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How the Hel

0 0 8,627
by Theseguy updated October 1, 2015

Smite God: Hel

Build Guide Discussion 3 More Guides
Tap Mouse over an item or ability icon for detailed info

Hel Build

Starting

Build Item Lost Artifact Lost Artifact
Build Item Vampiric Shroud Vampiric Shroud
Build Item Mana Potion Mana Potion
Build Item Healing Potion Healing Potion
Build Item Magic Shoes Magic Shoes

Core

Build Item Rod of Tahuti Rod of Tahuti
Build Item Bancroft's Talon Bancroft's Talon
Build Item Shoes of Focus Shoes of Focus
Build Item Chronos' Pendant Chronos' Pendant

Options

Build Item Spell Focus Spell Focus
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Asclepius Rod of Asclepius
Build Item Lotus Sickle Lotus Sickle
Build Item Ethereal Staff Ethereal Staff
Build Item Gem of Isolation Gem of Isolation

Actives

Build Item Greater Sprint Greater Sprint
Build Item Greater Purification Greater Purification
Build Item Greater Aegis Greater Aegis
Build Item Aegis Pendant Aegis Pendant

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
1 4 8 11 14

Hinder / Cleanse

2 A B
Hinder / Cleanse
3 15 16 18 19

Repulse / Inspire

3 B A
Repulse / Inspire
2 6 7 10 12

Switch Stances

4 Y X
Switch Stances
5 9 13 17 20
Decay / Restoration
1 4 8 11 14

Decay / Restoration

1 X
DECAY (Dark Stance) - Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 12 unit radius if it hits a god or reaches max range.

RESTORATION (Light Stance) - Hel fires an orb of restoration that damages enemy minions and stops on gods. Hitting an enemy god deals damage. Hitting an allied god provides that god and Hel Health and Mana.

Ability Type: Line, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+60% of your Magical Power)
Light Heal: 45 / 60 / 75 / 90 / 105 + 4 per level
Light Mana Heal: 55 / 70 / 85 / 100 / 115
Light Damage: 70 / 120 / 170 / 220 / 270 (+50% of your Magical Power)
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Hinder / Cleanse
3 15 16 18 19

Hinder / Cleanse

2 A
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.

CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.

Ability Type: Circle, Debuff
Dark Protections Debuff: 5 / 10 / 15 / 20 / 25 + 5% Magical Protection Reduction
Dark Slow: 20 / 25 / 30 / 35 / 40%
Light CC Immunity: 1.5s
Range: 55
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15 / 14 / 13 / 12s
Repulse / Inspire
2 6 7 10 12

Repulse / Inspire

3 B
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies.

INSPIRE (Light Stance) - Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. This heal is half as effective when healing minions. Hel gains Increased Movement Speed, and allies gain a reduced amount (7%) for the duration. Hel and allies also gain 20% Attack Speed while the buff is active.

Ability Type: Circle, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+75% of your Magical Power)
Light Self Heal: 45 / 60 / 75 / 90 / 105 + 5.5 per level
Light Heal Per Tick: 6 / 8 / 10 / 12 / 14 + 0.9 per level
Light Movement Speed: 15%
Light Duration: 5s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Switch Stances
5 9 13 17 20

Switch Stances

4 Y
Dark Stance - Hel's abilities cause damage and she gains increased Magical Power.

Light Stance - Hel's abilities heal and support her allies and she gains increased Protections.

Passive - Hel gains increased MP5 and half of all benefits gained from Switch Stances are shared with allied gods within 30 units.

Ability Type: Buff
Dark Magical Power: 30 / 40 / 50 / 60 / 70
Light Magical and Physical Protections: 13 / 16 / 19 / 22 / 25
MP5: 15 / 20 / 25 / 30 / 35
Cost: 0
Cooldown: 1s

Early game

(this build also works for arenas just dont get the vampiric shroud or potions
-Once you get to your lane you need to be more passive until at least level 3 and you have all of your abilities.
-Your one is your primary poke if you can directly hit the god do it, but otherwise try to take advantage of the AoE and hit the minions near him.
-Occasionally hit him with a night 2,3 combo if the opportunity presents.
-Early game is about poking down and making the god worry about how you're going to attack (whether its the 1 or 3 of night)

Mid game

-After you get your 4 you want to stay in day stance whenever you don't need your damaging abilities to take advantage of the extra mana regen.
-If you can this is where you start to roam.
-Once team fighting starts keep an eye on your team. The AoE heal can be the difference between winning or losing that fight.
-Don't be afraid to do damage though whenever the heal is on CD late game with this build your damage will go through the roof.

Late game

-If your team is winning I recommend no defensive items go for pure magical power.
-Try to stay with your team at this point as stated earlier your heal can turn a team fight

Tips/pros/cons

Tips
-Get used to switching stances in combat once you have full CDR your CDs are quite low.
-Remember to stay in day stance when not in combat or low on mana(Mana regen should hit 100 in day at lvl 20)
-Don't be afraid run in and hit them with everything toss your heal and run.
-The day 2 ability breaks any CC and makes them immune for up to a second.
-Leveling the 1 and 3 together works best if you combine all your abilities effectively

Pros
-High damage and healing
-Great team support late game
-Can turn a team fight if you hit at the right time

Cons
-Low health if you go pure damage
-Minimal team impact in early game
-If you have to go defensive items your effectiveness is reduced
-Requires constant stance switching
-Early/mid game needs you to hit with multiple abilities to do a good damage

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1
Vithaliy (8) | October 2, 2015 1:35am
Yes, agree with you. I'm trying to find a balance with the original build! :D
Actually, I prefer Spear of the Magus over Obsidian Shard as it reduces the protection, which can help your mid dealing damages. But being alive (so you can heal teammates) is more important than dealing damage with Hel IMO. That's why Ethereal Staff can be interesting if you have to go in the front line (if your support is dead/away).
1
Greenevers (105) | October 2, 2015 1:30am
@vithaly

You should get some pen on that build. I suggest Obsidian Shard because your build is so utility oriented instead of for damage. But, if you go Void Stone, Spear of the Magus is the more efficient pick. I would awap out Ethereal Staff or Rod of Asclepius for the pen item. Mail if renewal is a good alternative to BOV w/ CDR boots next patch.
1
Vithaliy (8) | October 2, 2015 1:04am
If you go solo lane against a Bluestone Pendant warrior or Loki, I strongly suggest the use of Breastplate of Valor (just after your shoes/stacking item, instead of Chronos' Pendant. If you go against a mage in your solo lane, I recommend the Void Stone (also for "penetration" and protection). No matter what, you need protection in the solo lane.

Get into consideration that Hel is a bit squishy and has a tough early game because of the Bluestone Pendant, especially because she has to go in the middle of the minion wave to clear it. That's why you need some protection, especially physical.

Also, Warlock's Sash is a good stacking item for Hel if you want to use one (which I recommend ONLY if you're ahead).

Going for Shoes of the Magi (mana > CDR early game) can be a good choice (until next patch) for Hel as you won't have a lot of penetration. IMO, Hel should focus more about healing than about dealing damages. That's why I prefer to put Lotus Crown and Rod of Asclepius than other offensive items.

My usual build :
Shoes of the Magi, Breastplate of Valor or Void Stone, Rod of Asclepius, Lotus Crown, Ethereal Staff, Rod of Tahuti.

Aegis Pendant seems more appropriate IMO than Greater Aegis, especially against Weakening Curse.

Regarding the skills, I'd max the 3 asap, then 1 as it's your main clear ability.
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