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Spicy plays!! Agni Middle Lane Conquest Guide (Patch 5.13)

11 1 83,808
9
by IceColdPappsi updated July 29, 2018

Smite God: Agni

Build Guide Discussion 19 More Guides
Tap Mouse over an item or ability icon for detailed info

Agni Build

Start #1

Build Item Mage's Blessing Mage's Blessing
Build Item Uncommon Staff Uncommon Staff
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Start #2

Build Item Mage's Blessing Mage's Blessing
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Start #3

Build Item Talon Trinket Talon Trinket
Build Item Mana Potion Mana Potion
2

Boots (Choose 1)

Build Item Shoes of the Magi Shoes of the Magi
Build Item Shoes of Focus Shoes of Focus

Penetration (Choose1-2)

Build Item Spear of Desolation Spear of Desolation
Build Item Spear of the Magus Spear of the Magus
Build Item Obsidian Shard Obsidian Shard
Build Item Divine Ruin Divine Ruin

Burst (Choose 1)

Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti
Build Item Shaman's Ring Shaman's Ring

Lifesteal (Choose 1)

Build Item Soul Gem Soul Gem
Build Item Typhon's Fang Typhon's Fang

Example Health Build

Build Item Mage's Blessing Mage's Blessing
Build Item Warlock's Staff Warlock's Staff
Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Gem Soul Gem
Build Item Rod of Tahuti Rod of Tahuti

Example Cooldown Build

Build Item Mage's Blessing Mage's Blessing
Build Item Chronos' Pendant Chronos' Pendant
Build Item Shoes of Focus Shoes of Focus
Build Item Shaman's Ring Shaman's Ring
Build Item Bancroft's Talon Bancroft's Talon
Build Item Obsidian Shard Obsidian Shard
Build Item Spear of Desolation Spear of Desolation

Example Lifesteal Build

Build Item Bancroft's Talon Bancroft's Talon
Build Item Shoes of the Magi Shoes of the Magi
Build Item Divine Ruin Divine Ruin
Build Item Typhon's Fang Typhon's Fang
Build Item Spear of the Magus Spear of the Magus
Build Item Soul Reaver Soul Reaver

Agni's Skill Order

Noxious Fumes

1 X Y
Noxious Fumes
3 15 16 18 19

Flame Wave

2 A B
Flame Wave
2 4 6 7 10

Path of Flames

3 B A
Path of Flames
1 8 11 12 14

Rain Fire

4 Y X
Rain Fire
5 9 13 17 20
Noxious Fumes
3 15 16 18 19

Noxious Fumes

1 X
Agni summons a cloud of noxious fumes at his ground target location, doing damage every second. Firing any of Agni's abilities into the fumes detonates the gas, Stunning and damaging all enemies in the radius.

Ability Type: Circle, Stun, Damage
Damage (per Tick): 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Damage (Bonus): 20 / 40 / 60 / 80 / 100 (+20% of your Magical Power)
Fumes Duration: 10s
Stun Duration: 1s
Range/Radius: 55/20
Fumes Duration: 10s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Flame Wave
2 4 6 7 10

Flame Wave

2 A
Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.

Ability Type: Line, Damage
Damage: 100 / 155 / 210 / 265 / 320 (+65% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Path of Flames
1 8 11 12 14

Path of Flames

3 B
Agni blazes a path forward in a quick dash, leaving flames trailing behind him. Any enemies passing through the flames catch fire and burn for damage every .5s for 2s. Ignites Noxious Fumes. Agni is immune to Knockback while dashing.

Ability Type: Dash, Damage
Damage per Tick: 20 / 30 / 40 / 50 / 60 (+15% of your Magical Power)
Path Duration: 3s
Range: 60
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
Rain Fire
5 9 13 17 20

Rain Fire

4 Y
Every 18 seconds, Agni gains a flaming halo that can be expended to summon a giant meteor at his ground target location. He can summon 1 every .8 seconds. Ignites Noxious Fumes.

