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It's here, my second SMITE guide! This time, it's on my favorite feathered female, Eset Goddess of Magic!
-Isis functions as both a damage and support mage, and fulfills a lot of roles on the battlefield. -Her utility, especially in team fights, is unparalleled. Despite this, she has no true escape ability and can easily become trapped if you aren't careful. - Eset is the goddess you want if you're looking to give your team exceptional support, CC the living **** out of your enemies, and dish out some rad damage and even a little healing. |
PROS Abilities have numerous uses and utility effects Phenomenal passive for team supporting Ultimate has a huge radius and can heal as well as reduce damage Lots of crowd control All area abilities |
CONS
Lacks a true escape ability Passive stacks are lost on death Increased protections/damage reduction effects don't last very long Requires a lot of timing |
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Flock Together: Funeral Rites is a support-oriented passive that grants you additional health/mana regen that is shared among nearby allies. Stacks are gained by being close enough whenever either an ally or an enemy god dies. You lose them if you die |
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Flier-Power!: Wing Gust is your main damaging ability as well as your only semblance of an escape, since not only does it grant you 25% movement speed and four powerful magic bursts, but you get zero backpedal penalty and immunity to roots and knockbacks. Generally, you want to max this one out first |
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Wing Stop: Spirit Ball is your long-range area stun that comes in the form of a giant, glowing 10ft ball of hurt. It increases in damage and stun duration the further it travels, and you can detonate it at any point. In terms of leveling, max this second.
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Eggs-spelliarmus!: Yikes, that was a bad one (bird puns can be tough, okay?). Dispel Magic is one of the more underrated abilities in Isis' bag of tricks. It may seem like just your average area silence, but it's so much more than that:
- Enemies hit by it are slowed for a whopping -35% movement speed - They also get an up to -30% magical protection debuff - All the while, allies in range of Funeral Rites gain the stolen protections |
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Boom-Chick-A-Wow: Circle Of Protection: Your ult. Your heal. Your friend. Your ultimate has a mother of an AOE, acting as both a temporary damage reduction zone and a ticking time bomb that hurts AND heals, increasing in power as damage is soaked up in the radius. Pop it at any time, then sit back and watch the fireworks. Max this ability whenever possible.
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Shoes of the magi have become the focus of my latest build, since season 3 has made an effort to put less emphasis on CDR for mages and I often find myself needing that little extra boost in power and pen during the late game.
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With CDR being downgraded, Shoes of Focus have become more situational. I tend to pick this only when the enemy has a lot of CC-reliant gods like Ymir or Athena
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For me, stacking cooldown reduction early game is imperative. Chronos' Pendant grants decent magical power as well as nearly halves your cooldowns when paired with Shoes of Focus. This means no more of those disgusting 10-18 second cooldowns on your abilities. This is usually my second item.
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Soul Reaver is excellent on Isis because her kit contains heavy-hitting spells that are hard to miss with due to their large areas. Try and sync your Reaver's passive with your Spirit Ball or Circle Of Protection for maximum effect. Wing Gust doesn't work so well because it only activates on the first gust that hits.
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Using your spells should always be part of your escape tactic, so if you're low on hp and on the run, Bancroft's added magical power should give you the boost you need to make the enemy think twice. In addition, it works beautifully with your ultimate, allowing you to increase the damage of your ult the more health you lose, which simultaneously charges it up. Works best if the enemy has a lot of melee.
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Rod of Tahuti packs a lot of power and is the default damage-dealing accessory for any mage. The additional mana regen has a lot of synergy with Funeral Rites, making it particularly effective with Isis. I suggest getting this late game (5-6th item) since it's passive combos with all of the other mp items you've been stacking throughout the match.
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Spear, when used with Wing Gust will melt through half of the base protections on ADCs and enemy mages, allowing you and your team to combo, sweep, and profit. |
Ethereal staff grants you excellent sustain and even a good bit of added magical power. If you find yourself getting fed on early game, go ahead and grab Ethereal to make yourself a little less gank-able.
