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Freya enters the... frey - Duo/Mid Lane Guide - Now Inc. HD Videos!

21 5 87,646
by Odd Arcade updated November 1, 2012

Smite God: Freya

Build Guide Discussion 16 More Guides
Choose a Build: Magical/Hybrid
Magical/Hybrid Mid Lane Build
Tap Mouse over an item or ability icon for detailed info

Freya Build

Build 1 - Magical: Gem of Isolation

Build Item Healing Potion Healing Potion
2
Build Item Spear of the Magus Spear of the Magus
Build Item Doom Orb Doom Orb
Build Item Boots of the Magi Boots of the Magi
Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Polynomicon Polynomicon

Build 2 - Magical: Creeping Curse

Build Item Healing Potion Healing Potion
2
Build Item Spear of the Magus Spear of the Magus
Build Item Creeping Curse Creeping Curse
Build Item Doom Orb Doom Orb
Build Item Boots of the Magi Boots of the Magi
Build Item Rod of Tahuti Rod of Tahuti
Build Item Polynomicon Polynomicon
Build Item Obsidian Shard Obsidian Shard

Build 3 - Hybrid: Attack Speed

Build Item Healing Potion Healing Potion
2
Build Item Spear of the Magus Spear of the Magus
Build Item Doom Orb Doom Orb
Build Item Boots of the Magi Boots of the Magi
Build Item Qin's Blades Qin's Blades
Build Item The Executioner The Executioner
Build Item Rod of Tahuti Rod of Tahuti

Build 4 - Hybrid: Speedy Crit

Build Item Healing Potion Healing Potion
2
Build Item Doom Orb Doom Orb
Build Item Boots of the Magi Boots of the Magi
Build Item The Executioner The Executioner
Build Item Qin's Blades Qin's Blades
Build Item Deathbringer Deathbringer
Build Item Rod of Tahuti Rod of Tahuti

Build 5: Mid Lane! (Hit the lil 'Build 2' tab up there for Skill Order

Build Item Mana Potion Mana Potion
3
Build Item Healing Potion Healing Potion
2
Build Item Boots of the Magi Boots of the Magi
3
Build Item Doom Orb Doom Orb
Build Item Rod of Tahuti Rod of Tahuti
Build Item Gem of Isolation Gem of Isolation
Build Item Polynomicon Polynomicon
Build Item Obsidian Shard Obsidian Shard
Build Item Cloak of Meditation Cloak of Meditation

Freya's Skill Order

Irradiate

1 X Y
Irradiate
1 4 6 7 10

Pulse

2 A B
Pulse
2 8 11 12 14

Banish

3 B A
Banish
3 15 16 18 19

Valkyrie's Discretion

4 Y X
Valkyrie's Discretion
5 9 13 17 20
Irradiate
1 4 6 7 10

Irradiate

1 X
Freya activates a Buff that makes her Basic Attacks do bonus Magical damage. Freya may cancel this ability early to put it on cooldown.

Ability Type: Buff, Damage
Damage per Attack: 40 / 55 / 70 / 85 / 100 (+25% of your Magical Power)
Duration: 5s
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Pulse
2 8 11 12 14

Pulse

2 A
Freya activates a Buff that makes her Basic Attacks ranged, dealing bonus Magical damage and Slowing the target and all nearby enemies. The area effect and slow are lost when Irradiate is active.

Ability Type: Area, Buff, Damage
Damage Per Attack: 30 / 40 / 50 / 60 / 70 (+15% of your Magical Power)
Duration: 6s
Slow: 15 / 17.5 / 20 / 22.5 / 25%
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 11s
Banish
3 15 16 18 19

Banish

3 B
At her ground target location, Freya Banishes her enemies into the air for a short time. The enemies can't be hit or take action while in the air.

Ability Type: Circle, Banish
Banish Duration: 1.5s
Radius: 10
Cost: 70 / 65 / 60 / 55 / 50
Cooldown: 19 / 18 / 17 / 16 / 15s
Valkyrie's Discretion
5 9 13 17 20

Valkyrie's Discretion

4 Y
Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of Magical damage up to 4 times while flying. Freya can't be hit when at full ascension and can cancel it anytime.

