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This start provides good sustain early in lane, with Glowing Emerald building into
Gauntlet of Thebes.
This is a build path for Guan in a Support role, focusing on max CDR, enhanced healing, and general protections.
Upgrade Sentinel's Gift to
Sentinel's Embrace at level 15. Alternatively you could choose
Benevolence and upgrade to either
Compassion or
Heroism.
Optional items:
This is a alternate build path focusing on protection auras. Stick close to teammates to maximize benefit of the build.
Upgrade Sentinel's Gift to
Sentinel's Embrace at level 15. Alternatively you could choose
Benevolence and upgrade to either
Compassion or
Heroism.
Optional items:
Gauntlet of Thebes (Dual Protections): provides some of the strongest overall protections of any item. Build early for stacking.
Sovereignty (Anti-Physical): If facing a dual-physical enemy duo or much stronger physical overall enemy presence, this is a solid item to support your teammates.
Heartward Amulet (Anti-Magical): If facing a dual-magical enemy duo or much stronger magical enemy presence, this is a good team-support option. The MP5 is also very helpful for Guan.
Breastplate of Valor (Anti-Physical / High CDR): Good early item for Guan to counter physical damage while providing high CDR. Upgrade to the
Breastplate of Determination glyph late-game.
Prophetic Cloak (Dual Protections / CDR): This is an alternative to
Gauntlet of Thebes, requiring stacks to max effectiveness of mitigations and protection aura.
Genji's Guard (Anti-Magical / High CDR): Provides a situational boost of CDR when hit by magical abilities, with very high MP5 so you'll never run out of mana.
Fae-Blessed Hoops (Teammate Health Shield): Somewhat awkward due to the dropped buff, but provides good overall stats and can help protect teammates.
Lotus Sickle (Teammate Protection Boost): Good utility item with high health, CDR and MS, while your heals trigger extra protections for teammates.
Spirit Robe (Protections / Anti-CC): Balanced protections and CC reduction make this a strong general support item.
Magi's Cloak (Anti-CC): Decent protections and some CDR, but the main function is to counter hard-CC. The Glyph upgrades can be for aggressive or teammate support.
Pridwen (Protections / High CDR): The passive shield won't activate until you've finished your ult, but the stats remain very functional overall. The Glyph upgrades provide some extra damage potential.
Caduceus Club (Healing Boost): Dual protections are nice, but you get this item for the boost to healing, which can partially counteract anti-heal.
Relic Dagger (Relic CDR): A lot of utility (MS, CDR, CC reduction, health) with a specific purpose of decreasing relic cooldown. Grab the
Bewitched Dagger glyph to counter enemy basic attackers.
Breastplate of Regrowth (Mobility): Strong utility function providing power and movement speed, consider if you strongly value the mobility as he can trigger the boost often with
Conviction.
Oni Hunter's Garb (Anti-Magical / Teamfight Damage Mitigation): General purpose anti-magical item that provides additional mitigations when in the midst of enemies.
Abyssal Stone (Negative CDR for Enemies): damaging enemies with abilities gives negative CDR to enemies.
Void Shield (Anti-Physical / Aggression): Provides additional physical protection reduction on top of
Taolu Assault; great if you're always on the offensive and have other physical teammates that deal lots of damage.
Shogun's Kusari (Anti-Magical / AURA: Attack Speed): Great anti-magical option with utility for basic attackers. Also has MP5 to support ability use.
Midgardian Mail (Anti-Physical / Anti-Basic Attack): Counters basic attackers with an MS and AS slow.
Spectral Armor (Anti-Critical Strikes): Pick this specifically to counter enemies building crits.
Contagion (Anti-Physical / AURA: Anti-Heal): Physical protection providing an anti-heal effect.
Pestilence (Anti-Magical / AURA: Anti-Heal): Magical protection providing an anti-heal effect.
Winged Blade (Anti-Magical / Counter Slows): Utility item that counters lots of enemy slows, helpful for you and nearby teammates.
Erosion (Anti-Shield): Grab this specifically to counter enemy gods that provide shields (e.g.
Geb,
Hera,
Odin).
These are the general relics you should typically consider. Others may be picked up depending on the situation.
Divine Barrier (Objective Protection / Zoning): Use to protect objectives or zone enemies in narrow corridors.
Bracer of Radiance (Team Utility / Vision): Provides a situational buff to teammates, but also acts as an additional ward with low cooldown. Upgrade to make the ward act as a Sentry.
Horrific Emblem (Control / Anti-Heal / Anti-Shield): Slows enemies and also reduces healing and shields from enemies. Extremely useful overall relic for teamfights.
