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This is my favourite start for Cliodhna, the current state of Bluestone Pendant and later Bluestone Brooch dealing insane tick damage to gods after hitting them with any ability is too good to pass upon.
Mace builds into jotuns
Multi potions > Mana potions as they allow you to brawl better earlier
This start is better if
You DONT want all of these
I'd recommend getting Purification Beads 95% of the time
Banshee's Wail is easier to make sure you hit all four of the jungle camps level 1 since sometimes your mid or solo laner may not group them up optimally for Lurching Claw
Always max Lurching Claw first, the ability scales the best both in damage and cooldown
I recommend maxing Flickering Visions next, the ability to poke from a far, having no channel time and therefore being unable to be cc'd out of it makes this ability great
Tap each threat level to view Cliodhna’s threats
Tap each synergy level to view Cliodhna’s synergies
Hello, I'm Archiebaker, a consistent masters jungle player who peaked GM when I grinded ranked, I also play amateur competitive within the EU scene for fun
I have recently been playing a lot of Cliodhna and decided to make a guide, hopefully players of all skill levels learn a thing or two and get to experience smite from a different angle (walls).
This guide will focus mostly on conquest for casuals/ranked although tips can be used for casual modes.
Feel free to ask any questions in the comments too! :)
Cliodhna has a unique play style, currently being the only god able to enter walls, you can easily ambush enemies, arriving in a team fight from any angle you choose
+ Very high damage late game, that can be used relatively risk free from walls given proper positioning
+ Doesn't have to rely on frontline to get in range due to Phantasmal
+ Knockup immunity in Banshee's Wail that can be used to avoid crowd control from abilities like Typhoon and Stygian Torment
+ Highly mobile due to Phantasmal and the extended dash range in walls of Lurching Claw
+ Rewards good positioning and teaches you to think of the map in a different way
- Ultimate can take some practice to hit consistently, especially out of walls
- Lurching Claw isn't knockup immune and fairly telegraphed
- Damage can feel low when Tearing the Veil is on cooldown
- Some junglers can run at you early game and give you a rough time
However the con's of Cliodhna can be played around with enough practice
Phantasmal |
Phantasmal is what makes Cliodhna, it allows you to enter walls after one second of running into them, creating further interaction with Banshee's Wail, Lurching Claw and Tearing the Veil. You're untargetable while in a wall so abilities like Fire Shards won't target you, you can also avoid the pull from No Escape by getting into a wall. However you do take damage over time while inside a wall, stacking in intensity, therefore you should try to stay in a wall no longer than 5 or 6 seconds until you feel comfortable. IMPORTANT: YOU CANNOT ENTER A WALL WHEN CRIPPLED OR BELOW 25% HP Advanced
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Banshee's Wail |
Banshee's Wail Should be leveled last, it scales slightly better than Flickering Visions but can be interrupted and dodged easier Remember this ability has knockup immunity while channeling allowing you to immune the crowd control part of some abilities and even ultimates such as Stygian Torment The last hit deals increased damage and silences and deafens any enemy hit for 1.5 seconds (You only need to hit the last hit for the cc) Advanced
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Flickering Visions |
Flickering Visions Should be leveled second, this ability is great medium range poke and your secondary camp clear ability. Successfully hitting this ability causes AOE damage around the explosion, however no AOE damage happens if you don't hit an initial target Try and always hit a god with this as it gives you a 25% movement speed buff for 4 seconds Advanced
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Lurching claw |
Lurching Claw Should be leveled first as it scales the best and lowers the cooldown, it is the main mobility in your kit, when using this ability you should always try and dash through your target, turn 180 degrees then cancel the ability to hit both parts. Be careful not to dash head on into someone with a cripple such as Scylla with her Sic 'Em] as the slash part of the attack won't go off or big AOE fields such as [[Sunbreaker as you have no easy way of getting out. I highly recommend checking the advanced section for this ability as it has some really interesting mechanics that are crucial to becoming a good Cliodhna player Advanced
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Tearing the veil |
Tearing the Veil Should be leveled whenever you can, it has a 60 second base cooldown and allows you to store up to two charges at once, similar to Agni's Rain Fire. The ability stays open for 5 seconds or until destroyed by 3 enemy god auto attacks. It does a burst of damage upon the rift opening, which happens roughly after 1 second of casting as well as tick damage rapidly to anyone caught in the rift along with a 6% slow stacking up to 6 times. This ability is best used while targets are grouped up and under the effects of crowd control such as Taunt or No Escape Advanced
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Levels 2 to 4 ordering is situational!
This applies exclusively to conquest, if you're not interested in conquest feel free to skip this section!
In most scenarios, you have 4 options early game on how to play the first few minutes, playing this correctly can net you a kill or two and set you up nicely to a strong mid and late game while putting your laners ahead as well
Practice all four of these and see which works best for you, remember to check what gods are on your team and against you to determine the best place to pressure and gank at the start.
Although some players may be tempted to go defense on junglers I would highly advise against it on Cliodhna, the reasons being
Thanks for making it this far into the guide!
I hope everyone has learnt something new about one of my most recent favourite gods Cliodhna if you have any questions feel free to leave a comment on the guide and I will try to answer them whenever I can
You can also direct message me on discord
Archie#0464
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