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Doctor Vanus: Sci-fi healing torpedoes

1 0 7,894
by Lyhkan updated November 2, 2015

Smite God: Sylvanus

Build Guide Discussion 2 More Guides
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Sylvanus Build

Starter Items

Build Item Watcher's Gift Watcher's Gift
Build Item Mana Potion Mana Potion
4
Build Item Healing Potion Healing Potion
4
Build Item Blink Rune Blink Rune

Main Build

Build Item Shoes of Focus Shoes of Focus
Build Item Heartward Amulet Heartward Amulet
Build Item Sovereignty Sovereignty
Build Item Lotus Sickle Lotus Sickle
Build Item Rod of Asclepius Rod of Asclepius
Build Item Winged Blade Winged Blade
Build Item Greater Blink Greater Blink

Sylvanus's Skill Order

Verdant Growth

1 X Y
Verdant Growth
1 8 11 12 14

Wisps

2 A B
Wisps
2 3 6 7 10

Nature's Grasp

3 B A
Nature's Grasp
4 15 16 18 19

Wrath of Terra

4 Y X
Wrath of Terra
5 9 13 17 20
Verdant Growth
1 8 11 12 14

Verdant Growth

1 X
Sylvanus throws a seed to a target location. If it hits an enemy they will take damage, lose Protections, and become Rooted. If the seed lands on the ground, after 5s it will grow into a flower providing MP5 to nearby allies. The pod can be destroyed by Basic Attacks (maximum 3 pods), exploding and releasing poisonous spores that reduce Protections of nearby enemies.

Ability Type: Circle, Root, Damage
Damage: 80 / 120 / 160 / 200 / 240 (+50% of your Magical Power)
MP5 Increase: 20
Protections Reduced: 5 / 10 / 15 / 20 / 25 (+5%) for 5s
Root Duration: 1.5s
Range/Radius: 45/10
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Wisps
2 3 6 7 10

Wisps

2 A
Sylvanus releases wisps that seek out nearby allies and enemies. Allied gods are Protected and all allies are Healed while enemies take damage over time.

The initial wisp heals allied gods and damages enemy gods for twice the normal amount. This ability does not create seed pods when hitting minions.

Ability Type: Target, Heal, Damage
Damage: 14 / 20 / 26 / 32 / 38 (+10% of your Magical Power) every 1s for 5s
Heal: 10 / 14 / 18 / 22 / 26 every 1s for 5s
Protections Gained: 10 / 15 / 20 / 25 / 30 for 5s
Minion Effectiveness: 35% Healing and Damage
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Nature's Grasp
4 15 16 18 19

Nature's Grasp

3 B
Sylvanus's treant launches his rooty hand out in front of him. The hand stops at the first enemy god hit, stunning them and pulling them back towards Sylvanus.

Ability Type: Line, Grab
Stun Duration: 1s
Range: 60
Cost: 70 / 65 / 60 / 55 / 50
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Wrath of Terra
5 9 13 17 20

Wrath of Terra

4 Y
Sylvanus's treant slams his large trunks into the ground causing large thorny roots to break out of the ground around him. Enemies hit are knocked up and poisoned.

Ability Type: Circle, Knockup, Damage
Damage: 60 / 75 / 90 / 105 / 120 (+25% of your Magical Power) every 1s for 5s
Radius: 35
Cost: 100
Cooldown: 90s

Introduction


Hello world, and welcome to my Sylvanus guide. I play him since he came out, and that's why i have done much experience with him, i always loved playing as Support, learning every support decently and mastering every of them.

Sylvanus, in my opinion, is the most team-based Support in the game: really high healing and some nasty roots thanks to his passive tho (It is still useful even the awful nerf rooting no more on ranged and magical attacks and being nerfed on 25% chance of rooting every 12 sec instead the 100% when he cames out). So, if you want to learn more about his world read this guide! enjoy it!

Pros / Cons

PROS
High Healing
High Crowd Control
One of the most powerful gods to initiate team fights or to destroy enemy ones
Very Hard to Kill if used properly, expecially in late game


CONS
Too slow with uncompleted build
High amount of Skill shots
No escapes
Mana incinerator in early game if abilities aren't used properly
Long, very long CD's

Skills


PASSIVE: NATURE'S PROTECTION
Enemies that successfully land a melee basic attack on Sylvanus have a 25% chance to be rooted for 1s. This may only happen once every 12s.




