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Quick Baron Conquest Guide

27 6 63,074
8.5
by Kriega1 updated March 2, 2024

Smite God: Baron Samedi

Build Guide Discussion 1 More Guides
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Baron Samedi Build

Start for Timeline Mid Build

Notes Go for the Sands build if you want a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Deso from the Sands build and go Pendulum for lone CDR without needing to invest in other CDR.

Notes

Go for the Sands build if you want a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Deso from the Sands build and go Pendulum for lone CDR without needing to invest in other CDR.

Build Item Sands of Time Sands of Time
Build Item Spellbook Spellbook
Build Item Baron's Brew Baron's Brew

Timeline Mid Build

Notes Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds.

If Anti-Heal is needed, you can trade Spear of Desolation for Divine Ruin.

Can swap The Alternate Timeline for Pendulum of Ages if you do not feel like you're likely to die in fights.

Notes

Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds.

If Anti-Heal is needed, you can trade Spear of Desolation for Divine Ruin.

Can swap The Alternate Timeline for Pendulum of Ages if you do not feel like you're likely to die in fights.

Build Item The Alternate Timeline The Alternate Timeline
Build Item Book of Thoth Book of Thoth
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Start for Focus Mid Build

Notes Go for the Conduit build if you want stronger early clear. Both the Conduit and Sands builds have a similar lategame. Gem of Focus buffs Soul Reaver proc damage, which can give a *slight* boost to damage to very high HP targets.

However, you are forced into Chronos' Pendant with this build somewhat, as Spear of Desolation is your only real early game option otherwise for CDR as Soul Gem is both weak/out-of-meta and lategame focused.

Notes

Go for the Conduit build if you want stronger early clear. Both the Conduit and Sands builds have a similar lategame. Gem of Focus buffs Soul Reaver proc damage, which can give a *slight* boost to damage to very high HP targets.

However, you are forced into Chronos' Pendant with this build somewhat, as Spear of Desolation is your only real early game option otherwise for CDR as Soul Gem is both weak/out-of-meta and lategame focused.

Build Item Conduit Gem Conduit Gem
Build Item Lost Artifact Lost Artifact
Build Item Baron's Brew Baron's Brew
Build Item Healing Potion Healing Potion

Focus Mid Build

Notes If Anti-Heal is needed, swap out Spear of Desolation for Divine Ruin.

Can swap Obsidian Shard for Charon's Coin.

Notes

If Anti-Heal is needed, swap out Spear of Desolation for Divine Ruin.

Can swap Obsidian Shard for Charon's Coin.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of Desolation Spear of Desolation
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver
Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti

Start for War Banner Build

Build Item War Flag War Flag
Build Item Cloak Cloak
Build Item Chalice of Healing Chalice of Healing

War Banner Support Build

Notes Stone of Binding and Gem of Isolation are your general filler slots that can be traded for whatever is needed for that match.

Notes

Stone of Binding and Gem of Isolation are your general filler slots that can be traded for whatever is needed for that match.

Build Item War Banner War Banner
Build Item Prophetic Cloak Prophetic Cloak
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Reverent Pridwen Reverent Pridwen
Build Item Stone of Binding Stone of Binding
Build Item Gem of Isolation Gem of Isolation

Start for Focus Solo Build

Build Item Conduit Gem Conduit Gem
Build Item Breastplate Breastplate
Build Item Healing Potion Healing Potion
4

Focus Solo Build

Notes If Spectral Armor is needed swap Stone of Binding or Abyssal Stone for it, and consider getting Amulet of the Stronghold instead of Oni Hunter's Garb.

Notes

If Spectral Armor is needed swap Stone of Binding or Abyssal Stone for it, and consider getting Amulet of the Stronghold instead of Oni Hunter's Garb.

Build Item Gem of Focus Gem of Focus
Build Item Breastplate of Determination Breastplate of Determination
Build Item Prophetic Cloak Prophetic Cloak
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Stone of Binding Stone of Binding
Build Item Abyssal Stone Abyssal Stone

Mid Relics and Shard

Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Horn Shard Horn Shard

Support Relics and Shard

Build Item Temporal Beads Temporal Beads
Build Item Phantom Shell Phantom Shell
Build Item Entangling Wings Entangling Wings
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Sundering Blast Sundering Blast
Build Item Sturdy Shard Sturdy Shard

Solo Relics and Shard

Build Item Heroic Teleport Heroic Teleport
Build Item Temporal Beads Temporal Beads
Build Item Sundering Blast Sundering Blast
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Entangling Wings Entangling Wings
Build Item Phantom Shell Phantom Shell
Build Item Sturdy Shard Sturdy Shard

Alternative Mid Items

Notes Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Tablet of Destinies and Soul Gem or Breastplate of Determination - Viable for a alternative Book of Thoth proc damage build path.