Ability Type: Circle, Damage
Damage: 140 / 180 / 220 / 260 / 300 (+65% of your Magical Power)
Max Halos: 3
Range/Radius: 65/20
Cost: 10
Cooldown: Dependent on Halos

Preheating... (Intro)

“What fire does not destroy, it hardens.”
Oscar Wilde, Late 19th Century Irish Poet and Playwright


Fire is one of the most essential things in life. With it, we can mend the other elements to our liking and create things anew. It has helped structure civilization, from providing light in our darkest times, to cooking our foods when on the brink of starvation.
Just as easily can it create, can it cremate. One touch can disintegrate, going wild without mercy, taking out its own natural brethren. So complicated and simple is the most natural of humanity's inventions.
Thus, the god who wields such a power shall be the most influential of the pantheon. I'm IceColdPappsi, and while I like to stay frosty, this guide will inform you about the hottest god in Smite: Agni, the God of Fire.


Feel the burn!



Let's get cookin'!

One thing that should be noted about Agni's design is that he is one of the oldest mages in SMITE. Therefore, on paper, his kit sounds super busted. And then that paper burned, oddly enough.
In game, Agni is meant to be a burst mage that plays in tight corridors or at mid-to-long-ranges, applying hard AoE CC and devastating damage. With great follow-up and being able to stay relevant at all stages of the game, Agni fits into any and all compositions and can also be seen as the star of a team fight.

Pros:
AOE Stun!!
High Mobility with dash
High burst combo
Insane Wave clear/ great early game
Not mana hungry/ great cooldowns
Cons:
.
Obligatory "Squishy"
Works best at longer ranges
Hard combos to master
.

Abilities


Passive: Combustion

After 4 basic attacks, you gain a buff that gives your 2 and your ult a damage over time perk for a few seconds. This damage over time is done as 6 ticks over 3 seconds. It helps with giving your combo a little more damage that can finish someone off. Also, item effects do apply.


CC: Noxious Fumes

This is a wide area of small damage that stays for 10 seconds. When you fire any ability into this area, the area ignites, stunning all in the radius for 1 second. Can be placed behind walls.
This is your main setup and only CC, but a damn good one at that. It can be used at long ranges or right on you. There are also a lot of tricky plays you can do with it.
A tip with this is that if you place it under minions or camps while someone else is doing them, it counts as an assist, and you will have it back off cooldown while rotating.


Clear: Flame Wave

This is a straight clearing ability. Surprising damage, stuns when coupled with the one. The flame does persist for one second after reaching the end of the line, so if you are quick enough, you can 2 and then 1 into your 2 for a mid range damage stun. Goes through walls, and is affected by your passive. Finish leveling first.


Escape: Path of Flames

This is a dash with knock-up and knockback immunity. After dashing, there will be a trail of fire that deals DoT damage to any who cross over it. The trail persists for 3 seconds, and the damage ticks four times over 2 seconds. Because it leaves a trail of fire, it does ignite Noxious Fumes, which means placing it over the trail or dashing through the area will stun.
Get a point in it at level 1. This is for the early game, you can dash through the whole minion wave for great clear. Proceed to finish leveling second.


Ultimate: Rain Fire

This is your ultimate. Every 20 seconds, you gain one charge, for a maximum of three. Pressing the button expends one bomb, raining down 1 every .8 seconds. The radius is the same as the 1, and if you are fast enough, you can press 1 right after pressing 4 to stun from any range you can. This goes over walls and applies your passive. Lastly, this costs NO MANA to use. Level up when you can.


Combos


Tip for all the combos: Have all of your abilities on either Quick or Instant Cast. This helps with the quick timing of this combo. Path of Flames should be on instant because it is a dash in a straight line, so you know where you will end up and don't have to think of aiming.


> > > Main Long Range Kill Combo

This combo starts with you expending a bomb. Right after ulting, hit 1. This is because of two things: The radius of the ult and the 1 are the same, and it takes .8 seconds for the bomb to land. This equals a quick poke stun. Afterwards, use your 2 for damage and then dash immediately. Your dash and 2 will happen at the same time, meaning this whole combo happens in the span of 1.5 seconds. Best used when ganking.