Heavenly Wings (Mobility): Provides a nice burst of movement speed to help chase or escape.
Magic Shell (Team Shield): Provides a health shield to help keep teammates alive. Specifically choose only when facing troublesome enemy obstacles (
Phantom Shell).
This build order is wacky, but provides the concept that you want to level based on current need, especially in the Support role. If the enemy hasn't built much anti-heal, getting Conviction up can really help team sustain.
Recent Updates:
2024/1/25: Guide is current as of Patch 11.1, "Year 11." Builds updated.
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Basic
Attacks |
1 / 1 / 1.3 / 1.75x damage and swing time progression. Third hit cleaves. 4th hit's range is extended to 16 units. Use his attack progression to your advantage, depending on the situation. Discussion: The 3rd attack cleaves (it can hit multiple enemies). You should always be looking to use this on waves and camps where possible, as it can really help your clear speed, especially early game. Tips: This is incredibly important to use when laning. You can maximize your early wave clear by resetting your basic attack chain with any ability immediately after the 3rd hit. |
Each instance of damage ![]() Discussion: The optimal use of this passive requires you to hit or be hit. Using ![]() Once stacks are built, stacks will persist as long as you remain in combat. Keep track of your stacks, as you may want to save them for teamfights. Tips: Once stacks are built, stay in combat as long as possible to keep stacks up. *NOTE* ![]() | |
Heals himself and allies in an area around him. Healing friendly gods reduces all cooldowns by 2 seconds. 14 second CD. Leveling Priority: Typically max this 2nd in Conquest, and 1st in teamfight modes if playing a Support-type. General Use: Self / Group / Minion Healing Discussion: This circular, AOE heal is the bread & butter for your entire team. Quick CD and enhanced healing from max ![]() This ability is great to help you and nearby teammates sustain in-lane, and is an even more amazing team-based ability. In teamfight modes, this should be your first priority, but in longer games with separate lanes (e.g. Conquest), you will want to make sure your minion clear via ![]() Tips: The ability can heal your minions, so if you're laning, you can keep them alive longer to put pressure on your lane. | |
Charge forward. All enemies in his path take damage and are slowed (20% for 2 seconds). Hitting enemy gods lowers all of his CDs by 2 seconds. Immune to roots, cripples, and knockups while dashing. Max ![]() Leveling Priority: Prioritize this last unless the enemy has easy capability in interrupting ![]() General Use: Minor Escape / Control / Peel Discussion: This is a short-distance dash, so shouldn't be heavily relied on as an escape. It serves offensively to provide damage and a slow, and defensively to help create distance or help teammates escape. Unless needed as your main damage source, max this ability last, since increasing levels only increases damage (and mana cost), not the slow effect. Tips: Use this ability AFTER using ![]() ![]() | |
![]() ![]() ![]() Leveling Priority: Typically max this 1st for wave-clear and damage potential. General Use: Wave Clear / Teamfight Damage / Boxing Discussion: This is his wave clear ability, and as an added bonus, provides you with protections while stealing them from enemy gods. Focus on this ability first due to the high damage potential, unless the enemy can easily interrupt it, in which case consider an early ![]() ![]() As Support, if your ADC has strong waveclear, you can put 3 or 4 levels into this and then concentrate more on leveling ![]() Tips: Use on minions and enemy gods to quickly build ![]() | |
![]() ![]() Leveling Priority: Level this as the situation demands...usually level it when available. General Use: Chase / Escape / Teamfight Disruption Discussion: Acts as offense, defense, and teamfight disruption. Great escape function in a pinch (you are CC-immune for the duration). Chasing ability is awesome too. In a teamfight situation, don't hesitate to use it at the start, as it's got a nice, high damage AOE attack that can lock enemies down with the slow and stun. Normally, I'd say to level this whenever it's available, but it really depends on how your team is doing. If you're constantly on the offensive and dominating them, level this anytime you can. If you're being pushed back, you might find more use out of prioritizing other abilities. |
This Guan Yu Assault section is supplemental to The Overarching Assault Guide.
DO NOT REROLL if you are Guan Yu, as he's in the healer category. I'm assuming you haven't, if you're using this as an in-game reference.
Guan Yu is a very unique god in his class, and is also one of the most common gods to be found in Assault, because he is one of the 5 free gods, and he is categorized as a healer. This increases his chances that someone not familiar with his strengths will build and play him in a less-than-optimal way. If you're confident in your healing/support skills with him, you might try requesting a trade for him, if someone else rolls him.
What makes him unique? It's the combination of all of the following:
Here are some quick general tips when playing Support (general tank) and Solo.
