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Freya - Let it rain cotton candy

1 0 8,246
by NeonAnderson updated March 13, 2013

Smite God: Freya

Build Guide Discussion 2 More Guides
Tap Mouse over an item or ability icon for detailed info

Freya Build

Start

Build Item Boots of the Magi Boots of the Magi
Build Item Demonic Grip Demonic Grip
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Actives

Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Cloak of Meditation Cloak of Meditation
Build Item Heavenly Wings Heavenly Wings

Final Build

Build Item Boots of the Magi Boots of the Magi
Build Item Demonic Grip Demonic Grip
Build Item Gem of Isolation Gem of Isolation
Build Item Polynomicon Polynomicon
Build Item Rod of Tahuti Rod of Tahuti
Build Item Divine Ruin Divine Ruin

Freya's Skill Order

Irradiate

1 X Y
Irradiate
2 8 11 12 14

Pulse

2 A B
Pulse
1 3 6 7 10

Banish

3 B A
Banish
4 15 16 18 19

Valkyrie's Discretion

4 Y X
Valkyrie's Discretion
5 9 13 17 20
Irradiate
2 8 11 12 14

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
1 3 6 7 10

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
4 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

Hello and welcome to my first guide on Smitefire!

This is a build and guide for one of my main Gods in Smite, namely Freya. This build has a clear mid-late game focus with a weak early game disadvantage. But I will explain more on that later.

Also as this is my first guide, the formatting and such won't be perfect. I will update it as I learn the full functionality of Smitefire more and more. If this guide is a success I will also add more guides to my other main Gods on Smite.

Viability

This build is tested on casual queues for all modes. The only weakness this build finds is on Joust against specific Gods and players who mostly only Joust. Those players tend to really go all out early game to just snowball.

Beyond Joust this build works fine, as is, on Conquest (in left or right lane, as this build does not need Blue buff), on Arena, and on Domination.

In terms of counters, I have yet to really find one. The key here is to have some beefy Gods on your team that you can lane with, though even without that, I have had great success with any God. As long as that player knows how to play it safe until you two can get a kill or two.

Pros / Cons

Pros:

Strong dominating presence in team fights
Big nukes
Strong HP recovery with this build
Can shutdown any other God in a 1vs1



Cons:
Weak early game
Tough 1vs1 until you have Polynomicon
Requires good positioning
Often focused
Squishy when stunned

Purchase Order

This item order works for all modes except Joust against certain players and Gods
You start with Boots of the Magi and Demonic Grip as well as one Health Potion and Mana Potion.

Depending on how it goes in lane, you will then need to do an early b to get Meditation and start leveling up Boots of the Magi if possible. Once the boots are maxed out, you finish building Demonic Grip. Always remember to grab at least one Health Potion each time you are back at base.

From here on out it is straightforward. Just get a Gem of Isolation and max it out, then a Polynomicon. At this point you will immediately notice a massive jump up in your burst and will no longer need the Health Potions.

Then you just buy a Rod of Tahuti and finish off with a Divine Ruin.

Items Explained (WIP)

So why do I take these items? What is the logic behind them? Are there other alternatives? I will explain all that here.

Boots


Here you have two possibilities:
Either Boots of the Magi or Boots of Celerity
I've always gone for the Magi boots as these provide you that extra bit of penetration and magical damage. But the speed and cooldown reduction on Celerity is not bad at all.

I will add explanations for the rest of the items later, just want to get this out now and see what people think of it.

Build in Action

Below is a screenshot of my 7 most recent games as Freya, regardless of winning or losing and the mode it was played on.
.

The Physical Freya?

I will keep this part to a minimal, but there has been a lot of debate on the official Smite forums about Physical Freya instead of Magical.

First of all, Physical Freya used to be a lot more viable when her passive went both ways, thus converting Physical to Magical and Magical to Physical. This was changed at one point so that Freya only converts Magical Power to Physical and not the other way around.

In addition to this, her skills only gain through Magical Power. This means in terms of damage output, she will always deal less damage in a fight than a proper Physical God whose abilities gain from Physical Power. This is especially important in late game, as all Gods can be built as Physical, but this does not mean you should.

Take for example, a situation where you are Freya who has built Physical and end up in a 1vs1 against Arachne. You both have equal Gold and are equally skilled players. Arachne will have a distinct advantage as her skills gain from Physical Power and thus scale up with the more Physical Power you have. This is not the case for Freya as she only scales up with Magical Power. Now in that same situation with equal Gold but as a Magical Freya, the outcome will be much more in the advantage of Freya.

There is only one major Magical orientated God that is viable as Physical right now and that is Poseidon. This is mostly due to the insane movement speed he is capable of, thus meaning his poke and juke capabilities are Godlike if built Physical.

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1
NeonAnderson | March 14, 2013 5:52am
Quoted:

I've played around with this and I have to say, I love it! You do have to be defensive at the beginning a bit, but after that all hell breaks loose! Once you get Polynomicon and and the Rod, you are dealing massive damage! It's awesome!

Nice guide dude!



Glad you liked it!

Yeah, I am still trying to figure a way to bring the early game offensive power up, but then the mid game suffers when I do and I find mid-game is much more crucial than early game.

My solution was to go from the Boots of the Magi to Polynomicon or even start with the Poly. I will still have to experiment around a bit more and see if I can't find a way to bring the early up without making the mid game suffer. If I do I will update the build and guide :)
1
Crappppy (1) | March 13, 2013 9:40pm
I've played around with this and I have to say, I love it! You do have to be defensive at the beginning a bit, but after that all hell breaks loose! Once you get Polynomicon and and the Rod, you are dealing massive damage! It's awesome!

Nice guide dude!
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