> > Main Mid Range Combo

This combo starts with you using 2. Using the 1 second flame persist at the end of tareter, press 1 to activate the stun. Then proceed to bomb for good damage as they run away. Try to save 1 bomb if a fight does start soon. Best used during the late laning phase, so you can catch your opponent by his archers or under tower.


> Dash CC Combo

First, dash away from whoever is chasing you. Then do a quick 180 and use 1 anywhere behind you. This will stun as your Noxious Fumes will hit your trail and ignite, therefore stopping your chasers. If you do get help in time, you can turn back around and go in for a Flame Wave or Rain Fire.
This same combo can be used to initiate or chase a kill. Still dash in, and use your 1 right under you, because that is where your trail stops. Then either Rain Fire or Flame Wave on your opponent for the kill.

Choice Cuts

Now, with an ever shifting meta, and a slew of item changes, one could expect some changes to how to build a mage like Agni. However, in my eyes, only 1 item need be swapped out. And don't buy masks. Without further ado, let's get into the possible items in your build.

Which Start to Use?



Now, in this guide, I pose the option of 1 of three starts.
  1. The Warlock's Staff start is for the late game. The health, mana, and power it gives is great, but takes a while to stack. Choose this if a patient player, or already ahead in the game. This item will go towards a more bursty build.
  2. The Chronos' Pendant start is for a utility based build. This is because that kind of build really works well with cooldown. If going this build, you have to be more support centric, using your abilities more for setup than kills.
  3. The Bancroft's Talon start is for an exceptional early game. It's all about bullying the opponent, as you will be able to finish the item after one back if you're farming really well. From there, it is up to you, but I suggest a flat-pen and selfish build, but not bursty.
In the end, it is up to preference. However, the meta right now is the Warlock's Staff path.
Along with the starts, you have the choice of either Shoes of the Magi or Shoes of Focus.
  1. They both have the same amount of power, so they contribute almost equally to your damage and scalings.
  2. Shoes of the Magi has +10 pen, which can mean about 10-20 extra damage early game. Magical protections are at around 50 late game, so you are by theory doing 20% more damage with penetration than without. Meant for burst builds.
  3. Shoes of Focus gives 10% cooldown. To help understand, a 20 second bomb for Rain Fire will have 10% of its original cooldown taken out, reducing it to 18 seconds. Because there are three bombs, it therefore goes from 60 second ult to 54 second ult. This is significant, as this means 10% more ability casts. It also gives +250 mana, which means at least 3 more ability casts, which can equate to more waves and more farm than your opponent. Meant for utility builds.

Items



Spear of Desolation

Starting off the items is a core item in Season 5 Mage builds. 100 power, 15 pen, and 10% cooldown. Also, after getting a kill or assist, all your abilities get one second off their cooldown. This item is great to pickup for the late game where the game has been full of fights left and right. If you want, you can get it as your only cooldown item and still be dandy. Can be used in a burst or utility build.


Spear of the Magus

Prince of Flat Penetration. 65 power, 15 pen. Also, any damaging ability reduces the protections of enemies hit by 10, for a maximum of 5 stacks. This effect can be applied multiple time by one ability, i.e. tick and DoT damage like Path of Flames. Therefore, you gain 65 penetration against enemies. Enough for almost a Heartward Amulet worth of protections.


Obsidian Shard

Rounding out the penetration. 60 straight power. When damaging enemies, you will ignore 15-45% of their protections depending on their protections. The more protections, the more effective the item becomes. Buy for a burst build or if against tanky enemies.


Divine Ruin

A more counterpick item than anything. 80 power and +15 pen. Anybody hit by a damaging ability will receive 40% healing from all sources for 8 seconds. This includes HP5, ability healing, lifesteal, health healing like Meditation, and even reduced fountain healing. This would mainly be picked up against healers and lifesteal users in the mid lane.


Soul Reaver

First of the bursty items is a revamped item. 130 magical power and 300 mana. Soul Reaver now deals 2-8% of the target's maximum health as extra damage depending on how much health they have. There is no limit on how many people can be hit with this effect, nor is there a timer until the effect procs again. The new passive more fits its role as a late game item for that extra oomph in your abilities.