ABILITY 1: VERDANT GROWTH
Sylvanus throws a seed to a target location. If it hits an enemy they will take damage and become rooted. If the seed lands on the ground, after 10s it will grow into a flower providing MP5 to nearby allies. The pod can be destroyed by basic attacks (Maximum 3 pods), exploding and releasing poisonous spores that reduce protections of nearby enemies.

Damage: 80/100/120/140/160 (+35% of your magical power)
MP5 Increase: 6/10/14/18/20
Protections Reduced: 5/10/15/20/25 for 5s
Ability Type: Ground Target
Radius: 10
Cooldown: 12 seconds
Cost: 60/65/70/75/80 mana



ABILITY 2: WHISPS
Sylvanus releases wisps that seek out nearby allied and enemy gods. Allies are healed and protected while enemies take damage over time.

Damage: 10/15/20/25/30 (+10% of your magical power) every 1s for 5s
Heal: 25/30/35/40/45 (+15% of your magical power) every 1s for 5s
Protections Gained: 5/10/15/20/25 for 5s
Ability Type: Ground Target
Radius: 30
Cooldown: 18 seconds
Cost: 60/65/70/75/80 mana



ABILITY 3: NATURE'S GRASP
Sylvanus's treant launches his rooty hand out in front of him. The hand stops at the first enemy god hit, stunning them and pulling them back towards Sylvanus.

Stun Duration: 1s
Ability Type: Ground Target
Range: 60
Cooldown: 30/27/24/21/18 seconds
Cost: 70/75/80/85/90 mana
This ability can go through walls.



ABILITY 4, ULTIMATE: WRATH OF TERRA
Sylvanus's treant slams his large trunks into the ground causing large thorny roots to break out of the ground around him. Enemies hit are knocked up and poisoned.

Damage: 60/70/80/90/100 (+25% of your magical power) every 1s for 5s
Ability Type: Ground Target
Radius: 35
Cooldown: 90 seconds
Cost: 100 mana
Deals a total of 300/350/400/450/500 (+125% of your magical power) damage.
Sylvanus is immune to crowd control for a short duration after using this ability.

Items

Now, let's talk about the Item choice i made.

First of all, the Starter Items: The Watcher's Gift an Active and 8 pots, 4 Healing / 4 Mana

This is because of two factors:

MANA CONSUMPTION at start, that otherwise would force you to recall too many times, usually if you play well you'll be retreating at 5:00 min.

NO WARDS ARE NEEDED: oh come on, i have seen lots of peeps going 5 multipots and 2 wards, warding at the beginning... we all know the rotations right? the jungler has specifical trajectories and we all know they won't gank until 3 min, if your ADC plays well and you heal him pretty hard, you'll be able to destroy any average jungler ganking at that time.

Second, The Build:

SHOES OF FOCUS - This awesome item was recently buffed giving 250 mana... oh ****! are you kidding? you must of course take this item ASAP. First item, you MUST buy it when you recall the first time, NEVER RECALL before having 1500/1800 golds in pocket, unless absolutely necessary.

HEARTWARD AMULET - After the shoes, you have to rush this precious item, giving your mana pool the sustain it needs to not finish, so you'll be able to be a constant pressure on the field, helping and healing your teammates. It gives an awesome 60 magical protection to you +20 physical (aura) to you and and your mates, buffing MP5 by an awesome +20.

SOVEREIGNTY - Useful as the amulet, but granting the reverse bonuses to you with +55 physical protection and a +20 magical (aura) to you and mates, buffing HP5 by +25.

LOTUS CROWN - With this, you start to be really scary. First of all now your mana is pratically infinite... and everytime you heals your bros you grant them another +20 physical/+20 magical protection stacking up with the buffs of sovereignty and heartward, this is absolutely crazy!

ROD OF ASCLEPIUS - I said in the CONS of this god his ****ty mobility, but with this item you buff +200 health, +75 magical power and +10% movement speed, with an awesome aura effect that increases by 15% the healing and the life regen by allies in 70 yard distance and yourself. This item makes you more powerful in healings and speeds up your feet enough to be where your mates needs you.