Ability Type: Circle, Damage
Damage Per Blast: 90 / 125 / 160 / 195 / 230 (+35% of your Magical Power)
Duration: 3.6s
Radius: 12
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 100s

Introduction



Welcome to my fifth Smite God Guide, featuring Freya, The Queen of the Valkyries.


I aim to deliver basic, yet informative guides to the way I play certain Gods.

This is only one way to play Freya, make sure to test out your own builds and spell orders. Also make sure to check out my YouTube channel for already made Smite Video Guides to see how I play the gods personally. Click Here For Video Guides...
Freya has the power to obliterate almost any squishy champion in one big burst. Her Ultimate can rip apart team fights, leaving them crippled and giving your team a serious advantage. He ultimate also gives your AWESOME sniping ability. Allowing you to pick up kills from fleeing enemies and people teleport back under their tower.

YouTube Videos

Smite Duo Lane Guide - Freya

Smite Mid Lane Guide - Freya

Check Out My Other Guides

Pros/Cons

Pros

  • Aweomse single and...
  • Area of Affect (AoE) damage
  • Sweet slow
  • Crazy Crowd Control (CC)
  • Ability to pick up kills from a far (Snipe)
  • Seriously benefits from being fed
  • Can clear lane side jungle camps quickly

Cons

  • Squishy squish!
  • Hardly any escape (has a slow)
  • Mana hungry early game

Items

To take advantage of Freya's passive, Brisingamen's Blessing it's best to build her with A LOT of Magical Power. Getting an early Doom Orb can really help you reach this high damage but if your not doing so well early game (Dying a **** load/Hard lane match up) then take a Warlock's sash as these stacks don't fall off upon death and will give you some nice Health to help your survive.

By building Freya with pure magic power you negate the reason to have Attack Speed. Magical Power will . It is good to build Attack Speed but this doesn't mean that you should build a Fatalis as you will be missing out on essential Magical Power. If you are going for and prefer having some Attack Speed either go for Qin's Blades or The Executioner. They give some physical power and have great passives.



Healing Potion


Purchasing 5 Healing Potions will be enough to last and seriously help your early game sustain, allowing you more opportunities for kills and helping you push the tower you so hopelessly desire to crumble. Healing Potion's combined with Health Buff can fix you up from the edge of death.


Spear of the Magus


This is an absolutely awesome starting item. It offers Health, Magical Power and magical penetration. All of the stats you could possibly want early game.


Doom Orb


This item can be risky, however, when pulled off, it can be great. If you feel that you die quite often and arnt comfortable enough to take Doom Orb then look to take a warlock's sash instead and use my second build. If after finishing Spear of the Magus try to judge how the game is going and how you are doing. If you've scored a kill or two then it, if youve allready died a few times then let it slide


Warlock's sash


This is good for when you dont feel happy using a Doom Orb. warlock's sash is safer to take but less reWarding. If after finishing Spear of the Magus try to judge how the game is going and how you are doing. If you've scored a kill or two then grab doob orb, if youve allready died a few times then grab this item.

Boots of the Magi


Another essential. The reason for taking this third is the simple fact that a stong early game is a even better late game. Yes, you will be mind boggoling slow for a short while but just adapt. Try not to over extend or get into a position that requires you to run fast. Taking this third just gives you a great chance to score some early kills with the sheer amount of Magical Power Spear of the Magus and Doom Orb have granted you.


Gem of Isolation


A good yet optional item to take. I like to have Gem of Isolation as when popping Irradiate you will be able to land pretty much all of your hits. You can then use Pulse for when the enemy is fleeing. It also grants valuable Health and Magical Power also. If you feel like not taking this then ensure to take Creeping Curse as it does the same job but is cheaper and think about taking items like Obsidian Shard instead.


Rod of Tahuti


An expensive yet sweet item. Rod of Tahuti will increase everything. Your auto hits will do more damage from your passive Brisingamen's Blessing, your Irradiate and Pulse will do more damage and your ultimate Valkyrie's Discretion will tear the enemy team to pieces.


