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Agni's MID Power Punch (Care for a drink?)

6 2 40,190
by deathstar3548 updated February 15, 2015

Smite God: Agni

Build Guide Discussion 12 More Guides
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Agni Build

First buy!

Build Item Vampiric Shroud Vampiric Shroud
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

First Back!

Build Item Doom Orb Doom Orb

Second item! (Chose one!)

Build Item Shoes of Focus Shoes of Focus
Build Item Shoes of the Magi Shoes of the Magi

Third is the word!

Build Item Bancroft's Talon Bancroft's Talon

May the Fourth be with you! (Choose One)

Build Item Chronos' Pendant Chronos' Pendant
Build Item Gem of Isolation Gem of Isolation

Fifth Item! (Choose One)

Build Item Spear of the Magus Spear of the Magus
Build Item Ethereal Staff Ethereal Staff

Finish it off with POWAA

Build Item Rod of Tahuti Rod of Tahuti

Active's: get 'em while they're hot!

Build Item Greater Sprint Greater Sprint
Build Item Greater Aegis Greater Aegis
Build Item Greater Purification Greater Purification
Build Item Greater Blink Greater Blink

Situationals; use these when needed

Build Item Bancroft's Talon Bancroft's Talon
Build Item Hide of the Urchin Hide of the Urchin
Build Item Divine Ruin Divine Ruin
Build Item Void Stone Void Stone

Example of finished build ( My personal favorite)

Build Item Doom Orb Doom Orb
Build Item Shoes of the Magi Shoes of the Magi
Build Item Bancroft's Talon Bancroft's Talon
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Tahuti Rod of Tahuti

Agni's Skill Order

Noxious Fumes

1 X Y
Noxious Fumes
3 15 16 18 19

Flame Wave

2 A B
Flame Wave
2 4 6 7 10

Path of Flames

3 B A
Path of Flames
1 8 11 12 14

Rain Fire

4 Y X
Rain Fire
5 9 13 17 20
Noxious Fumes
3 15 16 18 19

Noxious Fumes

1 X
Agni summons a cloud of noxious fumes at his ground target location, doing damage every second. Firing any of Agni's abilities into the fumes detonates the gas, Stunning and damaging all enemies in the radius.

Ability Type: Circle, Stun, Damage
Damage (per Tick): 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Damage (Bonus): 20 / 40 / 60 / 80 / 100 (+20% of your Magical Power)
Fumes Duration: 10s
Stun Duration: 1s
Range/Radius: 55/20
Fumes Duration: 10s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Flame Wave
2 4 6 7 10

Flame Wave

2 A
Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.

Ability Type: Line, Damage
Damage: 100 / 155 / 210 / 265 / 320 (+65% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Path of Flames
1 8 11 12 14

Path of Flames

3 B
Agni blazes a path forward in a quick dash, leaving flames trailing behind him. Any enemies passing through the flames catch fire and burn for damage every .5s for 2s. Ignites Noxious Fumes. Agni is immune to Knockback while dashing.

Ability Type: Dash, Damage
Damage per Tick: 20 / 30 / 40 / 50 / 60 (+15% of your Magical Power)
Path Duration: 3s
Range: 60
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
Rain Fire
5 9 13 17 20

Rain Fire

4 Y
Every 18 seconds, Agni gains a flaming halo that can be expended to summon a giant meteor at his ground target location. He can summon 1 every .8 seconds. Ignites Noxious Fumes.

Ability Type: Circle, Damage
Damage: 140 / 180 / 220 / 260 / 300 (+65% of your Magical Power)
Max Halos: 3
Range/Radius: 65/20
Cost: 10
Cooldown: Dependent on Halos

Welcome!

Hey guys, welcome to my build For Agni, the god of Fire.
This hothead has been one of my favorite characters ever since I started Smite. His damage, mobility and uniqueness (is that even a word?) all fit me perfectly. As a result, I've concocted a guide to help all other starter Agni players learn how to use him effectively and look damn good doin' it.

So without further ado, lets dash right in!

The Good, The bad, And the Slightly more bad but still not that bad

shield of regrowth
THE GOOD
Great Power
Nice Escape
Area Damage + Stun
Poke like you've never poked before
Good initatior with Rain Fire + Noxious Fumes
Two heads are better than one!
THE BAD
Relatively Squishy
dead if caught with no dash
Lane clear is dangerous early game
Ring of Spears = death

Skills: not just any skills, MAD Skills


Combustion
Agni's passive at first seems kind of lackluster. But once you finish your build you are guaranteed to be pumping out hundreds of damage from your passive alone. And it's great for lane clear, when the creeps just barely have health, the passive kicks in and kicks them out.



