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Freya is not your traditional jungle. Mages usually stick their lanes and duke it out, but Freya is one of the few that can succeed in the jungle. Her passive grants her 15% lifesteal, an important factor when roaming the jungle without pots. Her first two abilities make counter-jungling easy, as the heightened damage from "Irradiate" and splash damage from "Pulse" combine to make one deadly force. Also, the slow from "Pulse" when used by itself functions as an excellent ganking technique, when combined with "Banish" and a couple items like Gem of Isolation and Hastened Fatalis. Even when Freya's first three abilities are down, her ultimate allows her to soar into the sky and fire down up to four blasts of magical damage. This prevents the loss of kills, or just not finishing ganks completely. Even in late game, the power of her splash damage + Tahuti + Gem of Isolation is a combo that cannot be beat. I hope this guide provides some insight on how to properly use Freya in the jungle.
Freya starts out as most junglers would, with Bumba's Mask, a Magical Might pot and Hand of the Gods. Do what you need to do in the jungle (farm solo lane until level 3, camps, blah blah blah) and when you get around to basing, start off with Shoes of the Magi and Enchanted Trinket. This extra magical penetration and lifesteal will help you wipe out camps easily, allowing for maximum farm. Freya's sustainability is very high at this time, so basing will be kept to a minimum. Note that ganking will not be super effective until you purchase Gem of Isolation later in the game, but you will still have success due to your abilities. Keep Bumba's Mask, for you will need the MP5 to keep pouring out your abilities.
Now we get to the later stage of the game, where some lanes will have been won and lost, and the rotations are starting to happen. This is when Gem of Isolation and Hastened Fatalis will come in handy, as rotations and often team fights can be shut down with Freya in the mix. The 25% slow of Gem and the removal of the attacking speed debuff from Hastened Fatalis allows for rapid ganking or rotations, as well as decimating the time fight. At this point, you should have purchased some version of Creeping Curse, for that speed debuff will prove deadly as well. The last item, Rod of Tahuti, is not a priority for Freya. She is not exactly the "hero" of the teamfight, but is always there, watching. Your job is to push like heck in the teamfight, and slow down the enemies so that your teammates can finish them off. Hence, ugrade your HOG to level 3 in case of a Fire Giant grab and max your other active (Beads(in case of heavy CC) or Enfeebling Curse) for teamfights.
When you have enough gold, go ahead and get Tahuti. It's just another weapon to add to your arsenal.
Brisingamen's Blessing
Passive
Freya's necklace grants her +15% Magical Lifesteal.
Irradiate
1st Ability
Freya activates a buff that makes her basic attacks do 40/55/70/75/100 (+25% of your magical power) additional magical damage for 5s.
Cost: 60/65/70/75/80 mana.
Cooldown: 11 seconds.
Pulse
2nd Ability
Freya activates a buff that makes her basic attacks ranged, dealing 20/30/40/50/60 (+15% of your magical power) additional magical damage and slowing the target and all nearby enemies by 25% for 5s. The area effect and slow is lost when Irradiate is active.
Cost: 60/65/70/75/80 mana.
Cooldown: 11 seconds.
Banish
3rd Ability
In a radius of 10 feet at her ground target location, Freya banishes her enemies into the air for 1/1.25/1.5/1.75/2s. The enemies can't be hit or take action while in the air.
Cost: 75 mana.
Cooldown: 19/18/17/16/15 seconds.
Valkyrie's Discretion
Ultimate
Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of 120/150/180/210/240 (+35% of your magical power) magical damage up to 4 times while flying. Freya can't be hit when at full ascension and can right click to cancel it early.
Cost: 90/95/100/105/110 mana.
Cooldown: 90 seconds.
Pros:
-Great Splash Damage for Teamfights
-Excellent Ganking Potential
-Less Backs due to Passive
Cons:
-Squishy
-Can be Countered by Gods with Dash Abilities
-If Abilities are Down, Not much can be Done
Basically the idea with Freya in the jungle is like most other gods. Do experience camps for yourself, as well as buff camps for both you and your team, and get the Gold Fury if it comes around. Ganking is relatively the same, just call it with your team and go in. But this is where the strategy comes in.
If the god to be ganked is relatively drawn out in their lane, come in from behind, and "Banish" them with your 3rd ability. This will give you time to pop "Irradiate" and "Pulse," and by the time they fall, both you and your teammates will be all over them. Until you have Gem of Isolation, it is recommended to use only "Pulse" in ganks, as the enemy god will be slowed by 25% for 5 seconds. That's pretty hefty, and even if they have a dash ability, the existing slow will make it nearly impossible to get away.
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