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Sentinel's Gift is your well-rounded, supportive starter item. You can alternatively opt for Benevolence.
It is typically paired with the T1 form of Gauntlet of Thebes and potions for early sustain. Sentinel's provides good mana sustain, so you should only need Multi Potions, but you can change the ratio of potions as you prefer.
This is a general build for an all-around support. Gauntlet of Thebes can be replaced with Prophetic Cloak as preferred.
Pridwen provides additional dual protections and much needed CDR, but can be switched with another CDR item.
The last 3 items are situational. Stone of Binding provides a good health boost along with some offensive protection reduction functionality. Divine Ruin adds anti-heal (which Kuzen can apply very easily with Shell Spikes, and Spectral Armor adds anti-crit effect. Replace these if these counters aren't needed.
War Flag provides aggressive early function in movement and attack speed, which can give you an advantage during laning phase.
Shown here for added early aggression is Druid Stone, which you'll build into Stone of Binding. Complete your starting items with potions for sustain.
This example build targets early aggression from War Flag, gets CDR early for ability spamming, and has penetration-type items to weaken the enemy.
Divine Ruin adds anti-heal effect, but if it's not needed you can replace it with another item.
Replace Stone of Binding as preferred.
All 3 standard Support starter items ( Sentinel's Gift, Benevolence, War Flag can be functional for Conquest and all other modes. Choose based on your preferred upgrade item.
Tainted Steel and Sands of Time are situational starter items for non-Conquest teamfight modes.
Choose your protection items as preferred.
Choose your counter items as fits your needs.
If you're confident in your own play, the matchup, your teammates, etc., choose from these items to provide offensive function and/or added utility.
All of these relics are functional; many are situational and you should choose to fit the team's needs.
Priority:
Ult > 1 > 2 > 3
NeNe Kappa is prioritized first for clear and poke damage.
Shell Spikes is very useful for the situational cooldown it provides, and is also prioritized for decreasing cooldown as it is leveled.
Sumo Slam only increases in damage and is prioritized last.
Watery Grave should typically be upgraded whenever possible.
Tap each threat level to view Kuzenbo’s threats
This guide is maintained by Branmuffin17 in honor of the memory of Gulfwulf. The Intro, pros/cons and skills sections will remain relatively untouched, but other sections will be updated as needed. Community feedback will be considered and appreciated in build and tip recommendations. Thank you in advance, and may Gulf be surrounded by many NeNe Kappas on Olympus. If you'd like to contribute to something in his honor, his wife said that the best way we can honor his memory is one of two ways:
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Proper warding is very important because having vision of the enemy's movement can give you early warning of a gank or an attempt on the Fire Giant / Gold Fury. Pathing from the Jungle will come from either your Void Camp or the enemy's area, depending on how far up you are in the lane. Do not try to initiate a team fight near the enemy's tower unless you have vision on a possible gank.
After your first or second back, you should be regularly picking up regular Wards and dropping them in strategic locations in the jungle to help your ADC and Mid-laner. Consider grabbing a Proximity Ward to protect your teammates when you're not there.
As the match progresses, you'll want to have a Sentry Ward handy, which will be used to counter enemy wards and protect the Fire Giant. If you're not always close enough to watch it, a timely Raven Ward can be useful to spot enemies attempting it.
It's everybody's responsibility to ward, but not everybody does so. Just remember that you can only have a maximum of two wards active at one time.
If you want more specific information on warding, visit The Overarching Conquest Guide's Warding Chapter.
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In honor of Gulfwulf, I plan to maintain his first and biggest guide. Builds have been updated, with some added writeups.
I would also recommend Oni Hunter's Garb to stack mitigations with his passive but it is optional.
Overall nice work, glad to see an updated guide on your belt :P
Also, from my games (your experience could be different), assault didn't last me long enough to buy Potion of Magical Might. Since there is no blue buff in Assault, I think it's ok to get the 40% CDR.
I personally wouldn't bother with Hand of the Gods as a starter. It limits your start too much IMO. You really don't need it either, because your Void clear is so strong. Suggest waiting until your ADC is on their way from Red before engaging the camp, as you don't need a lot of time to clear it. This will give the ADC more farm and allow them to hit level 2 quickly.
There are probably 2 ways you can start. Sent + Magic Shoes + 2 Healing Potions is one, and it helps you rush your T3 shoes. That's probably the most standard start right now, as Sent + the 2 potions should easily give you enough sustain until you back the first time.
Another option would be T1 Shoes + more potions and/or Chalice for higher early aggression.
You might want to uncheck the "starter" and "main build" options, as it makes it read weirdly, and throws the rest of your item options way below.
As for your assault builds, I feel strongly that War Flag or Sentinel's Gift are 100% worthwhile starters. Nice early sustain esp for the price, and you can usually combine with the first full item e.g. Sov or whatever.
Also on start I do not fully agree to start T2 boots and only 2 Hp pots. especially as most will use it after the camp clear. It's better to start with more pots or chalice for supports or just start T1 item as you gold gain is higher than last season with a blessing. Support starts are slightly more flexible than last season
t2 boots can be good if you know you have the better pressure in the pre lvl 5 but if you don't safer to start more sustain so you don't fall behind in exp to much early.
It's very noticeable how much more flexible things are with an extra 200 gold at the start for Supps though (when going Sentinel's).
The other aspect of this is it's Kuzen...his initial clear on the camp should be way better than most supps, due to bouncing his Nenes.
Yes, Midgard is fine to use, but as the main example, I think Nemean fits better. I also think it belongs in the "physical heavy comp" build example.
Hey I found another guide that needs to be archivedNice one Gulf, you have my +1