Noxious Fumes
Basically the core of Agni's abilities. Firing any other abilities into it stuns EVERYONE in the radius for a solid second. That could drastically change a team fight! it also last for quite a while is good on minions, but I don't use it too often for that. They kinda just walk out of it. Plus, your opponent can just step into it once and have their minions attack you, which of course is never a good thing.



Flame Wave
Holy damage, does this thing do damage! The slight pause before it appears makes it feel so powerful and satisfying. the range is perfect for a getting a whole lane of minons, and the width isn't too shabby either. A great ability all around.



Path of Flames
Agni is the only mage with the a dash. That being said,the dash is almost instant, leaves a trail of damage, and you are immune to knock-up. The only downfall is that it's no longer CC-immune. When you dash away from an enemy and they think they're safe by walking around the flame, they got another thing coming. They are just asking for a Noxious Fumes and Rain Fire!



Rain Fire
This ultimate has an alternate name; The Poke. Every 20 seconds (which can be shortened with CDR), you gain a halo. Each halo is worth one bomb. And you know how much one bomb is worth? DAMAGE. LOTS AND LOTS OF DAMAGE.No one is safe from Rain Fire. No one.

Items; Take Note!

GAME START



This is usually how I play Agni. Different teams and players affect the build. Change it to how YOU like it!

A great starter item. This, along with Lost Artifact will keep your mana pools filled and keep you alive. Be sure to last hit!


Build this into Doom Orb. Some extra POWAA and MP5 really helps. Oh, and grab a Healing Potion and Mana Potion while you're there.



FIRST BACK, NICKELBACK





Finish off Doom Orb now and grab an active if you can ( Aegis Amulet if you're up against a Poseidon or Scylla, ETC.)
If you think you'll be dying a lot, it's not a bad idea to switch to another item such as warlock's sash. You won't be so powerful in the beginning but later you'll be hitting just as strong.



PILE IT ON, BABY (Mid to Late Game)





Ahh, that extra speed sure helps. And the penetration lets you take more of your enemies life away with each hit! What a treat!

Now we are getting serious! Now I used to think that Polynomicon was the better option for general lifesteal and power, but after the nerfs the old book has been hit by, as well as the current meta, I believe the Talon is the better option. After all, it is one of the few items to have 100 magical power flat!

In my opinion, almost every build needs some Cooldown Reduction. Father time's Pendant here provides just that as well as that extra "Ooopmh" in power. And with that MP5, Mana Potion's are a thing of the past!


This item really fits into Agni's combos. You can stack it very quickly allowing both you and your teammates to strike that much harder.

No mages' build would be complete with this unholy POWER PUNCH of an item. With the completion of this item, you bring your magical power to over 630! Not to mention the enemy protections lost from Spear of the Magus.

Looks like you have to go mid, And someone suggests Agni....

You: What do I do?



Easy.

Buy your Vampiric Shroud, Lost Artifact, Healing Potion and Mana Potion.
Level up your dash and head down to the mid lane and into the right mid jungle camp.


The solo laner OR the ADC(depending on what side you're on) should be there to help you clear it. Be sure to use your dash to help kill the fiends! After that run back into lane and you should be greeted with your opponent. after a few deathly stares the minions should converge.

Now this part is tricky; it matters on your opponent.

If the enemy uses an AOE attack to clear minions, (Ex. Kukulkan, Anubis, Poseidon), I suggest dashing through the enemy minions towards the enemy tower, then basic attacking while walking back to safety. However, if the opponent does not use AOE (Ex. He Bo, Nu Wa, Vulcan) You can walk up to the enemy archers and dash back to your minions. Otherwise, you may dash into the opponents AOE. The enemy god may be aggressive and attack you, but they shall feel the wrath of early game minions and take quite some damage (archer minions OP), while you will get healed by Vampiric Shroud and that Healing Potion you got lying around.

Once you reach level 5 and upgrade Rain Fire, you can use one or two Rain Fire and a Flame Wave to clear the minions.

You: Okay, I'm level 5. Now what?



Go back and buy your stacking item, either warlock's sash or Doom Orb you INSOLENT FOOL!
I mean, dear reader. :)


It's imperative that you build your stacks as early as possible for maximum pain!