Polynomicon


An extremley powerful item for freya as you are usually in the position to pull this off. Pretty much all of your damage comes from auto hits and you will be building a hell load of Magical Power so this will truly rip the enemy up and give you some awesome burst damage.

Obsidian Shard


An item which isnt an essential but can really deal some tremendous damage. Take this for when you skip Gem of Isolation and take Creeping Curse. Just remember that this item offers no defensive bonuses like Health so be weary.


Qin's Blades


An item which takes it's place in the 'Hybrid' build. When combined with The Executioner you will have some sweet Attack Speed and it's passive can really deal some mean damage.


The Executioner


The second item in the 'Hybrid' build. It gives you Physcial Power and Attack Speed and the passive will really make your passive Brisingamen's Blessing very effective and really put it to use.

Abilities

Heavenly Agility


An ability which should be taken by at least one person on a team. It can saver teams life, your life and even secure kills when chasing down enemies.


Girdle of Might


This ability is great to have and is often forgotten about. It should be taken by at least one person on a team, so why shouldn't that person be you? It is also perfect to you because it grants you +50 Magical Power. Use Girdle of Might just before you use Valkyrie's Discretion as its magical bonus will take affect on all 4 of your ultimate hits. Awesome damage.


Creeping Curse


Optional:
Take only when your missing out on taking Gem of Isolation. Use it when the enemy starts to run, or when your being chased.

Skills - How and When

Brisingamen's Blessing


Freya's necklace converts 20% of her Magical Power to Physical Power, allowing her basic attacks to gain strength as her magical strength grows.

  • This passive is the main reason to my main build. Building pure damage is awesome for all of your abilities and it also takes advantage of this sweet sweet passive.
  • This passive is also great for pushing towers. Freya is the only god that their tower pushing benefits from build high Magical Power.

Irradiate


Freya activates a buff that lasts for 5 seconds that makes her basic physical attacks do an additional 40/55/70/85/100 (+30% of your Magical Power) magical damage. The additional damage is halved while Pulse is active.

Cost: 60/65/70/75/80 Mana

Cooldown: 13 sec

  • Do not use whilst Pulse is active. As stated in the description, "The additional damage is halved while Pulse is active" using this whilst Pulse active will HALF its damage. That pretty much render it useless.
  • Use this as you approach the enemy. It does have an animation time on it so try to preempt this.

Pulse


Freya activates a buff that lasts for 5 seconds that makes her basic attacks ranged that deal an additional 20/30/40/50/60 (+20% of your Magical Power) magical damage and slow by 25%, doing the same damage to nearby enemies. While Irradiate is active, the additional damage is halved while the slow and area damage are not applied.

Cost: 60/65/70/75/80 Mana

Cooldown: 13 sec

  • This skill is probably your most useful skill. Although it doesn't deal as much damage as Irradiate, its slow and AoE damage are useful in many different occasions...
  • When going into a fight against a melee god: As they approach you at the start of the fight pop Pulse and walk backwards whilst hitting them, this will slow them down dramatically and give you a major advantage without taking any damage what so ever.
  • When going into a fight against a ranged god: After running into the fight and dealing as much damage as possible with Irradiate pop Pulse to increase your damage even further. They may be fleeing at this point also so the slow from Pulse will help secure the kill.
  • Clearing minion waves: Try to simply hit as many minions as possible, aim for the middle of the bunch so more minions are hit.

Banish


At her ground target location, Freya banishes her enemies into the air for 1/1.5/2/2.5/3 seconds. The enemies can't be hit or take action while in the air.

Cost: 75 Mana

Cooldown: 19/18/17/16/15s

  • Banish can be used to save your life when being chased and kill many fleeing enemies.
  • You can also use Banish as an offensive advantage. You can pop it just before you rin in. It will freeze the enemy in place and allow you to run underneath them. At which point you can lead with Irradiate and so on...

