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Reinforced (as opposed to Warrior Tabi) allows you to rush Relic Dagger for your main function as a blink-ult bot.
Follow that up with protections and CDR as you see fit.
This example employs 2 items with mitigations (Oni and Spirit), good health + balanced protections, max CDR, and a bit of extra pressure from Void's protection reduction aura.
If you plan to get at least one more power/pen based item, consider getting Warrior Tabi to maximize your damage potential.
Otherwise, if you're going full tank and are just looking to control the field, the added tankiness from Reinforced Greaves will make you very tough to kill.
Rushing this (which is nice and cheap) will help you start spamming your ult quickly, in combination with Blink Rune.
If preferred, you CAN delay this and get protections first, but if you can learn to go without for a bit, your team is likely to get more kills.
Both choices offer mana for extended ability use.
Choose whichever item based on the potential damage threat.
Balanced protections are a bit less important due to having 4 magical enemies, so Warrior Tabi is chosen over Reinforced Greaves to provide a bit more damage potential.
Brawler's Beat Stick at the end is a situational item for anti-heal.
Balanced protections are a bit less important due to having 4 physical enemies, so Warrior Tabi is chosen over Reinforced Greaves to provide a bit more damage potential.
Recent updates:
2020/2/20: Guide is current as of Patch 7.3, "Grim Omens"(Bonus Balance). Odin's gotten some significant nerfs.
2020/2/20: Guide is current as of Patch 7.1, "Season 7." Sorry, but I'm still not ready to do a full conversion of this guide for Conquest (Solo/Jungle/Support)...so for now, builds have been updated and I've added fancier ability videos. Odin got a significant rework to his ult and 3, and went from underpowered to quite effective. Rejoice! Revision History
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- Damage falls off late game
- Have to get in close to be effective - Ult is countered by Phantom |
Whenever any god dies on the battleground, Odin gains 8% move speed and power for 8 seconds. Can stack up to 5 times. This is a passive that you'll never have to think about. It makes building items with power more rewarding, and also gives him more mobility to chase or get out of sticky situations when his abilities are on CD. | |
Odin Max this 3rd or last. This ability can do some good burst damage, especially in combination with Raven Shout, but it's also your only true escape ability. Can be difficult to hit, as the jump is a bit slow. Consider your situation before using it, as the CD is moderate at best. | |
Summon a flock of ravens that create a shield around him. When the shield expires, it explodes, dealing damage to nearby enemies based on how much health it has remaining. If the shield is at full health, it deals additional/bonus damage (15%). The shield will not expire while he is using Lunge, and will always detonate upon landing. CD 15-11 seconds. 60% scaling. Max this 2nd. Defensively, it provides a strong shield that can help you weather some damage. As an offensive weapon, it turns your Lunge into a massive AOE bomb (aka the infamous "Bird Bomb"). As with Lunge, consider exactly how you are going to engage the enemy before activating. *NOTE* Certain abilities / effects can delay the burst... Nox's Siphon Darkness, dropped where you're about to land, can stop the damage until the ability has ended, and a perfectly timed displacement ability (like the knockback from Anhur's Impale) also delays it (and makes it explode in a position you didn't plan!). | |
Odin begins empowering Gungnir with Runic Magic, becoming immune to knockbacks. Every 0.7s Gungnir changes runes and Odin pulses out damage around him, slowing enemies for 2s. When Odin releases Gungnir it travels forward, damaging enemies and stopping on the first god hit. The first rune causes allies around Odin to gain 30% Attack Speed for 3s. The second allows Gungnir to home onto enemy gods. The last rune allows Gungnir to stun for 1.2s. CD 10 seconds. 20% pulse scaling, 60% Gungnir damage scaling. Max this 1st. Other than your ultimate, this is your only CC ability. It has a nice AOE slow for 2 seconds, and various utility or damage potential depending on when you activate. Activate it quickly when you and teammates are focusing structures / objectives, activate on the 2nd rune to finish off a low health target. Otherwise, it's best to wait until the last rune is active, and you can target an enemy to stun. Keep in mind that you can hold onto the stun throw indefinitely, so line your target up well...or if your targets are out of range, use it up so you can start the CD count. [/spoiler] | |
Odin summons a wall of spears that blocks his enemies movement. Enemies inside the ring cannot heal. Odin is immune to Slow and Root effects while in his Ring. A portion of the wall can be destroyed when hit by 5 Basic Attacks. Enemies that leave the ring through or over a wall are chased by Gungnir, taking damage and becoming slowed for 2.5s. Enemies that die inside Ring of Spears grant Odin a permanent bonus to Physical Power. CD 90 seconds. 75% scaling on the damage. Max this 3rd or last. THIS is the reason you choose Odin. When your CDR is maxed, it has an extremely short ~45 second CD, which is helpful to counter enemy gods that choose the Phantom Veil relic. Synergizes well with Blink Rune. You and your teammates can walk through your wall, which greatly enhances its potential without sentencing your team to death in your own trap! Enemies that want to escape need to have the Veil or a leap, or take the time to basic attack a section of the wall 5 times. If they leap over the wall, they will take damage.