Oh, and one more thing. Be sure to ward! Since middle lane is basically the crossroads of all travel across the map, enemies will want to pounce on you when they have the chance. The best place to ward is in between the mid camp and the Speed/Damage buff, depending which side you are looking at. Wards will help you stay alive and stack Doom Orb or warlock's sash, and helps your teammates know where the enemies are heading and going.

You: Nice, I'm winning my lane! But solo lane is struggling...



It's part of the mid laners job to gank both duo and solo lanes.
If your minions are pushed up to tower don't be afraid to sneak up behind in solo. It really helps alleviate the solo laners pressure and gives them time to go back to base. Also, be sure to call when your opponent is missing, so your teammates can be prepared in case of a gank. Try to follow them as well, so you an counter gank and maybe score a kill as well.

You: ****, I'm always dying early in team fights, i'm just not tanky enough!



No problem, just switch out an item for a defense item, such as Hide of the Urchin.

After all, a build is just a general outline. Different team compositions require different items. You're not gonna build physical defense against an all magical team just because a build says so right?

You: Alright man you don't gotta rub it in!



Sorrrrrrryyyyy Princess!

You: Whatever. We got Fire Giant and are pushing into their base.



Great, remember to use your Rain Fire safely and effectively!

You: Aw yeah we won! You're the best deathstar3548!




Don't mention it, kid.

How to Master Agni's Godly Combos

Lets start from the most basic to the most advanced.

The Easy Stun

And right before the bomb lands

You can stun everyone in the radius of the Noxious Fumes as long as the circles of the fumes intersect with Rain Fire. This is extremely effective in situations with big grouping of enemies such as the Gold Fury and the Fire Giant.


The Full Deal

Into into into a BASIC ATTACK

This combo shreds through just about everything. And since the Spear of the Magus passive will be fully stacked your basic attack is gonna HURT.


The where do you think you're going?

into into and/or


If you place Noxious Fumes over the flames from your Path of Flames, it instantly stuns, allowing you to unleash a barrage of attack on anyone who thought they could get away from you! This, as you may suspect, is the most risky combo. Only preform this is if you are definitely going to to kill the enemy, know for a fact you can escape, or you just wanna go kamikaze on somebody.

Teamfight Breakdown

So the enemy approaches huh? Follow these guidelines and you'll be throwing games like you're a quarterback.

First off, the GOLDEN RULE is: Stay behind your tanks!
Your support player and possibly your solo laner should be in front, protecting the squishes (AKA You, the Jungler, and the ADC, also called the Hunter).

Be ready for attack and coordinate with your team when to stun a target with your Rain Fire into Noxious Fumes combo. A good stun on a squishy almost always leads to a bloody demise for them!

DO NOT use your dash for attacking purposes. Doing so will probably leave you in a bad spot and most likely dead. Save it for when you need to book it!

Other than that, rely on your team for help and for damage opportunities. Just remember that they are doing the same to you.

Purification Beads and Sprint are your friends in this situations. Use them wisely!
Ahh, these beads have saved my life more times than I could count.

So what kind of stats are we talking here?

Lets start off with my favorite build, which consist of:
Doom Orb
Shoes of the Magi
Bancroft's Talon
Chronos' Pendant
Spear of the Magus
Rod of Tahuti

Okay, fully stacked, without a Damage Buff, Fire Giant Buff, or any potions, this build gives you:

663 Magical Power
30 Penetration (Brutal)
1605 Mana
59 MP5 ( Mana Potion be gone!)
25 Cooldown Reduction
1780 Health
63 Physical Protections
30 Magical Protections


Keep in mind that you would have more power at lower health due the Bancroft's Talon passive.


What about my second build?

My second build option consists of:

Shoes of the Magi
Warlock's Sash
Bancroft's Talon
Ethereal Staff
Hide of the Urchin
Rod of Tahuti

Let's see, with no buffs or potions like last time, this build gives you:

600 Magical Power (Wow, Exactly 600? You don't see that everyday)
15 Penetration
2355 Mana
27 MP5
3230 Health (Holy Mama)
128 Physical Protections
95 Magical Protections

Well, as you can see, you don't lose that much power as the other build. However, you have half of the Penetration, around half of the MP5, and no Cooldown reduction. What you do have is a boatload of health and some protections to boot.

And again, you'd have more power with lower health thanks to Bancroft's Talon

What is comes down to, then, is survivability versus damage output.

Which is better?

Like I said, it's up to the player and the situation to decide the build. Study both you and your opponents Gods and builds to determine what to do.