Rod of Tahuti

This item must be in your build to complete it if you are going the burst route. The highest amount of power at 150 and +30 MP5. If you are damaging an enemy with 50% or less health, then you will gain 25% more power. To elaborate, the value of your power will increase by 25% only so it may contribute to the scalings of the next ability cast. Your actual power will not increase. Also, tick damage abilities that might decrease the target's health to lower than 50% in the middle of the duration will not benefit from the increased power scaling midway through the duration. Basically, the less health they have, the more damage they deal.


Shaman's Ring

One of the newest items added to the roster. 100 power and 10% extra movement speed. Once you buy this item, dealing 100 damage to enemies will build up 1 stack. Consequently, an ability that deals 500 damage will build 5 stacks, and stacks will only be built in full stacks, i.e. not 5.34 stacks for 534 damage on your Flame Wave, just 5. After reaching 50 stacks, the ring evolves. The new passive will make enemies hit by your abilities take 10% extra damage from you. This is great for your combo, where hitting even Noxious Fumes for a setup can have them taking more damage from you. Crucial in a burst build.


Soul Gem

An old starter turned under picked lifesteal item. 65 power, 150 health, 12% lifesteal, and 10% cooldown. Every ability cast that hits an enemy god equals one stack. After four stacks, your fifth ability cast will deal 30% of your magical as extra damage, and heal you and allies very close to you for the same amount. Great passive, cooldown to help with this passive, but just underwhelming in the eyes of the meta. Pick in a cooldown based or utility build.


Typhon's Fang

This one's a doozy to explain. 80 magical power, 200 mana, and 10% lifesteal. There are two parts to the passive.
  1. Your magical lifesteal from items is increased by 40%. What this means is that, if Typhon's Fang gives 10% lifesteal, and you basic attack someone for 200 damage, you will receive 20 health. Increasing that by 40%, that means you actually have 14% lifesteal, so you would actually heal for 28 health.
  2. You gain magical power equal to 200% of your lifesteal benefit. So if Typhon's Fang gives 10% lifesteal, you would gain 20 extra power. This passive is not affected by the first passive, because the first part does not physically increase your lifesteal stat, just how much healing you gain from said lifesteal.
Buy this item if going for a double lifesteal build.

Planning the BBQ

Now it is time to take Agni into the Middle Lane. The purpose of a MidLaner is to be the most influential in a fight. Either through massive damage output or insane CC setup, they are meant to be the one packing a punch. That is why the middle lane is the literal center of the map, meant for the centers of attention. Here is how to play in this area. Walls of text incoming.

Laning Phase


The Laning Phase is the first point in the game where everyone is in their lanes, farming up as much as possible. The Laning Phase goes on until 10 minutes, or level 10. Here are some vital steps in that process.
  1. First, there are one of two starts to go. The more popular one is to help clear the Yellow Speed Buff Camp with the jungler. This provides a good amount of early gold and xp that, if the other midlane did not take advantage of, can put you at level 2 after about a wave and a half. You can also start straight in the midlane, clearing the wave as fast as possible before the enemy comes. The minion wave gives the most xp in the early game, so it can help get you online earlier.
  2. Next, you would go to your red camp after clearing your wave. Ping your jungler to help you, as it is not wise to do so by yourself or you will have to back after. Securing your red buff is crucial, as it gives extra power by a flat and percentage amount. After your buff, go back to lane and clear wave.
  3. At this point, the mid Harpies should still be up if not already done by the jungler. If done with wave, check the left one, because that is the side opposite of the opponent jungler. This is because the jungler will always look to either shut down the solo or mid, and they do this with the assistance of their speed buff, on the right side of the map. If it is there, clear quickly and get back to wave. If not, return to lane. Also, your jungler might lead you to his Harpy camp. This is again to XP and Gold share, helping you both and providing assistance if a fight does start. Return back to lane afterwards.
  4. Now we are fully in the laning phase, only leaving when there is no wave and camps are up. Once you reach level 5, you should be looking towards poking your enemy and calling/going for ganks.
    • Calling your ganks involves using VGS and pinging your jungler to aggress on the enemy mid laner. Wait for the greenlight response from your jungler and start to either back off if they are by your tower, or push up if they are by their tower. Either poke with a Rain Fire or Flame Wave, and followup with a Noxious Fumes for an easy stun. This results in setup for your jungler for their whole kit combo, and should result in either a relic burned by the enemy, or a kill. However, the enemey jungler could be doing the same on you, so a 2v2 in midlane can happen, and the jungle will most definitely look to shut you down.
    • Additionally, you can also gank at this point. Usually, you should be looking to gank the duo lane. Do this by calling VGS to gank the duo lane, and ask for help from the jungler to come with you. Try to stun with a long range Rain Fire into a Noxious Fumes, bomus if hit over a wall so they can't see you and catch them surprise. From there, have the duo lane push up for a chain CC and a kill on the ADC or support. Once you have left the midlane however, it will become obvious to the enemy midlane and jungler that you are ganking the duo lane, so they will look to gank on you. Be prepared for a team fight in the duo lane. Once you do land a CC and some damage, rotate onto your own support in case this happens.

