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Keeping the Forest Alive (Sylvanus Guide as of late April 2016)

0 0 10,473
by QwertyRulz updated April 29, 2016

Smite God: Sylvanus

Build Guide Discussion 1 More Guides
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Sylvanus Build

Start-off Potions

Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Items

Build Item Lotus Sickle Lotus Sickle
Build Item Rod of Asclepius Rod of Asclepius
Build Item Sovereignty Sovereignty
Build Item Heartward Amulet Heartward Amulet
Build Item Mail of Renewal Mail of Renewal
Build Item Ethereal Staff Ethereal Staff

Relics

Build Item Cloak of Meditation Cloak of Meditation
Build Item Cursed Ankh Cursed Ankh

Sylvanus's Skill Order

Verdant Growth

1 X Y
Verdant Growth
2 8 11 12 14

Wisps

2 A B
Wisps
1 4 6 7 10

Nature's Grasp

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

Wrath of Terra

4 Y X
Wrath of Terra
5 9 13 17 20
Verdant Growth
2 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
1 4 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
3 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 there, fellow SMITErs! While I'm relatively new to SMITE (I started about late July 2015 for two weeks and then got back into it January 2016), I think I've come up with a few good builds. One would be this Sylvanus build. It's all about teamwork and keeping you and your teammates alive so they can last that extra two seconds to kill off the opponent or to get away safely to the Fountain.
Constructive critiques, please!

Items

Start off with Meditation, and 1 Healing/Mana Potion each. This will be because you're not going to take the Mana camp, that's for your teammates, and you can't heal yourself with abilities. Periodically buy both potions (I use a 2H1M ratio).

You can use Stone of Gaia as an alternative to the Ethereal Staff if you want to do HP/MP5 as opposed to the extra damage, though I recommend keeping the ES for the extra kick the extra Magic Power gives his healing and DoT damage, especially in the Bonus Round for Arena. Another option is getting Gem of Isolation to slow opponents with your Wisps/Ult so your ally can chase them easier.

Meditation is for "Emergency" healing when you know that your Wisps won't heal your teammate quickly enough (though use them both in tandem for maximum effect) or when you NEED that Mana so you can root/grab/Ult to finish off an opponent. It can also be used for those "I'm going to die, I better run away and use this to heal up to make sure I can last to the Fountain" times. You can't be a good support healer if you're dead, right? Curse for either getting away from enemies, a pre-death "screw you" to your killer(s), or to keep opponents from running away from your allies when your abilities are on cooldown.

"Only 10% Cooldown Reduction?! AND IT'S LATE GAME?!" Yeah, yeah, I know. I don't like it being so late in the build, but the other items have priority over it since you heal more and gift Protections with the first two items and grant even more Protections with the next two. I wasn't even thinking of Cooldown for him because you have Meditation and it's really the Passive that I wanted. You're NOT going to be attempting to kill opponents (unless you can finish them off with Wisps/Ult.), but those Assists that you're guaranteed to be doing will let you stay in the fray longer and closer to your allies for you to heal! w00t!

Pros / Cons

Pros:

    > Your allies will like being near you, thus preventing people rushing groups of 4 by themselves and dying
    > Your allies stay alive and don't feed the opponents!
    > THEM ASSISTS, THOUGH! (x≥20 per match)

---
Cons:
    > SLOOOOOOWWWWWW speed and growth early game
    > Probably won't get last item fully upgraded
    > Non-aggressive gameplay with weak damage

Skills

Your leveling priority is Wisps > Growth > Ult > Grasp if you don't auto-skill.
-
I always start a match placing a plant somewhere on your half of the map that is safe but near the fray so allies can get that extra MP5 without having to head all the way back to the fountain. I recommend only having one Growth for that and to prioritize its use as a root. You can either force the opponent's hand to use a Relic or an item's passive, which will leave them vulnerable to OTHER CCs.

As for battling, remember that you're a SUPPORT HEALER who should avoid direct contact as much as possible, especially early on. When you're near an ally, try to trap an opponent with Verdant Growth, Nature's Grasp, Wrath of Terra, then Wisps them while your ally beats the snot out of their hindered butt. If you ever pull off this combo, use a Mana Potion IMMEDIATELY, as you just burned through a LOT of Mana in a short amount of time.

If you've an ally chasing an enemy that you can cut off, either Growth or Grasp them so your ally can get closer and give them that much extra damage. If you can, Wisp them with your ally in the radius to be the most effective. Whenever you use Wisps, try to get as many people in it as possible to maximize healing and DoT.

An important thing to do is watch your teammates to the best of your abilities. If they're being chased, especially very fragile characters, use Growth and/or Grasp to get enemies off their backs. If you want, you can even punish them with an Ult/Wisp combo for daring to chase one of your teammates. How dare they!

If you can, be That Guy who pulls your opponent into Tower/Phoenix areas or into a crowd of your allies. If my 200+ hours as a Medic in TF2 have taught me anything, it's that getting opponents into dangerous places will make your opponents scared of being near you because what if you're luring them into another trap?!

Team Work

THE MOST FUNDAMENTAL PART OF THIS BUILD IS TEAM SYNERGY!
With no mics being used at all, myself and a Loki kept teaming up when I used Growth or Grasp followed by either Wisps or an Ult and I assisted over half of his 20+ kills.
-
That being said, utilize mics as frequently as possible, even if your allies are not. Announce what you're doing so your allies can react in kind. Doing so can make it so you save them from near death or so that they won't Ult on a fixed space right when you Grasp an opponent, making them essentially waste what would've most likely been a kill.

"Gonna pull/Grasp Nox."
"Gonna root/Growth Xing Tian."
"Coming to heal you, Zeus!"
-
*:~✧YOU'RE A SUPPORT CHARACTER!*:~✧
Do you see allies low on health? Heal them! Allies being chased? Save them! Allies chasing? Help them!

Even if you have a stupid teammate, don't hold grudges. Keep the idiot alive. They might not learn a lesson, but they won't be feeding the opponents, either.

Summary

Tl;dr:
Potions to heal yourself and refresh mana, heal and help allies all of the time, don't jump into the fray, try not let opponents get away with bits of health if you can help it


Thank you for reading, I hope you get a lot out of this! By the way, you'll probably be popping AT LEAST 11k total healing.

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1
Sodsboy (10) | April 29, 2016 5:58am
The guide is rather nice but it lacks creativity or something to give it that finess in style. Therefore many people might skim read through the entire thing. The build however is a bit eh to say. You've got too many power items where Sylvanus doesn't really scale well. I'd recommend looking at other people's build and seeing what you can adjust.

Some of the things I'd change is probably ditching Sovereignty and Heartward Amulet and maybe changing them out. Also, why Mail of Renewal? You'd be better of going Gauntlet of Thebes for more healing than relying on teammates to get kills for a relatively meager heal. I'd recommend Breastplate of Valor and Bullwark of Hope for simply better stats. And maybe eve consider Genji's Guard for CD
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League of Legends Build Guide Author QwertyRulz
Keeping the Forest Alive (Sylvanus Guide as of late April 2016)
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