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Gem of Isolation helps with both survival and teamfighting. With the health and mana boost as well as the added slowing effect, enemies will have a difficult time not only finishing you off, but escaping from your wrath.
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Adding lifesteal to your increased regen aura significantly ups your support potential, especially if you're in a game mode where you're constantly grouped up with teammates, such as in Assault or Arena. Because of the CDR cap, you'd ideally want to pair this with Chronos' Pendant and Shoes of the Magi instead of Focus.
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If you want to go full support, Rod of Asclepius usually seals the deal for me. You get increased movement speed, allowing you to more easily control the battlefield. You also get an additional regen boost that you share with allies, stacking perfectly with your passive.
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Magi's Blessing | Get Magi's Blessing for taking on aggressive teams packing a lot of CC. If you're facing an Athena, Ymir or anyone else with particularly nasty crowd control (that they just love using on you), you'd want to invest in one of these early on. |
Warlock's sash is great for Conquest and Siege, since it's a long-term stacking item and will compliment your strong waveclear and early game. I would recommend this to player's who aren't extremely familiar with Isis' ability kit. However, if you feel comfortable with it, I'd much rather use Book of Thoth and I'll explain below why.
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Warlock's sash |
Curse is great since it perfectly sets up the initiate for your combos, allowing you and your team to quickly trap the enemies, stack your ults, then keep 'em reigned in until you sweep the board.
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Since Isis has no hard CC immunity in her kit that can prevent things like Ares' No Escape or Hades' Pillar of Agony, Purification Bests is a must-have in those matches.
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In arena, the mana buff will usually go to you, unless that Kukulkan really wants it...This means you are likely the first god to get their ult on your team. This is important in case the enemy initiator goes for an early-game dive; you'll be ready and waiting with your Circle Of Protection. For ideal positioning, you want to stick to these spots in the arena. They'll allow you to control minions and launch spirit balls from the side or behind pillars. |
Playing With
Playing with Ares is a blast because you can line your ult up snugly beneath his No Escape, leading to an easy setup and a bloody mess of anyone caught. |
Ares |
Playing Against
Playing against Ares is not as fun, but you can easily counter his ultimate by placing Circle Of Protection beneath him haflway through the ult's channeling. |
Playing With
Anubis works well with you, since you can place your ultimate under him and his targets while he channels Death Gaze, ratcheting up your damage charge. |
Anubis |
Playing Against For the very same reason mentioned above, you can counteract and protect yourself from his stationary abilities with Circle Of Protection. When he launches his ult on you, get yourself and him in the circle and watch as you trade health when you pop it. |
Playing With
You two can make a great pair, as Arty's kit of roots, stuns and slows will give you the perfect opportunities to lay on the CC, allowing for quick cleanup on the hunter's part. |
Artemis |
Playing Against
You can fly over her root traps with Wing Gust, and she can be easily trapped with your CC's since her only escape is her ultimate. Make sure you get out of the way when she uses it, though! |
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Playing With
Chang'e is one of your best gal pals: she can stun, heal, and deal lots of sustained damage, as well as escape almost any situation unscathed. Trade off CC's and cover her back and she'll definitely return the favor. |
Chang'e |
Playing Against
Chang'e is hard to hit with Spirit Ball because of her evasive Moonlit Waltz, so make sure you silence her with Dispel Magic before you try to pull off anything. |
Playing With
Set up easy Loki kills with Spirit Ball, using Dispel Magic to prevent enemies from escaping while he finishes the job. |
Loki |
Playing Against
Don't let him feed on you. When he disappears, get ready to silence the area behind you. If your silence is down, Wing Gust the area, and if you know he's gunning for you with his ult, whip out your Circle and use Aegis Pendant to prevent outright pwnage. |
Playing With
Watch for when Ratatoskr dives, as he'll need your help covering his escape. Even though he has plenty of evasive maneuvers, a single CC on him could mean the end of his squirrely antics, so be ready to stun and silence his pursuers. If he's good, you can bet the enemies are pissed |
Ratatoskr |
Playing Against
I absolutely hate Ratatoskr. He's nearly impossible to hit with Spirit Ball, and trying to catch him with Dispel Magic is futile (but not impossible). Cripple him with Enfeebling Curse then Wing Gust him as you dodge his annoying acorns. |
Playing With
Oh look, your ultimate fits perfectly in his Ring of Spears. |
Odin |
Playing Against
Oh look, your ultimate fits perfectly in his Ring of Spears. |
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Playing With
Time your Spirit Balls to hit enemies right as his Frost Breath stun wears off to maximize the stun duration. Overlap your Circle Of Protection near wherever enemies are running to get out of his Shards of Ice, then wait for his ult to explode before you detonate your own. |
Ymir |
Playing Against
I guarantee you Ymir will pick on you 9 games out of 10. He knows he can blink and take out half your health with his 3 and 2, and the slow from Glacial Strike will completely negate Wing Gust. I'd suggest investing in magi's blessing, then proceeding with caution. |
First off, I'd like to thank Joe AKA Buddhafisted for the excellent guide suggestions and itemization tips.