Team Play


It's the middle part of the game, and now it is time to start mobilizing with your team. You will still be in your lane from time to time, farming up what you can and need for gold and xp for that extra point in your ult and such. However, you must always be looking for a new and important gank.
  1. When talking about ganks, not only should you keep pressure on the duo lane, but start looking towards the solo lane too. The solo laners have been farming all game, and it will be clear who has been trouble. If your solo laner is ahead in level and gold, then the gank should be looking for a tower or Pyromancer kill. Don't forget to ping for both the solo laner and the jungler for assistance before committing. If the solo laner already has killed a tower, then go for Pyromancer and immediately back. The movement speed buff it gives when exiting the base can help towards a second rotation towards Gold Fury or a mid tower.
  2. When looking for Gold Fury, first ensure you have vision on it. This can be done through the oracle camp or some wards. Then, start to look for a gank on duo. Pressure onto either their purple or red buffs. These are crucial for you because your CC works the best in tight spaces that are the same amount of space as your AoEs. Focus the mid and ADC, as they are the damage dealers that can be able to actually down the Gold Fury if the fight breaks out early. The jungler will try to backline, which means you must stay behind your support, but not too stranded by yourself so you can get picked easily. After a kill or two, the enemies will back off as they will not have enough damage or steal potential to contest.
  3. Most importantly, ward up. The most beneficial places to ward are
    • The mid lane in front of the first tower. This covers three pathways: the mid lane, the left jungle, and the right jungle entrances. Through the map movement of the enemies, you can see if they are going for a buff or a gank.
    • The Red Buffs of both you and your enemy. Your red buff means you are watching your backline. The enemy red buff could signify a gank to mid if you see the jungler and support going down from the red towards the mid camps.
    • Near the Pyromancer. This signifies if the solo lane has left lane to rotate into mid, which does happen and usually means a team fight to secure a tower, and also where the jungler is, as that is their side of the jungle mainly. It can also notify the solo laner if he is about to get ganked or his blue buff taken.
    Don't forget to ping VFF (Enemy missing) and VII (Enemy incoming) if you do spot something on the map.

Late Game


This is the most important part of the game, as it decides who wins or not. If you have been playing well and doing what you should, then this part of the game is most fun. Around 30 minutes in, you should be at level 17 or higher, and midway through item 5.
  1. This point in the game is where the Fire Giant becomes the main focus. MAke sure there are at least two wards by it: One sentry on the actual pit so the enemy doesn't have vision, and one by the blue or speed camp, to see if people are incoming or grouped up. For a teamfight to start, wait for the initiation by your support. This will usually be a Hard CC like a stun. From this, use your ult-stun combo over a wall to catch two people, meaning your solo laner can go in and frontline most of the damage. Save your dash and relics to be able to get out. Most likely, almost, if not all, ults and relics will be on cooldown by the end of the fight. If you guys did win the fight, and there are still three or four of you, go for Fire Giant. If not, rush towards either mid or solo lane for a Tier 2 tower. This opens up a phoenix for the next push. After the phoenix, you can either end the game or pressure even more for complete obliteration.
  2. When killing phoenixes, look for more than just a phoenix. If you have the time, go for two. The ones on the side lanes are better to get because the fire minions are often overlooked until too late. The mid phoenix should be killed after a good teamfight, so you can apply greater pressure and get some damage on the Titan. If looking for the duo lane phoenix, try to fight by their back harpy camps, as that tis the best place for your bomb stuns, and provides a lot of cover by the red buff and escapes into Gold Fury pit or middle lane. Lastly, ward up by their left and right phoenixes, in those little crevices that lead into their jungle. If pushed back to your phoenixes, ward in your own spaces.