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There really isn't anything that complex about Odin's kit. The standard damage combo is just Raven Shout followed by Lunge. Nonetheless, there are a few combos where timing and choice can absolutely make a difference.
Further Discussion On Abilities
Overarching Arena Guide |
The Overarching Assault Guide |
The Overarching Conquest Guide |
Bacchus: An Alcoholic's Chugging Guide |
Freya: Pulsing to the Beat |
Ganesha: Selflessly Gifting Kills |
Shifu Guan Yu: The Battle Master |
Loki: The Backstabbing Bastard |
Medusa: Getting Everyone Stoned |
So that's it! If you like what I've done and how I try to improve the guide, anyone is welcome to suggest a god for me to work on next...and of course, I have to own them and/or want to play them =P but I'll let you know...
Thanks for reading, and I appreciate any and all comments, suggestions, etc. Feel free to add me/invite me if you want to play!
Brandon / PC IGN: Muffinman17 / PS4 IGN: Branmuffin17
Thanks to the following people:
For general Arena knowledge and in-depth help with builds / calculations |
For general knowledge and in-depth help with builds |
For aesthetic ideas and templates to make the guide prettier (just like Bacchus) |
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That said, I've also given some feedback in his discussion section about my feelings about the default build and options, so if you want my opinion, read that too.
If you permit, i sugest in the tank build to add the runic shield in case of magical enemies, to reduce their power and increase your HP, power (not the core of the tank build) and 50 to magic resistance;
For the bruiser, i build it this way: reinforced, hide of urchin (both protections, health and mana), jotun's, soul eater (CDR+mana+ life steal on skills), void shield (reduces enemies protections) and runic shield (for reasons already explained before).
Hope you can analyse my sugestions and comment on it.
(English is not my native language, i apologize for any wrong text i may have done).
You're absolutely permitted to offer your opinions, whether I agree with them or not. They are always welcomed. Here are my thoughts:
That said, although the aura of 50 reduced magical power seems high, I consider it this way. That 50 power reduction is good, but magical gods building power typically have much higher power than physical gods. And that power applies to the scaling of ability damage (and 20% goes to basic attack damage in most cases), not the base damage. In a slower, more methodical mode like Conquest where you might use this well in the early game in the Solo lane or Jungle, I feel it gets somewhat quickly outclassed in a teamfight mode like Arena (and keep in mind, this guide is mostly for Arena, and is not designed for Conquest). Late game, it's just not nearly as strong of an item, and your build listing has it built last, where I think it would be weakest.
In the end, I can agree it's a pretty good bruiser item, but as you're talking of this for the tank build, I feel I'd give my team a stronger advantage if I went with Heartward Amulet and added to their prots, rather than reduce power of the enemies. I know they work differently (teammates close for Heartward, while enemies close for Runic), but I didn't even mention Heart in the tank builds. Basically, I personally (personal preference) place more value on items that provide magical prots + CDR, or damage mitigation like Oni. Even in tank builds, CDR is your key to being as effective as possible, and Runic doesn't provide that.
I utilize the soul eater to run for the base less times, so i can stay in the fight a little more and help a bit in a team fight (besides CDR and mana, odin is mana hungry).
Thanks for making great guides, especially the arena one (most of the times, people go to play arena to spoil matches, making trash builds or worst, just fo fun).
Odin's ult/blink is every bit as devastating as ares, if not in the same direct way all the time. I had this toxic neith player just now in a match. We were down like 30-35 points and he wanted a surrender and stayed in base. We kept whittling away and i kept isolating enemies and my team slowly started taking advantage and we took the lead and the guy finally came out. Your build worked awesome and gave us time to overcome that player. He is surprisingly sturdy in a bruiser build.
oh yeah, and here's a +1
Also, i look forward to fusing your knowledge here with my incessant arena tinkering to gain myself another build i'll be happy with.
lol. np.
Im french and i didn’t understand all of the discussion or the build but i think i understand the most important part , for you what is the best item for Odin in Conquest ?