Valkyrie's Discretion


Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of 120/150/180/210/240 magical damage up to 4 times while flying. Freya can't be hit during her ultimate and can right click to cancel it early.

Cost: 90/95/100/105/110 Mana

Cooldown: 90 sec

  • SUCH A POWERFUL ULTIMATE!
  • This skill does sooooo much damage and the best thing is that it is AoE! It allows you to scream death all over the enemy team during a team fight, especially whilst a Hades or Ares ult has gone off.
  • Remember to SNIPE! The majority of the kills i get with this awesome ultimate is from fleeing enemies. It makes Ra's ultimate look puny!
  • During early game there are alot of skirmishes which end in the enmy fleeing under their tower with very little Health... No Problem! Valkyrie's Discretion can sort this!

Warding



If you are playing with a tank then have them buy the Wards. You need the money more so as you can focus on buying items to deal as much damage as possible. If the person your laning with isn't a tank or is just play ignorant then buy the Wards yourself.

Warding isn't an essential if your not playing up against a Jungler. Although it still is a good idea as it can give you sight on the Mid Lane Gankers.

Early Game:


(Wards mirrored if playing left lane)
Places:
  • A - This will cover Health buff. Catching someone out whilst they are taking Health Buff can be majorly beneficial. If both you and your lane partner see them there then you should both storm to hit their face! You could gain a kill and a Health Buff.
  • B - Only Ward here if you are well pushed. It can pose quite hard to Ward this if you are pushed yourself and it isn't worth going out of the way to do so.
  • C - Ward here and only here if your not playing up against a Jungler. It will protect you from most ganks as they usually pass through this area.

Late Game:

  • D - Ward THE GIANT! This is an essential. A real essential. Any Ward around here is great. Placing one at the mouth of the cave is really good as it allows you to see wether the enemies are actually going to fight it.
  • E - Ward THE GOLD FURY! Not so much an essential but great to have. Killing the Gold Fury gives your team a great advantage and if dominated the gold difference can build up drastically.

Build 1 - Magical: Gem of Isolation



This build focuses on building sheer amounts of Magical Power yet freeing up an ability slot for more team friendly abilities. It also gives you that little bit of Health from Gem of Isolation that can mean the difference between life and death.

Build 2 - Magical: Creeping Curse



Very similar to the first build but making use of Creeping Curse. It also gives you more damage thanks to the magical penetration that Obsidian Shard offers. The only 'problem' with this build is the lack of Health. You will need to be extra careful when using this build because none of the items what so ever increase your survivablity.

Build 3 - Hybrid: Attack Speed



My third build. For those people that like to really play Hybrid. This build gives a huge amount of Magical Power whilst granting a decent amount of Attack Speed to increase the damage Irradiate and purge can pull off. This build also grants a decent amount fo Health from Qin's Blades and Gem of Isolation

Build 4 - Hybrid Speedy Crit:



This is another hybrid build which err's more to the side of physical damage. Introducing the Deathbringer really cuases some crazy damage. This build also manages to fit in Doom Orb and Rod of Tahuti for some seriously strong magical attack (valkarie's desecration). The attack speed and passives from Qin's Blades and The Executioner will also rip apart the enemy.

Build 5 - Magical: Mid Lane



Mid Lane! Yes, you heard it. Mid lane is very possible on Freya, it does require you to take meditation which can be a problem late game due to you having one less slot since the patch. However, it does allow you to play mid and get seriously overleveled, allowing you to gank and kill pore little Cupid's and Hel's with one quick burst of your ultimate! (fully built)

If you are interested in playing Freya in the mid lane then make sure to check out my video on it.

Summary

Thank you for taking the time to read my forth Smitefire guide, I hope I have covered the basics and have achieved what I aimed to do, a simple yet descriptive guide for people new to Freya and the Duo Lane Guide or even Smite.

Please get back to me guys, your input really helps me improve my quality of information, im here to help you and if you can help me do that, it is always much appreciated.

