr was permanent, but no). + they will able to stop you in flight with your Protector's Surge, you just shouldn't give them time, dive and out
- thanks, of course, I will fix and expand when I will able to edit