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Sylvanus For The Support

0 0 20,201
by Pian588 updated October 7, 2014

Smite God: Sylvanus

Build Guide Discussion 3 More Guides
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Sylvanus Build

Support

Build Item Watcher's Gift Watcher's Gift
Build Item Boots Boots
Build Item Reinforced Shoes Reinforced Shoes
Build Item Hide of the Urchin Hide of the Urchin
Build Item Breastplate of Valor Breastplate of Valor
Build Item Rod of Asclepius Rod of Asclepius
Build Item Spirit Robe Spirit Robe
Build Item Hide of the Nemean Lion Hide of the Nemean Lion
Build Item Greater Meditation Greater Meditation
Build Item Greater Purification Greater Purification
Build Item Cloak of Meditation Cloak of Meditation

Sylvanus's Skill Order

Verdant Growth

1 X Y
Verdant Growth
1 8 11 12 14

Wisps

2 A B
Wisps
2 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
1 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
2 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

Pros / Cons

Pros:
-High HP
-High Protections
-Great Support abilities
-AOE Basic Attacks

Cons:
-Extremely Low Damage Output
-Must Rely On Laning Partner

Purchase Order

First off Sylvanus is a tanky support. Don't play him like your trying to dps with his abilities or you will fail. This guide is built based on conquest game-play. Begin with Watcher's Gift, Boots, and Meditation. Your always going to lane with somebody so watchers gift helps you gold gain stay even with theirs. Boots are boots. Meditation, i use this active because you will generally be laning with a mage (from my personal experience) they get mana buff and this allows you to stay in the lane and save you from going back to base for mana. From there work you way up to reinforced grieves, this makes you a little tankier to help support. Next is to get Hide of Urchin, once again tanky support. Next comes breastplate of power make yourself tankier and gain a cool down bonus. Rod of Asclepius give your health regen over time an increase keeping you and your partner alive and in the lane. Spirit Robe for more protection and cool down and reduced damage. Most times to be able to kill Sylvanus you need to gank him. Thus hard cc is used and you gain damage mitigation helping you live through it. Hide of the lion grants more damage and reflects damage you will need this because you are tanking and you will live through ults so to kill you they have to chase with basics. Whenever you want grab some beads.

Skills

Verdant Growth-Your secondary ability. Throw a seed and can root opponents and deals dot. If the seed hits open ground it will plant itself and grow int a plant that grants increased mana regen. If the plant gets destroyed it reduces opponent's protections. Can only be destroyed by basic attacks. Unlimited number of plants.

Wisps-Your main ability grants health regen and protections to all allies in range and adds a dot to enemies in range.

Nature's Grasp
- Linear pull that stuns an opponent. This can pull through Ymir and Thor walls.

Wrath of Terra- AOE knock up that applies a dot to enemies.

Gameplay

Early Game:

I start of getting Verdant Growth because early game you run out of mana quickly. This allows you to get mana regen and stay in lane early game getting more exp than your opponent. Go tank mana buff near long lane and let your laning partner grab it. Then to the long lane with your partner and plant a seed under tower and then in the middle of the lane once you clear the first wave creeps/mobs/soldiers. If an opponent over extends root them and hopefully you and your partner can get the kill. If you are lvl 3 pull them to you when they start running. Your going to end up playing tug of war but be able to stay in the lane longer will help you get more exp and lvl-up faster granting you the advantage.Play defensively, you are slow and aren't tanky yet.

Mid Game:
If you can go to each lane and throw down a plant. location depends of how far each lane has pushed. This lets your team stay in lane and not have to retreat for mana. At this point you have some protections built up and you can tank a little bit. You are your partner go for the gold fury to grant bonus gold to your team. This is still going to play like tug of war. Be careful of ganking. If you tank it is possible to kill the fire giant around lvl 13 with help from the full team. Plant seeds first so you get the mana regen while fighting.

Late Game:
Tank. Keep placing seeds eveywhere. In each lane and in the jungle. If your team is around initiate team fights and be sure to get right in the middle of the action. Pull escaping enemies to you after you root them. At this point you can tank towers without creeps to soak the damage.

Summary

Teamwork is key to this character. Don't get mad about kill steals because you will have to most assists in game. Keep your partner healed and keep your mp up. Don't chase enemies because you wont be able to kill them.

This Guide

This is my first guide. If you have any advice please let me know. I will add gameplay videos and update this guide after Sylvanus gets nerfed, or when i find more useful items.

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1
Stompa (1) | October 9, 2014 12:31am
Alright if you really end up duo laning with mages most of the time you are one unlucky person...HoG really isn't debatable as the support especially with the lack of damage sylvanus has (as you pointed out yourself) at GF and FG you don't need the HoG for the damage but for the fact it finishes a jungle creep when it's healthbar turns yellow so it can't be stolen by the other team. And usually no one else will get HoG, only exception could be a warrior in solo lane or very very seldom the jungler (although they usually get FoG)and as a support you will clear the blue buff alone for your carry and HoG speeds this up a lot and gets you faster back in lane. of course you switch out the Midas once you are about to finish your build but until that point you have made so much gold out of it you are at least one item ahead of the other support if he didn't get Midas. That's the point of them, that you finish your build much faster. Sovereignity is just great because it protects you and your laning partner from the poke of the enemy hunter and so helps you both to stay in lane longer. For the skills I apologize I thought you maxed the 1 first but I was mistaken. Still I would start with the 2 for the damage/heal against the buff camp and with level 1 you very seldomly need the root.
1
Pian588 | October 8, 2014 5:34pm
Like I said this is my first guide. So please point out every error. Laning with a mage like I said from my personal experience almost always happens. I play with randoms and usually 3 people autolock to try and get to solo mid so I end up laning with one of them. HoG I dont get as a support tank because you can easily take out the jungle camps with your laning partner without it at anytime in the game. GF and FG once again can easily be killed and if you have a jungler or hunter they always carry HoG and solo GF. The additional gold from midas late game is useless. You already have your gear and the extra gold goes to consumables which you still end up having too much extra gold. If you look at the skill guide the heal is maxed first. Im not sure if I typed it up wrong later in the guide and if so I apologize. I start off with my 1 because of the root as well as the mp regen. It seecures kills for your partner early game. Also the damage done by the heal is already low and wont secure kills like rooting your opponent would. I use the first ability alot to secure kills and early game mana is always a problem. As for sovereignty I will definitely work it into the guide but it truely depends on the parter yoy are laning with. For me it is usually mages that can mostly instakill most opponents. Keeping your opponents in place making skill shots easier is more important imo.
1
Stompa (1) | October 8, 2014 1:52am
I am not sure if you are serious with this guide...there are so many things wrong so I will only state the obvious: mostly laning with a Mage? Simply not true most of the time it's a hunter. For the items: I agree with almost none of your items. You shouldn't take meditation bit HoG for buff clear early game and securing of FG and GF mid/late game. Reinforced greaves are an option but usually Midas works better for the additional gold. Next you should get sovereignty for the buff for your adc. Those are the biggest things for me but every other item is also debatable. As for the skills: don't start with your 1 but with your wisps for the damage and the heal and max it first. Your hunter has the mana buff so he isn't as depending on mana and what use has manareggen for you if you don't skill your heal and damage spell? Not to mention that even with 1 point in the reggen skill you are just fine if you don't spam abilities. You really should rethink that guide.
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