Leave a Comment

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Collapse All Comments

1
Araganor (2) | January 11, 2013 5:11am
I prefer to level pulse, then banish, then irradiate. Until you get around 3 ranks in banish, it's pretty useless for chasing or running. I just don't usually end up using irradiate nearly as much. Also, these builds are the BOMB.
1
yzb25 | December 31, 2012 4:16pm
Am i the only one who prefers that high magic horn thingy to the spear? I always die if i go spear first but with the horn i get an insane amount of magic damage.
1
DarkDemon | November 18, 2012 9:40pm
Build 4 is so much fun with Irradiate and Pulse dealing stupid amounts of dmg. although i made a few adjustments
1
Protoberance (1) | November 7, 2012 6:25am
I tried build 1 and build 4 in arena match today, starting with build 4. Really liked the high
attack speed and crits came around 500 damage. Build 1 gave me the feeling i play on slow motion speed, the ult scored some nice big hits around 350 and 400. I took the cooldown buffcamp quite often to make advantage of this. In the end, build 4 was more fun to play.
1
Radiikz (1) | November 2, 2012 10:55am
This guide is boss, I will try out some of these builds thanks... :)
1
EZ Bake Loven (1) | October 30, 2012 10:34am
The best part about this guide hands down is that there isn't a single fatalis in sight. What a trashy item. I can't wait until this community realizes how bad it is to build it. Reminds me of Stinger in LoL. GJ on not being dumb, I will +1 this for mechanical understanding
1
therailtracer | October 23, 2012 2:30pm
Great guide, very good ingame, but I think that freya needs to be built a little tankier to survive the teamfights.
1
Sir Rabbit | October 23, 2012 7:07am
Quoted:

Spear of magus is just too powerful over doom orb. They get you early kills and they let you control the lane creeps.

Beads are good, but not worth 500g against a team that has no CC or very poor CC


I understand that beads are situational, but so is every other "ability", especially since you can only currently choose 2 of them. I just felt they should be mentioned because 1) the god has very little escapabilty and 2) your doom orb stacks are at risk.
1
Westighouse (102) | October 21, 2012 6:32pm
Quoted:

I like to get purification beads on freya. Lacking any real escape, these beads will save your life, especially when building next to no HP/Defenses.

A good example on how beads could turn a fight. I was fighting an anubis, he managed to snare me and then ulted. I would most likely have died, but instead I popped beads, and ulted, completely wasting his ult and ended up getting a kill in return.

with doom orb stacks on the line, 500G is well worth it.

I feel girdle of might is perfectly suited for freya. since you can make use of both the AD and Mag buffs, was glad to see it in the guide.

Great guide, though sometimes I like to start with doom orb if Im laning with someone I know, getting those stacks earlier in the game could make a big difference in your laning, and you also have more money to spend on pots/wards. also the MP5 helps with the early game mana issues.



Spear of magus is just too powerful over doom orb. They get you early kills and they let you control the lane creeps.

Beads are good, but not worth 500g against a team that has no CC or very poor CC
1
Sir Rabbit | October 21, 2012 5:53pm
I like to get purification beads on freya. Lacking any real escape, these beads will save your life, especially when building next to no HP/Defenses.

A good example on how beads could turn a fight. I was fighting an anubis, he managed to snare me and then ulted. I would most likely have died, but instead I popped beads, and ulted, completely wasting his ult and ended up getting a kill in return.

with doom orb stacks on the line, 500G is well worth it.

I feel girdle of might is perfectly suited for freya. since you can make use of both the AD and Mag buffs, was glad to see it in the guide.

Great guide, though sometimes I like to start with doom orb if Im laning with someone I know, getting those stacks earlier in the game could make a big difference in your laning, and you also have more money to spend on pots/wards. also the MP5 helps with the early game mana issues.
1
HylianBrony | October 21, 2012 9:31am
Quoted:


Yeah i know, I have stated this somewhere in my guide and said that for that first lil section of the game to play carefully. Its just that the sheer amount of damage you can build early game with getting the Spear of the Magus and Doom Orb will just shatter the enemy.

Agreed, only thing I can really think of to play safely though is avoid mid side jungle and place wards near the openings so you at least have a chance to run.
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