Enjoy!!

It was great revisiting this guide and updating it. I love Agni's design and appeal and am happy to see him as the most balanced god in game, but in the meta too :D! Getting back into guide making after this mid season patch has been great, and this is the first god guide to be updated in a long line of them.
If you have any questions, go ahead and ask in the comments or PM me for more info. Hopefully this guide can help you make some spicy plays ;D.
This has been IceColdPappsi, Fireball style.


PS, matchup section upcoming.

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1
Kriega1 (143) | July 29, 2018 4:55am
Where's Book of Thoth? (With a possible Book of the Dead) (You did see 5.13 patch notes right?)

Starts are fine. I would only get 2 heal pots for second start though, 3 is overkill. Add: Tier 2 Book of Souls as a starter with a heal pot and 2 mana pots.

I don't like the Warlock's Staff, it's just not that good anymore on mid laners. It puts you behind and isn't as good as before. Can keep it as an option but I don't think it's good.

Your Cooldown build caps cdr which isn't very good (as Potion of Magical Might exists). Chronos' Pendant is still ok after nerf but higher burst options exist now.

Starting with your 3 in lane is fine, can opt for your 1 though with the passive in certain situations, but 3 is fine at level 1.

What I would do for each: Health Build: Book of Thoth, Shoes of Focus, Soul Reaver, Obsidian Shard, Spear of Desolation, Book of the Dead.

Cooldown Build: Book of Thoth, Shoes of Focus, Soul Reaver, Obsidian Shard, Spear of Desolation, Soul Gem.

Lifesteal build is fine but I would swap Spear of the Magus around with Divine Ruin's place. You might not even need to get Divine Ruin that often anyway.
1
IceColdPappsi (13) | July 29, 2018 11:08am
Hey Kreiga, glad to see you commented on my guide, and you bring up very valid points.
  1. Thank you for bringing up Book of Thoth. After rereading the notes and running some numbers, there is a slight buff to it now when you combine the mana increase with the buffed passive. It would seem that you can have a mana and MP5 focused build with it. However more testing is needed from me before I can confirm how well it is. Will include in due time. Addressing Book of the Dead, would use in conjunction with other mana items, most likely in a utility or health build.
  2. Will also look at Thoth start in game, maybe would tweak so you still have Mage's Blessing, since that starter is so vital to a mage's lane stay.
  3. Warlock's Staff is very much still viable. The main purpose is the amount of health it gives, on par with that of protection items, while still giving over 100 power just in time for the mid game.
  4. The point of the Cooldown Build is to hae as much CDR as possible. With it being capped, you have a Rain Fire every 12 seconds, paired with the Chronos' Pendant 1 second reduction every 10 seconds actually means a 10 second bomb charge. Also, Chronos' Pendant is not the most damaging option in terms of Cooldown, but it is the best cooldown item. Lastly, Potion of Magical Might usually isnt built until the late game where your build is full and you have extra gold to spend. If worried about capping CDR, trade out Focus for Magi.
  5. The Path of Flames lane clear at level one is seen as the best one right now because it can hit the whole wave and kill the archers. Never use Noxious Fumes to clear wave.
  6. Where is the health in your build? And why is Soul Reaver third item??
  7. That build seems fine except for the early Soul Reaver again. But in my opinion, cooldown builds should have a bit more utility in them to make use of the cooldown. Will try out in game and get back to you.
  8. This one, I see where youre coming from. Divine Ruin's passive doesnt really start to be effective until the mid game, where healinh becomes more potent, but also, 60 magical penetration is overkill that early. Up to personal preference.
Hopefully I hit everything and didnt come off to defensively. Will update guide to fit this when I find the time, especially the Thoth stuff you mentioned.
1
Kriega1 (143) | July 29, 2018 11:21am
About number 5 I am an idiot. I meant to say the 2, Flame Wave not Noxious Fumes lol.

