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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 |
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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 ![]() |
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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. |
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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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![]() Important note. Since Horus Gust of |
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Item to increase damage from the second part of ![]() When its about cleaning a wave and hurt enemies this item makes Gust to deal X2 damage to every targets if at least two enemies been hit but his gust, instead of standart 50%. With very cheep price this is why it's an extremely viable pick! |
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Late game luxury item with very strong passive very good in full damage builds. |
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Jotunn's wrath is probably a core jungle item with a lot of needed stats. Unlike most of the junglers this item may be a second opinion in favor of ![]() |
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Penetration opinion tht also provides some extra damage. Guaranteed due to CC-chain. |
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Flat pen + antiheal. |
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These items are full defence, and may be an alternative to fae's blessed hoops. ![]() ![]() |
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A very strong alternative to ![]() ![]() ![]() |
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Despite that fact this item is considered as more solo-oriented and not welcomed in most of the other support builds for traditional supports\guardians, Horus is a warrior with unique support oriented potential, also because of how He balanced and plays, he is getting a very great benefits from building it, especially early game because of it's cheap price. This item gives him: - Massive CDR that is very crucial for him because of long cooldowns, and makes his set-up play style more effective in teamfights not less than meta ![]() - Mp5 and Mana even in cheep t2 ![]() ![]() - Big early physical defence to protect himself from minion and tower damage. This is why rushing this item in the no boots era, instead of ![]() - Can also be considered to replace starting items in some situations or rushed earlier. |
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A very strong must have lock-down oriented item that is very useful with Horus kit, alongside ![]() ![]() |
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And the last item in hammer tre is ![]() |
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Protection item against heavy cc-comps with good stats and especialy CDR. |
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New old heler-oriented item. Can be used by Horus in healing-oriented builds as the bonus protection from passive synergizes with inherent ![]() |
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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 ![]() Important note. Does not work on self heals |
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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 ![]() |
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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 ![]() |
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Using AA canceling after ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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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 ![]() |
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optional Horus item, can be only used in AA-based builds. Due to long slow effect from ![]() |
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animosity | is now a utility late game item with very usefull passive. |
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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 ![]() |
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An optional item. Nothing to say. Never use that, because in situations, when this item may be useful ![]() |
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![]() ![]() ![]() ![]() ![]() Despite this starter item doesn't have a sustain, Horus can sustain his health through passive and
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This is very strong late game upgrade. This allows to deal damage not even having high power, due to aoe nature of its effect. |
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More safe item, greatly increases survivability and can be used to finish magical protection, if needed. |
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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 ![]() ![]() ![]() ![]() |
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The same item, but for late game. Overal increases damage output from ![]() ![]() |
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Does not effective item in Horus kit. |
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Main upgrade. |
Hero's axe | Empowers Horus damage. |
Breastplate of valor |
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looks like more preferable t4 upgrade for ![]() ![]() ![]() |
Combined with ![]() |
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This is a more team-oriented upgrade and requires good allies to be utilized well ( i.e they have to use ![]() |
Heartward amulet |
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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 ![]() ![]() ![]() |
So this item literally can bust any other bonus protection effects which make Heir’ ![]() |
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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 ![]() ![]() |
Magi’s Cloak |
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Jotunn's wrath |
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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 |
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Being removed from ![]() ![]() |
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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 ![]() ![]() |
Manticore's spike advanced usingHow to use it within Horus' combo |
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Can be synergized very well with Horus' own healing, which makes this item very useful. |
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Simly increases the amount of healing. |
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Instead of simple increasing the amount of healing now provides one extra aoe cknock up, that works in wider area than ![]() ![]() ![]() |
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Can be synergized with protection buff and with ![]() |
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Increases the power of shield and also works as old phantom veil, allowing to go trough god' structures |
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Gives a stronger protection buff, that can combines with ![]() |
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Can be synergized with protection reduction and overall setting up potential |
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Now works as AoE |
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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 ![]() ![]() Also considering that Horus playstyle puts him out of position very often, that extra healing could be very helpful |
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Very important item for horus, combined with ![]() |
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Upgrading into this item increases the survivability while rotating around the map and combined with ![]() ![]() ![]() |
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This increases the constancy of Horus global presence, by matching relic's cooldown to Horus ultimate's. |
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Situative item, but one it's upgrade can be useful. |
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Now redirect all healing reducted by this effect to Horus and his army! Sinergizing with Falcon' Healing ![]() |
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Why even use it? |
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Can be synergized with ![]() |
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Can be synergized with Horus high mobility for even better results. |
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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 |
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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. |
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Objective: Protect and lead Position: Solo, Support, Jungle |
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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. |
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Objective: Tank and attack |
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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. |
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Objective: Gank! Position: Jungle |
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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 ![]() 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. |
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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 ![]() ![]() |
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A locking down ability that sets up enemies for further ![]() ![]() |
For classic support:![]() ![]() ![]() ![]() For Aggressive support\solo: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() For jungle and more offensive solo: ![]() ![]() ![]() ![]() |
Item effects |
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Ability effects |
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ResoluteStacking defensive passive |
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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
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Base invasionBackdoor and phoenix sieging strategy |
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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. ![]()
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After defeating the last tower on the lane Horus team has some potential decisions to make. ![]() |
Map objectivesFire giant, and Furry |
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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. ![]() ![]()
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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 ![]() |
Main comboThe primary combo |
This combo is just the base one, but also considering the escape opinion with ![]() ![]() ![]() |
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 ![]() ![]() ![]() ![]() With ![]() ![]() 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: ![]() ![]() ![]() ![]() ![]() ![]() |
Additionally any of his combos highly benefits from AA-canceling and AA-weaving so using them is always good. Especially ![]() ![]() ![]() ![]() ![]() |
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
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Horus and Set both have something to slow their enemies and they could synergize it! |
Both Horus' gust of
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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. |
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Horus can always provide extra mobility for Set and allow him to be more confident in using ![]() |
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
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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
Comment has been deleted
Yes,
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
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
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
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
In the "Supportive Build Mixer" some questions I would be asking are; Why
Just a small typo but for the
The thing with
Being brutally honest the abilities description is very off the mark with
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
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
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- 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?
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I need to rework that section to make it more understandable.
- 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
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
- no, I did not. This is full combo, like fenrir
- thanks, of course, I will fix and expand when I will able to edit