Typhon's Fang - 20% pen option that can be considered when running both Book of Thoth and Soul Gem.

Charon's Coin - Alternative to Obsidian Shard if you want more MP5 / potential mobility.

Pendulum of Ages - More damage focused Sands of Time upgrade.

Notes

Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Tablet of Destinies and Soul Gem or Breastplate of Determination - Viable for a alternative Book of Thoth proc damage build path.

Typhon's Fang - 20% pen option that can be considered when running both Book of Thoth and Soul Gem.

Charon's Coin - Alternative to Obsidian Shard if you want more MP5 / potential mobility.

Pendulum of Ages - More damage focused Sands of Time upgrade.

Build Item Divine Ruin Divine Ruin
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Tablet of Destinies Tablet of Destinies
Build Item Soul Gem Soul Gem
Build Item Breastplate of Determination Breastplate of Determination
Build Item Typhon's Fang Typhon's Fang
Build Item Charon's Coin Charon's Coin
Build Item Pendulum of Ages Pendulum of Ages

Alternative Support Items

Notes Chronos' Pendant - Good CDR utility option if omitting other sources of cooldown in the build when going for a different build path.

Spear of Desolation / Divine Ruin - Offensive damage options, Deso is decent for cooldown if another CDR option was dropped, Divine could be considered for anti-heal.

Ethereal Staff - Generally niche bruiser option.

Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Sovereignty - Good into heavy physical damage team comps.

Sentinel's Gift/ Sentinel's Embrace - More sustain focused / tankier alternative to War Flag/ War Banner, but worse for early game pressure.

Breastplate of Regrowth - Selfish defensive option that can good for the CDR and mobility.

Amulet of the Stronghold - Situationally good into magical heavy enemy team comps.

Spirit Robe - Helpful if getting CC chained or to prevent getting bursted too quickly off of one hard CC.

Shogun's Kusari - Helpful for multiple auto attackers on your team, and/or your team's auto attackers have built more ability based to help their AA dps.

Abyssal Stone - Utility option that can be easily applied.

Bewitched Dagger / Eldritch Dagger - Good utility option when you're having constant relic usage and enemy team has a heavy AA focused team comp (especially melee gods). Eldritch Dagger is better for some occasional extra tankiness.

Winged Blade - Situationally decent into heavy slow / lockdown comps and can help your team.

Magi's Shelter - Can be considered into certain enemy matchups that rely on specific CC to setup / heavy CC enemy teams, though the passive can be awkward at times to get beneficial use for allies.

Notes

Chronos' Pendant - Good CDR utility option if omitting other sources of cooldown in the build when going for a different build path.

Spear of Desolation / Divine Ruin - Offensive damage options, Deso is decent for cooldown if another CDR option was dropped, Divine could be considered for anti-heal.

Ethereal Staff - Generally niche bruiser option.

Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Sovereignty - Good into heavy physical damage team comps.

Sentinel's Gift/ Sentinel's Embrace - More sustain focused / tankier alternative to War Flag/ War Banner, but worse for early game pressure.

Breastplate of Regrowth - Selfish defensive option that can good for the CDR and mobility.

Amulet of the Stronghold - Situationally good into magical heavy enemy team comps.

Spirit Robe - Helpful if getting CC chained or to prevent getting bursted too quickly off of one hard CC.

Shogun's Kusari - Helpful for multiple auto attackers on your team, and/or your team's auto attackers have built more ability based to help their AA dps.

Abyssal Stone - Utility option that can be easily applied.

Bewitched Dagger / Eldritch Dagger - Good utility option when you're having constant relic usage and enemy team has a heavy AA focused team comp (especially melee gods). Eldritch Dagger is better for some occasional extra tankiness.

Winged Blade - Situationally decent into heavy slow / lockdown comps and can help your team.

Magi's Shelter - Can be considered into certain enemy matchups that rely on specific CC to setup / heavy CC enemy teams, though the passive can be awkward at times to get beneficial use for allies.

Build Item Chronos' Pendant Chronos' Pendant
Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation
Build Item Ethereal Staff Ethereal Staff
Build Item Spectral Armor Spectral Armor
Build Item Sovereignty Sovereignty
Build Item Sentinel's Embrace Sentinel's Embrace
Build Item Breastplate of Regrowth Breastplate of Regrowth
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Spirit Robe Spirit Robe
Build Item Shogun's Kusari Shogun's Kusari
Build Item Abyssal Stone Abyssal Stone
Build Item Bewitched Dagger Bewitched Dagger
Build Item Eldritch Dagger Eldritch Dagger
Build Item Winged Blade Winged Blade
Build Item Magi's Shelter Magi's Shelter
Build Item Spartan Flag Spartan Flag

Alternative Solo Items

Notes Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Reverent Pridwen - Good lategame CDR option for more tankiness after ulting.

Gladiator's Shield - Offensive CDR tank option.

