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Set's clear is very strong and he is a fantastic farmer so there is no need to opt into Golden Blade. If you want to focus on farming harder in a matchup, finish your Mace as a Jotunn's Wrath, as the CDR will accelerate your farm.
The Crusher - highest burst damage, gives some attack speed, procs on the 1 and 4 but not the 2 or 3.
Jotunn's - high CDR works well on burst builds, allows for power farming, can use more 1's while in a prolonged engagement, increases survivabiliy by reducing 3's cooldown
Brawler's - Anti-Heal, not an ideal item to build in this slot but you can always build another mace whenever, as double flat pen is effective on Set since it is easy for him to access squishies
Build Bloodforge before Heartseeker if you are huge (which you often are due to ability to power farm and strong mid-game) as the life steal and passive in conjunction with your ultimate will allow you to snowball team fights.
One of these should replace your boots with Elxir of Speed. Replace Bloodforge with one of these as needed/desired. Mantle or Magi's should be built immediately before or after Heartseeker. The maces can either be built in these positions, or can replace Transcendence. Any of these can also replace your boots, as can Bloodforge. Titan's Bsne is strong of your team lacks initiation making it difficult for you to engage on the enemy backline, as it amplifies your poke significantly.
Hybrid builds are tailored for the matchup, customize your build from the below categorizations of items as needed. This is just one example, don't pigeon-hole yourself into this.
Lvl. 20 stats: 265 (230) Power, 146 (181) Phys Prots, 108 (143) Magical Prots, 30% CDR, 20% CCR, 2235 hp, 10 pen, 10% pen
The first 3 are more hybrid items, while the latter two are specifically defensive and are tailored against slow auto attackers (Nemean) or crit builds (Spectral)
First two are more hybrid while the latter four are strictly defensive. Genji's passive can come in clutch with reducing the cooldown of your 1 to secure a kill or your 3 to chase/escape. Bulwark works well against burst, and both Bulwark and Oni's give CCR. Shogun's is extremely niche but can work alongside an AA-focused solo laner.
Each of these items either grants CC-immunity or CCR. The Sledge has the noted distinction of being the only item with physical power and CCR other than tank boots. Winged Blade does not make the list because your 3 grants a slow immunity.
These items slot nicely as sources of power in the hybrid build
This build does well at dueling opposing AA-focused gods but does rather poorly against heavy lockdown compositions.
As the build is geared towards countering AA-gods, some physical defense is often useful.
As the build is geared towards countering AA-gods, some physical defense is often useful.
Always gets Beads, as you are very weak to CC. Shell is an excellent tool for dueling AA gods. Aegis can save you from burst damage and sticky situations. Blink is unnecessary due to your 3 but can be useful. Thorns works well on a hybrid build where you are getting focused.
If you can, hold a point at level 8 to max your 1 and level your 4 at level 9. 4=1 > 2 > 3
Set is a dynamic hybrid guide, capable of strong burst damage, utilizes bulk well, and is also capable of dealing deadly auto-attacks. As such, the right build for each game changes drastically, and there is a host of items which Set can make excellent use of.
There are three main archetypes of builds featured in this guide:
1) Full Power Burst
This build features high power and focuses on ability-based damage and places some emphasis on CDR.
2) Hybrid
This build is the most flexible, but generally opts to use defensive and hybrid items in order to stick around in a fight and avoid being locked down and blown up easily.
3) Counter-AA
This build is specifically designed for a duelist playstyle that focuses on counter-building auto-attack focused enemy gods, and can be an excellent choice against double ADC compositions or teams with an auto-attack focused jungler e.g. Mercury.
1 - Line damage ability, does not go through walls, applies a slow, goes through minions and gods.
2 - Circle ability, can be teleported to with the 3, can be launched for extra damage with the 1 (goes further than the 1 with its own trajectory)
3 - Slow immunity, physical damage mitigation, can teleport to 2 at any point until the cooldown begins (teleporting begins the cooldown), each tick procs the 4
4 - Increased movement speed, allows you to spam the 2, heals you
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