Support:
Thanks for reading my Guan Yu guide! I appreciate any and all comments, suggestions, etc. Anyone can suggest a god for me to work on next ... though of course, I have to want to play them.
Feel free to add me/invite me if you want to play!
Brandon / PC IGN: Muffinman17
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.
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Firstly, which role? I have main builds for both Solo and Support.
Secondly, there are example builds listed. You can follow those, with additional notation in the notes.
If these are still too complex and you're looking for a different presentation, you might point your friend to some other Guan guides. Check the following:
Since I almost never play Solo, if I planned to start doing that more, I'd probably consult Big's and Didacted's Solo guides just to confirm general builds. While I know which gods want more CDR and which gods focus on basic attacks, there are some intricacies to some of the starts and early items that I'd want to make sure I was getting correctly.
I've also consulted Kriega's mid builds in the past, for example. I've got ADC and Support down so don't need anything really there.
So...further discussion. For me and the things I create, I probably go a bit overboard. Granted, having a guide for something like a full mode is a big undertaking, and being able to provide full details helps for anyone looking for that level of detail. Otherwise, you can always reference YouTube videos from Inters3ct, DukeSloth, fineokay, etc.
For individual gods, my purpose in my creations is for education. My Guan guide looks to give hints and tips on how to use him and his abilities, and what items go well with his kit. Even when I provide a build, it's never just a build. When you're considering how to build, a cookie cutter doesn't fit every situation the best way possible. What if I provide that cookie cutter? It's going to have phys and mag protections in balance. It may or may not have counter items to help specific matchups. What if the enemy team has 4 physical / 1 magical? It's not going to be great then.
So my guides are dedicated to those that are newer, but want to learn, not just to copy a single build. This game is pretty complex, with a lot of choices, and players looking to understand the game and improve just sort of need to put in the time. It takes a while. It'll be frustrating for a while. In all honesty, it's also not the best, but you could just direct your friend to use the auto-buy feature until he's more familiar with the itemization, which he can learn on the side.
If you do want a cookie cutter plain and simple, I would normally say to go to SmiteSource.com (Weak3n's site), but even he doesn't have a build up for Guan yet. So the best I can direct your friend to is again Big damage's or Didacted's builds in their Solo guides. They don't get much simpler than that.
With the addition of
I agree that double hammers is a bit overkill in some ways, and I probably wouldn't build like that.
Agree with Kriega as one standard to-go option being Tabi, BoV, Sledge. As for Genji's vs. Oni's, one point I always make with
So I'd probably leave Genji's out unless you're facing a magical god that doesn't have a ton of healing, in which case I'd probably get Genji's over BoV, and again get CDR from other items later.
As for
The other option would be to do just like my old build is currently suggesting. Get Mystical 3rd after Blackthorn and Tabi. Blackthorn in this case makes better sense than Sledge, as it'll provide you with the CDR/mana sustain that you'll want and won't get in Tabi and Mystical.
Thoughts?
For the
I think I'll play around some more to find some optimisation for him.
That said, I always think, well I can use this non-ult ability X times more than the ult due to CD. That can be extremely significant, especially when it's an ability you may use outside of combat (like healing).
The damage ramp for Guan's ult is pretty significant, and it's by far his biggest threat. Check these numbers:
Can deal up to 765/1035/1305/1575/1845 (+270% of your physical power) damage. (this is all hits on one target)
But sometimes you don't get all hits, and sometimes you cancel early for the stun. So I think focusing on
I'd say choose as you see fit in this case.
That said, I don't feel it's core. Strong overall stats but anti-heal really hurts the heal potential. If/when they're building anti-heal, you've got options depending on the rest of your build. High CDR and this will counteract some of the effect. Otherwise, you stop relying on the heal for anything more than minor sustain in a fight, and you can get alternate function from the heal by getting Shield of Regrowth for the MS boost.
I'd suggest: "You don't know what you've got 'til it's Guan".
I plan to make a Guan guide one day and title it "Guanorrhea".
Anyway...
"Guan's Bacon Action"
(apologies for the awful art)
Your build perhaps has a bit less CDR than I'd prefer into the mid-game (10% CDR until you got
How much trouble did you have with the
How much trouble did you have with the
Honestly, It was very annoying with
Your build perhaps has a bit less CDR than I'd prefer into the mid-game (10% CDR until you got Witchblade as 5th main item), but that's okay as long as you can make it work.
I think I probably should have got
Should I maybe just have gone Talaria > Thebes > Genji's/Shogun's > breastplate?
Think Thebes would be the better way to go over the Blackthorn route because there were 3 magical including the ADC, but the Erlang was a pretty big threat as you said.