Amulet of the Stronghold - Situationally good into magical heavy enemy team comps.

Ethereal Staff - Generally niche bruiser option.

Divine Ruin - Offensive damage option, Divine could be considered for anti-heal.

Midgardian Mail - Can be helpful into heavy AA team comps.

Genji's Guard - Magical CDR defensive option.

Winged Blade - Situationally decent into heavy slow / lockdown comps and can help your team.

Breastplate of Regrowth - Selfish defensive option that can good for the CDR and mobility.

Gem of Isolation - Can be considered into comps that are more easily locked down by slows.

Notes

Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Reverent Pridwen - Good lategame CDR option for more tankiness after ulting.

Gladiator's Shield - Offensive CDR tank option.

Amulet of the Stronghold - Situationally good into magical heavy enemy team comps.

Ethereal Staff - Generally niche bruiser option.

Divine Ruin - Offensive damage option, Divine could be considered for anti-heal.

Midgardian Mail - Can be helpful into heavy AA team comps.

Genji's Guard - Magical CDR defensive option.

Winged Blade - Situationally decent into heavy slow / lockdown comps and can help your team.

Breastplate of Regrowth - Selfish defensive option that can good for the CDR and mobility.

Gem of Isolation - Can be considered into comps that are more easily locked down by slows.

Build Item Spectral Armor Spectral Armor
Build Item Reverent Pridwen Reverent Pridwen
Build Item Gladiator's Shield Gladiator's Shield
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Ethereal Staff Ethereal Staff
Build Item Divine Ruin Divine Ruin
Build Item Midgardian Mail Midgardian Mail
Build Item Genji's Guard Genji's Guard
Build Item Winged Blade Winged Blade
Build Item Breastplate of Regrowth Breastplate of Regrowth
Build Item Gem of Isolation Gem of Isolation

Baron Samedi's Skill Order Notes Can get Wrap It Up at level 2 for Support and then Consign Spirits at level 3.

Notes

Can get Wrap It Up at level 2 for Support and then Consign Spirits at level 3.

Vivid Gaze

1 X Y
Vivid Gaze
1 8 10 11 12

Consign Spirits

2 A B
Consign Spirits
2 4 6 7 9

Wrap It Up

3 B A
Wrap It Up
3 15 16 18 19

Life of the Party

4 Y X
Life of the Party
5 13 14 17 20
Vivid Gaze
1 8 10 11 12

Vivid Gaze

1 X
Baron Samedi animates two skulls, both which briefly warm up before firing two beams of voodoo magic that damage enemies. The beams crossover wherever Baron Samedi was aiming. Enemies hit by both beams take 25% damage on the second hit.

If the enemy god hit is above 30 Hysteria, their Physical Power, Magical Power, and Attack Speed are reduced for 3 / 3.5 / 4 / 4.5 / 5s.

Ability Type: Area, Debuff, Damage
Damage: 90 / 130 / 170 / 210 / 250 (+70% of your Magical Power)
Power Reduction: 30%
Attack Speed Reduction: 30%
Hysteria Per Hit: 15
Range: 60
Cost: 55 / 60 / 65 / 70 / 75
Cooldown: 9s
Consign Spirits
2 4 6 7 9

Consign Spirits

2 A
Baron Samedi guides restless spirits to the ground and buries them. After a brief delay the ground erupts, damaging enemies standing in the area. Minions and jungle camps take an additional 25% damage. If an enemy god is hit, friendly spirits fly the from the area and heal allies near the explosion or by Baron Samedi.

If the enemy god hit is above 30 Hysteria the friendly spirit applies Slow Immunity for allies, and increases their Movement Speed for 3s.

Ability Type: Circle, Buff, Damage
Damage: 70 / 125 / 180 / 235 / 290 (+70% of your Magical Power)
Flat Heal: 30/55/80/105/130
Missing Health Heal: 5%
Movement Speed: 25%
Hysteria Per Hit: 20
Radius: 18
Cost: 60
Cooldown: 13 / 12.5 / 12 / 11.5 / 11s
Wrap It Up
3 15 16 18 19

Wrap It Up

3 B
Baron Samedi throws his snake forward, wrapping any enemy god hit and dealing damage every .5s for 2.5s and applying a ramp to root.

If a god hit is above 30 Hysteria, the snake will also lash out at nearby enemy gods who stand too close after 1s. Enemies hit by this are injected with venom that applies a ramp to root and deals the full damage over time immediately.