6. You don't need health, and Soul Gem has health anyway, and Book of the Dead has a health shield.

7. Yeah I think I could re-work the build order but I feel the items work great.

So redoing: Book of Thoth, Shoes of Focus, Spear of Deso, Obsidian Shard, Soul Reaver, Book of the Dead. (Safer build with book of the dead)

and: Book of Thoth, Shoes of Focus, soul gem, Obsidian Shard, Spear of Desolation, soul reaver. (More Bursty option - likely better)

Also I think you are overestimating Warlock's Staff. You don't need it on Agni, it has been nerfed, other items have been buffed. Warlocks especially has an awful start until fully stacked.

You don't need Mage's Blessing on every mid with book rush, only those with mana issues in lane, e.g. Thoth. Agni also can cast his ult for free, further reducing the need for Mage's Blessing.
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1
IceColdPappsi (13) | July 26, 2018 5:04pm
Hot guide incoming
1
Gulfwulf (81) | July 26, 2018 7:33pm
So you're going to update this?
1
IceColdPappsi (13) | July 26, 2018 11:57pm
Yup. Expect it to follow the Athena guide template, kinda my style now. Going to have more chapters and be more in-depth because Agni is one of my diamonds. First one to be updated out of like, seven.
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1
BagelG (1) | October 30, 2016 4:59am
This was very helpful thanks!!!!
1
IceColdPappsi (13) | October 25, 2016 5:18pm
PEEP THE NEW GUIDE!!! I'm proud of myself for pushing myself and making have more coding. It's nothing much, but it's a start.
1
IceColdPappsi (13) | October 11, 2016 2:07am
I would sincerely like to thank masterricu and xZeroStrike for helping me improve this guide. It started out as a few builds with boring text, and has now turned into a masterpiece of information. I will be updating my other guides to be in line with this one.
1
xZeroStrike (46) | October 11, 2016 7:12am
Great work, keep it up.

& You're welcome :)
1
masterricu (12) | October 9, 2016 11:59am
Just a few points:

1)On your Build 1, its better to start stacking sooner then item 3, the earlier you stack the faster your power curve grows. Also most enemies arent too tanky early on so pen can wait for later.

2) Tahuti outdamages Spear of Desolation. Be sure to finish it first at item 5, then get desolation if the game drags out long enough.

3) If you are behind, buying Doom Orb is a terrible idea.

4) As far as your other builds, agni doesnt make the most use out of lifesteal or raw health. Hes a burst mage, play to his strengths.

Other than that, good skill order, nice detail in the guide, bringing in some bb code and changing text colors will make the guide prettier to look at.
1
IceColdPappsi (13) | October 9, 2016 12:03pm
Thanks for the points. I will update my BUild 1 to accommodate this. I do agree that Doom Orb is a bad choice for people that are behind, but it is cost efficient and still supplies a great amount of power. On the point of bb code and text colors, I don't know how to do that. Is bb code how you put the item pictures in your comment?
1
xZeroStrike (46) | October 9, 2016 1:29pm
Here's how to BB-code your guide(s):




Your BB-code starting handbook!

I've used this for a few people now. I myself made a small spoiler that gives the basic BB-coding information. I'm going to drop this here for you also, so you can make use of it, and hopefully improve this guide or use it in other guides you make, should you do so.

Basic BB-coding




If you need any more information, refer to this link:
Guide to creating a guide.
Credits:
nanoyam - creator of this article.
Branmuffin17 - Reminding me of said article.
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League of Legends Build Guide Author IceColdPappsi
Spicy plays!! Agni Middle Lane Conquest Guide (Patch 5.13)
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