This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
This is the core build and will work against most standard teams with a front line, support, and the 3 squishys. The build changes depending on the enemy team comp so adapt as needed
This build is for fighting a team comp with less tank and more
damage. This build is made to keep you alive longer against the high damage fights.
This build is for fighting teams with 3 or more high health/defense characters. Change as needed
Always beads and blink, beads is a given against most teams and blink is a good way to start a fight.
Don't get mana pots if you're Pele
I see so many players building Pele is so many different and stupid ways. They try crit and lose to my Pele, they try full power and lose to my Pele, they try attack speed and lose to my Pele. This is the best Core build I've found for her with the current items stats. This will change with more patches. Just learn how to play her before you go trying conquest with her.
This is what each item is good for in this build to fit Pele's play style. I didn't start the builds with blessings because you should be smart enough to grab the one you need in each game. Assassins blessing in conquest and attackers blessing in literally every other mode.
Warrior Tabi: Movement speed duh, don't get Ninja Tabi or you look dumb and play dumb
Soul Eater: Pele has amazing early burst damage, healing off it with this item is phenominal
The Crusher: Core assassin item for power characters, good attack speed and gives penn and DOT for the burst abilities
Stone Cutting: This is for fighting the tanks of the team, always auto between abilities for stacking protection shred
Hydras: Again auto between abilities for insane amounts of damage for free if the don't have actives up
Jotuuns: This is for more late penn and to get cooldowns for late game ability spam.
This is why you level Pele's abilities like this.
Her 1 is bad, don't level it early game or you'll lose a so much damage. Use the 1 for hydra procs off the knock up or for a kill secure at a range.
Her 2 is amazing, level it as fast as you can for max damage and for max radius on the three knock ups. Start fights with this.
Her 3 is also amazing level this for constant damage during fights and to stick to people while they move. Always have this going when you can and overcharge it for 1 on 1 engagements
Her 4 is good for starting and leaving fights. Only use it for escape if you absolutely have to. Use it to start a fight, to chase, or to secure a kill
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
With a couple basics weaved in (with the additional damage assistance from Hydra's Lament, 440 (+120% scaling) at max rank of Pyroclast is nothing to scoff at, and as the levels go up, the additional return damage it can provide (such as on objectives where you can make sure you get all the return hits) provides an additional 100 +75% damage.
Pyro, again with weaving basics, will also give you better burst and can help stack those Stone Cutting Sword protection reduction stacks, if you're sure of that item choice. If you DON'T use Pyro that way, you're going to get much less use out of SCS, because she's really more of an ability user rather than a basic attacker.
Masamune is an interesting choice in the "damage team" build, but I think you'd be better served with an item with some pen in it in the 3rd position. As a jungler, she'll want the added damage from pen, and she's got plenty of MS in Magma that she shouldn't need the MS from Masa that much.
The concept of your build against a tanky team is okay, as you do build a lot of pen/protection reduction...but I don't think you realize how that works. Specifically, protection reductions are calculated before penetration. The fact that you add Titan's Bane specifically to that mix means that you're getting reduced function/efficiency from the item.
Let's say you have an enemy with 200 protections. In your build, you have 15 flat pen, up to 50 protection reduction, and 15-40% penetration.
In just calculating Titan's Bane by itself, you'd get 40% pen when facing 200 protections. You'd thus reduce protections to 120...you're getting the equivalent of 80 pen.
Throw SCS and Void into the mix, and at full SCS stacks, you're dealing with 150 protections. Now, TB will have reduced effect, because it scales to a max 40% at 200 protections. At 150, you're getting somewhere in the range of, I dunno, 32%? 32% of 150 is 48 protections. 48 protections vs 80 is a pretty significant drop. Sure, you'll still get better overall pen with everything together, but that's a lot of inefficiency, and you've sacrificed getting some other useful items in that build to get that level of pen. Not suggested.