In Conquest, Odin is considered extremely low tier right now...one of the worst gods. They nerfed his ult a couple of times, dropping duration, allowing certain gods (*cough* Vamana *cough*) to walk straight through, and dropping the AS reduction.
In Conquest, you've got 2, maybe 3 potential roles...Support, Solo, and Jungle. I wouldn't really use him for any at this point, but the key item might change depending on role.
Right now, I'd say that Blackthorn Hammer might be one of the more important items for him. He can be very mana hungry, and that helps things, while also making him significantly tankier and giving him CDR, all things he appreciates.
Past that, it's really dependent on team and enemy comps and counter-building. For now, I'll say Blackthorn.
I can mention one solid item though, Blackthorn Hammer. Provides a nice bulk of health in the build, a little cooldown reduction, a bit of power, and mana sustain through the passive. Good to build after/before boots and then build the rest of your defensive items afterwards.
Honestly though, Odin isn't doing very well in conquest right now.
But looking to max Raven Shout first is going to always be best. It has both offensive and defensive function, and will be more reliable in what it does compared to Lunge. In a bird bomb, it'll provide a great damage boost. In defense, the increasing shield with leveling is just going to be really helpful. Lunge can also be used defensively, but when you use it to escape, you don't get any greater benefit from leveling it.
Gungnir's Might won't be nearly your main damage ability, but after you max Raven Shout, if you are working a lot with teammates, you might appreciate the slightly longer slow duration you get when leveling the ability, so consider alternating Lunge and Gungnir's if it fits your needs.
In general, probably very similar leveling style for Jungle to what I have listed for him.
About half of them are:
"You should do (this) because (this)"
"Okay, I'll do that."
And the rest of them are:
"You should do (this) because (this)."
"No, I would rather do (this)."
Thought that I could add some feedback to your comment:
just kidding manbuffin
Touche...though I honestly thought you were going to give me some good feedback and I was looking forward to it. XD
My personal build on Odin, and omg, the damage.
The specific things I'd point out on your suggestion (keep in mind this is a guide specifically for Arena):
-snip-
[*]I've never built Transcendence on him...usually others on the team have better clear in Arena, and I don't want to waste Lunge on the wave when I need it for initiation and/or escape. It's also a bit expensive for a short game like Arena, and can slow him down from getting Tabi, Jotunn's, etc. There could be cases where it would work, perhaps, if the rest of the team had little clearing power...and the high power works pretty well with the decent scaling of his abilities. He's also mana hungry, but that base is so close, he can refill when he needs, without being away for too long.
-snip-
I regularly build Transcendence in arena. Stacks are easy to get, especially since its only 50. It's key to keeping him as a legitimate threat.
Also want to point out that Hide of the Urchin stacks are incredibly easy to get because of Ring of Spears.
Thanks for the comments!
All of my points you quoted on Transcendence still stand from my point of view. You and Pappsi sound like you like to keep him as relevant as possible in damage throughout the game. To me, I appreciate his early damage, but transition to being more of a teamfight and CC presence late game to be effective in a different way...hence utilizing Runeforged Hammer and whatnot. So I see your point, but feel that he's usually expected to be more tanky. I expect my teammates to provide the damage I lack late-game, while helping lock enemies down to keep them off their backs.
As for Hide of the Urchin, absolutely. If you take a look at my main "mixed enemies" build, I suggest it 3rd. My specific comment to Pappsi was regarding his build order PLACEMENT of Urchin as 6th. Make sense?
If you picked Brawler's Beat Stick only for the raw stats, you could just take The Crusher, it's 100g cheaper.
I should've rephrased what I said, and instead say you shouldn't consider not getting this item based on the passive alone. :P It has a strong passive and the stats are great. 100g is only 10 sec worth of waiting in Arena.
If you picked Brawler's Beat Stick only for the raw stats, you could just take The Crusher, it's 100g cheaper.
Also, against a healer like Hel or Aphrodite, Brawler's Beat Stick is not useless when combined with Ring of Spears.
That's because Odin ultimate does not negate completely healing (despite the description), but rather reduces the healing by 100%.
That means if the enemy healer is using Rod of Asclepius or Gauntlet of Thebes, they can still heal for a bit.
With Brawler's Beat Stick, your ultimate plus any ability ( Gungnir's Might is easy to land in the ring) completely negates the bonus effect.
I personally don't like Mystical Mail price either. Considering they nerfed the protections, they should've reduced the price, but since you're in the arena it wouldn't take terribly long to acquire the funds to purchase it and it's just a more reliable source of damage than Runeforged in my opinion. This however, is assuming that you want to build extra bonus magical damage on the side as there are cheaper healthy alternatives to Mystical Mail. :P