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Takulein's Hel

0 0 9,116
by Takulein updated October 1, 2012

Smite God: Hel

Build Guide Discussion 1 More Guides
Choose a Build: Mid
Mid Side
Tap Mouse over an item or ability icon for detailed info

Hel Build

Starting

Build Item Reinforced Greaves (Deleted) Reinforced Greaves (Deleted)
Build Item Mana Potion Mana Potion
5
Build Item Cloak of Meditation Cloak of Meditation

Core

Build Item Void Stone Void Stone
Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Tahuti Rod of Tahuti

Luxury

Build Item Doom Orb Doom Orb
Build Item Warlock's Staff Warlock's Staff
Build Item Chronos' Pendant Chronos' Pendant

Situational

Build Item Wall of Absolution Wall of Absolution
Build Item Obsidian Shard Obsidian Shard

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
1 2 7 8 10

Hinder / Cleanse

2 A B
Hinder / Cleanse
6 15 16 18 19

Repulse / Inspire

3 B A
Repulse / Inspire
3 4 11 12 14

Switch Stances

4 Y X
Switch Stances
5 9 13 17 20
Decay / Restoration
1 2 7 8 10

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
6 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 / 7.5 / 10 / 12.5 / 15 + 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
3 4 11 12 14

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

Introduction

Hel is the only God with 6 active abilities rather than just 4 - this makes her playstyle kind of unique and also fun. She brings a lot of utility and is arguably one of the best picks in the game at this point. She does very decent damage and is packing a lot of utility to push and support. You can basically dominate midlane against other casters with her, especially from levels 5-10. She can also poke very well while offering her team a lot of sustain against the enemy team's pokes.
I managed to get 9 wins in a row with her, I believe that says enough about her viability.

Pros / Cons

+ Arguably best pusher
+ Massive AOE Heal
+ AOE CC immunity
+ AOE ranged slow
+ Decent damage
+ Awesome Power/MP5 passive
- Weak before level 5
- Only 2 damaging abilities

Items

I like to start with Reinforced Boots, Meditation and 5 Mana Pots when I go mid, otherwise Hand of the Gods and Reinforced boots, or Hand of the Gods, Meditation and 5 Mana Pots. You can also just roll Reinforced Boots 2 and 5 Mana Pots or even Heal Pots, it's up to your evaluation of the enemy's midlaner and your own capability of countering him.

Unless I lane vs a non-magical enemy, I'll always grab Void Stone first because it boosts defense and offense alike. If it's a physical damage God, Wall of Absolution will do the trick, or you just go ahead with the next item.
Gem of Isolation adds utility, power and some health to this. Finishing up with Tahuti basically gives you all the power you'll need in most games, which means you can either add more damage or more defense to your build. Feel free to grab items I didn't list such as Souvereignty, it will also help your team and is therefore a good idea.

The reason why I don't pick up stack items on Hel is that it's usually not necessary. You'll be able to win your lane and be useful for your team eithe way, so only pick them up if you have to be your team's main source of magical damage. Unlisted defensive items that are great would be Stone of Gaia, among others.
I came to love Chronos' Pendant because of the huge MP5 bundled with CD Reduction - a nice asset for Hel. It's not really needed because your 4 and Tahuti's already provide tremendous amounts of MP5, though.

Last thing on items I'm gonna say is: Do NOT buy Obsidian Shard unless the enemy team is packing massive magic resistance. It's a waste in my opinion.

Skills

Decay/Restoration


Ranged Poke that explodes on impact, can oneshot ranged creeps at 5. In White Form it's a decent Spellvamp and will be your 3rd spell to finish someone you just nuked with Decay and Repulse. You can max it over Repulse/Inspire if you're laning solo, otherwise I wouldn't. It's a great spell to poke your enemy in lane when he's standing next to his ranged minions for example.

Hinder/Cleanse


A very useful spell, but only put 1 point in this at level 6. It can slow enemies (Hinder) or remove all CC and provide immunity to it when used on yourself or your teammates (Clenase). Insanely useful in teamfights, or when you want to (help someone) escape a gank.

Repulse/Inspire


Hel's bread and butter in my opinion. This can oneshot whole creepwaves on it's own when you just have a tiny bit of magical power, and also be a pain for the enemy team in a large fight (Repulse). The probably even better part is the heal: It's AOE, it heals yourself, it heals teammates and it heals your creeps - invaluable pushing asset (Inspire).

Switch Stances


Not much to say about this one, although it is what makes Hel so unique. Massive MP5 in White Form, Great Magical Power in Black Form. Only a 2s CD and no mana cost - max this as soon as you can!

Creeping / Jungling

You don't really need buffs, but feel free to do the adjacent camps (defense buffs) on midlane if you are sure it's safe to do so for some bonus exp and gold. It's always nice to have the CDR and MPregen buffs of course, but you may leave them to others since you're already affective as you are.

Summary

I hope this guide covers everything you need to be successful with Hel. If you didn't play yet yet, you should definitely try her. She's not too hard to master compared to other casters, but never the less effective and, as explaind above, incredibly useful for virtually every team composition.

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1
VixT (1) | October 9, 2012 9:52am
I'm still looking through this.
Will leave judgement until I am done but I would like to stat that Hel has 3 damaging abilities.

Main reason for commenting early is about this:
Under pros/cons:
- Only 2 damaging abilities

Using: Hinder > Decay > Repulse > Stance Switch > Restoration is a 3 shot combo (3 damaging abilities) that I have easily hit for 2k+ on average.

The only minus is that, unlike Decay/Repulse, Restoration is not AoE, but it does do the same damage as Decay to that single target.
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