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Cost: 950 (2150)
+250 Health
+45 Magical Protection
+20 HP5
PASSIVE – Whenever you take Magical Damage from an enemy ability you unleash a shockwave that Silences all enemies within a range of 30 units for 1s. This effect cannot trigger more than once every 30s. While this effect is on cooldown, gain 20 Physical Power and 35 Magical Power.
Smite is an online battleground between mythical gods. Players choose from a selection of gods, join session-based arena combat and use custom powers and team tactics against other players and minions. Smite is inspired by Defense of the Ancients (DotA) but instead of being above the action, the third-person camera brings you right into the combat. And, instead of clicking a map, you use WASD to move, dodge, and fight your way through the detailed graphics of SMITE's battlegrounds.
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Advantages: Low cost, balanced stats for a bruiser.
Disadvantages: No health, no physical protection, passive may not trigger when you want.
Restrictions: Physical gods only.
Discussion: Due to the low price, it's best built somewhat early in a match. It's an option for aggressive bruisers who expect to take some damage, and want a temporary advantage when trying to gank / secure a kill.
In addition, the range is limited. 30 units. Let's use your example of Life Tap. It's got a range of 55. She could easily trigger it outside of the range and you get no advantage from it.
And let's take the Bacchus example. If he's initiating on you, it's very possible he's jumping in with Belly Flop. That triggers it, and now he just has to wait 1 second and he can start his Belch.
So, although it's a good point in general, not something I would put in the summary due to it not being reliable.
When we used to play conquest together, and I'd jg with Fenrir, I'd get Masamune for the utility to help with jg, then depending on the situation, I'd get either Void Shield or Ancile
Why is that?