Next, I want to thank my girlfriend Stephanie for all the support she's given me, and for the patience to deal with my obsession with making this silly guide.
Finally, I want to thank Jordenito once again for having such an amazing BB code guide, which I constantly referred to while gussying this baby up. Shout out to Piederman and Sanguis as well for providing excellent examples and templates. Also, I'd like to credit Shlickcunny from Deviantart for providing the inspiration for my Intro banner. Check out the rest of her neat Smite artwork, it looks pretty sick.
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I'm so glad to hear I helped out someone, especially a newer player! It's part of the reason why I make these guides and I am definitely planning on doing some more guides, especially now that I'll be done with school soon. Thanks for commenting!
Duly noted! Thank you for the feedback!
Thank you so much, your support means a lot! I am definitely hoping to make more future guides once I expand my mastery with other gods
Wow...this is a great guide. Beautiful coding, practically error-free (spelling/grammar), and the way you word things reminds me of, well, me. Great sense of humor throughout. Awesome job. I have to try her out in Arena. +1
Thank you so much for the comment and upvote, it really means a lot! :)
Because it DOES true damage.
It is just not written in the description, which is misleading.
But if you look at the death recap after you've been destroyed by this proc, you will see it's true damage.
Therefore, Soul Reaver proc should not affect your decision between Spear of the Magus or Obsidian Shard
I don't know why, I was sure Soul Reaver proc was True damage.
In the description, it only says additional damage, so we can assume it's magical damage.
Therefore, yes, most likely your first ability will trigger Soul Reaver proc without any application of Spear of the Magus, making Obsidian Shard mose useful.
Other than that, it doesn't matter is the proc is from a Spirit Ball or a Wing Gust, it will hurt the same, so Soul Reaver should not affect your play style in my opinion.
Maybe it is just fun to see big chunk of health removed in one spell, and making the enemy think
"Omg, all that damage from one spell, she hurts so much, I'm in trouble"
I realize the combo I am almost always doing is not even mentioned.
Dispel Magic -> Spirit Ball -> Wing Gust
The idea is to reduce enemy armor before attacking, and the slow ensure the Spirit Ball will hit, as well as the first 2 waves of the Wing Gust.
Maybe it's the best way to play her, what do you think about this combo ?
Logically, this combo makes a lot of sense, and I agree that I find myself using it quite a lot as well. For dueling, zoning and chases this works great. Not too sure about initiates, though. I've found in my experience that the shorter range of Dispel Magic makes it a little risky if your enemy's laning partner/whole team is waiting for you, that is, unless you silence the whole lot of course. :P That's why I opt to starting with Spirit Ball most of the time because I can optimize its range-based damage, have my initiator/lane partner dive in, then silence the enemy out of retaliating/escaping accordingly, then finally clean up with Wing Gust.
That being said, the fact that we use it so often with more or less success means it certainly is worth mentioning in the guide and I'll work on that ASAP.
Thank you for the feedback!