To Be continued? Oh, and one more thing...

That's all for now, I may add for more sections depending on what the community thinks.

This is also my first guide.

I literally just looked at the guide of guides to making guides (so to speak) for about 5 minutes and then constructed this thing masterpiece. I had a lot of fun with it and i'm as eager as a bakasuara bunny to find out what improvements I could make here. So don't be shy! Go on a ranting rampage on all the things I did wrong. I'm used it it by now!


Edits:

10/25/14

Changed some items, fixed some errors, added more details yadda yadda yadda
Also added a Teamfight section (you're welcome Devampi)
And added a Stats section

2/15/15

Well, starting Season 2, I can't really say that my build needs to be changed. But, I digress.

Leave a Comment

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Collapse All Comments

1
AmorphousGamer | February 15, 2015 4:36am
I can't say I agree with the build fully, but to each their own. It's definitely well-written, props for that. One thing I noticed is your icon sizing in some sections is a little bit... uh... in your face? They're really huge and distracting. Maybe make them a little bit smaller.

Otherwise, well done!
1
Greenevers (105) | July 11, 2014 5:57am
Yes, you definitely want to start out with Path of Flames.
1
Pentargonite (62) | July 11, 2014 5:37am
Devampi wrote:


or you just edited it or my reading skills are getting bad again.


And penta didn't know it was that way around. but still like 2 better XD. especially when you see a mid tyr or something unusual like that

Why?
If you start with you 3 you have an escape, which is another advantage.
1
Devampi (105) | July 10, 2014 11:44pm

I believe I said Agni is the only mage with a dash.

or you just edited it or my reading skills are getting bad again.


And penta didn't know it was that way around. but still like 2 better XD. especially when you see a mid tyr or something unusual like that
1
deathstar3548 (1) | July 10, 2014 8:28pm
Greenevers wrote:

I feel like you need some Bancroft's Talon in that build. It's a must on Agni for me.

I'm going to upvote this, but it is lacking in some areas. I'm a bit busy atm, so if you need help PM me.


I will add Bancroft's Talon in the build shortly. Thanks for the feedback! I'm gonna continue working on this, i'll be sure to message you.

-POWAAA
1
Greenevers (105) | July 10, 2014 5:45pm
I feel like you need some Bancroft's Talon in that build. It's a must on Agni for me.

I'm going to upvote this, but it is lacking in some areas. I'm a bit busy atm, so if you need help PM me.
1
deathstar3548 (1) | July 10, 2014 10:38am
Pentargonite wrote:

Starting with your 3 is standard, and it's 4x20+15% so 80+60%


Righteous.
1
deathstar3548 (1) | July 10, 2014 10:32am
Devampi wrote:

well good guide I'm not missing too much. Only a better teamfight section. But still some points could be better/bothering me.

The build:
It is a pretty risky strategy to take Doom Orb, because when the game looks too be going bad against youm you won't get it stacked losing a lot of power. Also there are no situational items (and that are a lot of items on most gods) or actives (and on actives now describtion why this active is a good one)

Skill sequence:
The thing bothering me here is the start IMO you can better start with your 2 (the wave clear) then with your 3. why because your 2 has 90 (+50% MP) and your 3 only 80 (+15%) on total damage. And you need to get close what can get you a lot of damage. because the god can just walk in your flames a bit turning their minions on you and with the wrong god you will be a lot further away from your tower in no time.

Also you shall always save at least 1 of your meteor's for kill stealing securing.

Oh and agni isn't the only one with a dash Xbalanque's Rising Jaguar has a short dash before he goes airborne


Thanks for the feedback! I believe I said Agni is the only mage with a dash. I will add a part about alternate items in-case stacking with Doom Orb goes wrong. And probably a bit about kill stealing "kill securing" with Rain Fire Thanks again!
VER
1
deathstar3548 (1) | July 10, 2014 10:21am
Creature133 wrote:

Man, this have to be the coolest guide ever.


Thanks my dude!
1
Pentargonite (62) | July 10, 2014 8:14am
Devampi wrote:



Skill sequence:
The thing bothering me here is the start IMO you can better start with your 2 (the wave clear) then with your 3. why because your 2 has 90 (+50% MP) and your 3 only 80 (+15%) on total damage. And you need to get close what can get you a lot of damage. because the god can just walk in your flames a bit turning their minions on you and with the wrong god you will be a lot further away from your tower in no time.



Starting with your 3 is standard, and it's 4x20+15% so 80+60%
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