WINGED BLADE - The cherry on the cake. With this item you buff your health again, granting immunity to slows, giving you more cd reduction and buffing ground and attack speed. This is a must in every Sylvanus build, you may change maybe the ROD OF ASCLEPIUS with the powerful STONE OF GAIA (Assault or vs. hard magic team) or MAIL OF RENEWAL (Arena/Assault or vs. heavy physical team).

In conclusion this is my favourite and perfect build (for myself) where Sylvanus can be fast and protect his allies, but doing great disruption and CC ruining the enemy team's tactics.

Ranked Play

When playing leagues, usually you have to ask your mates the pick, and be sure to NEVER pick Sylvanus after an enemy Bacchus/Sobek where chosen as support by enemies.

Despite his bad pixels and his stupid face, Bacchus destroys your laning phase with his belch, while Sobek is even worse by getting you or your mate distant with Charge Prey, and reducing healing by 50% with his Sickening Strike, so Sylvanus in this case is a **** pick.

The other problem may be Geb, with his shield, but Sylvanus does lots of area control, so if played well he won't be a great problem.

For last, the best ADC working good with Sylvanus are: Anhur (Root / Double stun), Hou Yi (Double stun), and the little Cupid that is the best mate for Sylvanus in my opinion (insane sustain / double stun / double area ultimate).

Team Work

The team work is pretty easy for Sylvanus: remember to initiate everytime your team is ready and you must (nicely possibly) take the first Purple Buff in the game, leaving the others to your ADC.
Purple Buff is a must for the very first laning phase due to the awful clearing Sylvanus has.

Call good the objectives and tank as possible them, even towers and phoenixes, retreating when taking too much damage or when Whisps is on CD.

Remember to ward, and don't be afraid to be harassing repeating the others to help you ward the lane... with 2 of limit now the job of a support is hell.

Stay close to your allies as much as possible, healing them when needed: don't try to be a ****ing badass not healing your allies with less than 40% of their Health when not in combat! a jungler may gank or you can find a roaming enemy, killing the ally and forcing you to an awful escape (escapes with sylva are ****ing horrible...)

So, few rules for the team work:
HEALING, INITIATION OF TEAM FIGHTS, WARDING, OBJECTIVES. That's all.

Summary

In the end, i'm sorry for the wall of text i've made, but i tried to give you a little encyclopedia where you could learn more about the Ol'Vanus and his Grobot,

Great support, fitting just this role, he's the perfect healer and tank at the same time, CC machine almost as ***bhakharna, giving to his presence a great fear factor.

I thank you very much to have read all of this, i hope you found this useful. Leave your comments and thumbs up if you like this: if this guide will be appreciated i will continue to write some Support guides with my best gods who fit this role.

Thank you again and, BACK TO THE LAB! PEW-PEW PEW-PEW PEW-PEW!

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1
GameGeekFan (50) | November 3, 2015 3:43pm
Actually wards earlier just helps you more if

1) Jungler decides to gank your lane earlier than expected

2) To see when enemy ADC or support comes back after going back to base

3) Early mid gank if your jungler or mid isnt doing well.

All of this has happened to me before, wards arent as useless as you think early game.
1
Vithaliy (8) | November 3, 2015 5:37am
I kinda disagree about your start and the assumption that wards are useless before 5:00.
First, because I don't think you need THAT many health and mana potions. I'll explain why below, but please don't hesitate to prove me wrong! :)

Your Verdant Growth should provide you enough mana (combined with Watcher's Gift) so you should not need more than 2 or 3 if you are winning your lane.
Except if you go against Khepri/ Sobek + and ADC with a good lane clear ( Neith, AMC, Anhur, Medusa), you should win your lane with Sylvanus. As a result, you do not need a lot of health potion as well. Unless I face Khepri/ Sobek I actually don't take any health potion as I max whisps first (so do you). Once again, Watcher's Gift helps a lot, providing you don't last hit the minions.

NB: Maybe I'm not used to face Bacchus often, but I don't see why you couldn't win the lane against him (25% healing debuff is not THAT much). I won't argue as you probably know better here.


To sum up, I'd start with 3 mana potions and 2 wards (that I'd only land at the 2:30 mark, as the jungler won't show his face before) except if I'll have a difficult laning phase ( Sobek/ Khepri).

Anyway, overall good guide. I'll +1 after finishing reading the last sections! ;)
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League of Legends Build Guide Author Lyhkan
Doctor Vanus: Sci-fi healing torpedoes
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