Ability Type: Line, Crowd Control, Damage
Damage Per Tick: 10 / 18 / 26 / 34 / 42 (+8% of your Magical Power)
Slow Duration: 1.5s
Root Duration: 1s
Hysteria Per Hit: 5
Range: 60
Radius: 25
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Life of the Party
5 13 14 17 20

Life of the Party

4 Y
Baron Samedi pulls the souls of the living towards his Coffin, becoming immune to Crowd Control and taking 50% reduced damage. Enemy gods within range are caught in a Vortex, dragging them towards the Coffin and take damage every .33s. When an enemy god reaches the coffin their soul is ripped out, causing them to be stunned, take a large amount of damage based on their maximum health and gain max Hysteria. This ability persists for 3.5s or until an enemy god is pulled to the coffin.

If targets being pulled are above 30 Hysteria, the pull strength is increased.

Ability Type: Cone, Vortex, Damage
Damage Per Tick: 17 / 24 / 31 / 38 / 45 (+8% of your Magical Power)
Damage On Hit: 100 / 170 / 240 / 310 / 380 (+50% of your Magical Power)
Max Health Damage: 10%
Stun: 1.5s
Hysteria Per Hit: 5
Range: 60
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 90 / 85 / 80 / 75 / 70s

Intro

Hi, this guide is brought to you by Kriega1, I started playing Smite on PS4 in 2016 around Erlang Shen's release in Season 3, and eventually long term migrated to PC Smite around mid Season 7. I have peaked GM/Masters on PS4 and Masters in Ranked Conquest on PC. I also am a Mentor on the Official Smite Discord where I focus on general building for each role. I hope you find this guide as a useful learning resource for playing Baron Samedi in the Support role, Mid lane and Solo lane.

Abilities

Baron's Abilities

WIP

Passive - Hysteria


Ability 1 - Vivid Gaze


Ability 2 - Consign Spirits



Ability 3 - Wrap It Up



Ultimate - Life of the Party


Example Combos:

Main Combos:

WIP

How to Play

(Mid) Gameplay Start / Early Game:
  • Start at the Fire Giant side Speed/Red buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the intersection (towards mid lane) between the Speed and Red buff camps, at the same time your Jungler will have leashed the Red/Speed buff towards the intersection.

  • As the 2 camps position together use Vivid Gaze to clear the camps. Make sure to pickup the Red buff once it has dropped. After these camps are cleared you will be level 2.

  • Now quickly make your way to the Gold Fury side Speed buff, if your jungler has not reached it yet (they should be) then leash the camp yourself towards the mid lane while you use Vivid Gaze to clear the camp. Avoid pulling the camp into tower range if possible. After this you will immediately head to lane while your jungler will typically clear the xp camp to the side of the green buff.

  • From here you will usually meet the enemy mid in lane on the first wave. Depending on yours and their early pressure/clear and positioning you will decide whether you'll be able to fight or not and whether you'll be able to use Vivid Gaze on the whole wave or just be able to hit the front melee minions.

  • How it goes from here will determine: if it's just a stalemate, you or your jungler has kill potential, if you will have mid camp pressure or if you'll have to back towards your tower line and safe clear.

  • From here you'll mainly be looking to clear waves, contest mid camps, clear the damage buff, assist support with health buff clear (once they rotate over from duo), and being aware of rotation opportunities.

  • In some cases you may be able to steal enemy side jungle farm but it is risky and not that generally beneficial for direct farm compared to your own side's farm and controlling neutral farm, but can be useful to put the enemy further behind.

(Support) Gameplay Start / Early Game:

WIP


(Solo) Gameplay Start / Early Game:

WIP


(Mid) Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to control the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury and Pyromancer objectives.

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. In 1vs1 cases you'll have to decide whether you or the other enemy has more kill potential and who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it.

  • As for Gold Fury and Pyromancer opportunities they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...


(Support) Mid Game:

WIP


(Solo) Mid Game:

WIP


(Mid) Late Game:
  • At this stage you'll mainly be looking at wave pushing, contesting Fire Giant, and Phoenix sieging / Phoenix defense, though Pyromancer and Gold Fury (especially Oni variant) will still be somewhat relevant but less important.

  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your ADC to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

(Support) Late Game:

WIP


(Solo) Late Game:

WIP

Warding

Mid Warding:

Here are your regular warding spots for mid, to help your team be aware of the enemy team's general rotations especially when you're not in mid lane. Generally with good map awareness you shouldn't need to rely on wards much yourself for safety.


  • Green: Placing wards at these locations on both sides of the lane give you good general vision of the nearby jungle, giving vision of the entrances to your lane so you can see incoming ganks.

  • Purple: You can place a ward directly in front of the enemy tower (but not within its range), which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps.


Support Warding:

WIP


Solo Warding:

WIP


Late-Game Warding:

Over here is shown the ideal lategame warding spots around Fire Giant, though often you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe (e.g. if you are Mid and therefore will be squishy) for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes.



  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward.

    The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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2
ScorpioChris | March 4, 2024 8:34pm
Focus Solo Build in Arena worked good for me. Thanks!
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League of Legends Build Guide Author Kriega1
Quick Baron Conquest Guide
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