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To Hel and Back (Mid/Solo Conquest Build)

0 0 13,870
by MortemIX updated December 26, 2015

Smite God: Hel

Build Guide Discussion 3 More Guides
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Hel Build

Primary Build

Build Item Shoes of Focus Shoes of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Asclepius Rod of Asclepius
Build Item Rod of Tahuti Rod of Tahuti
Build Item Breastplate of Valor Breastplate of Valor
Build Item Gem of Isolation Gem of Isolation

Option Five/ Defensive

Build Item Lotus Sickle Lotus Sickle
Build Item Hide of the Urchin Hide of the Urchin

Option Six/ Offensive

Build Item Obsidian Shard Obsidian Shard
Build Item Bancroft's Talon Bancroft's Talon

Actives and Consumables

Build Item Greater Meditation Greater Meditation
Build Item Greater Purification Greater Purification
Build Item Mana Potion Mana Potion
Build Item Potion of Magical Might Potion of Magical Might

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
2 8 11 14 15

Hinder / Cleanse

2 A B
Hinder / Cleanse
3 12 16 18 19

Repulse / Inspire

3 B A
Repulse / Inspire
1 4 5 7 9 17 20

Switch Stances

4 Y X
Switch Stances
6 10 13
Decay / Restoration
2 8 11 14 15

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 12 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
1 4 5 7 9 17 20

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
6 10 13

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 to Hel

Firstly, may I say thank you for taking the time to read my Hel Build, any advice (hopefully constructive) is very much appreciated! Secondly, sorry for my awful pun-manship in the title... Okay I'll stop now.

Hel is a versatile God, able of securely and confidently holding down a single lane, preferably mid lane, due to her ability to swap between her Light and Dark stance using Switch Stances. This essentially gives Hel six abilities to use and abuse, including a damaging AoE and healing AoE, making her perfect for minion clearing and aiding a passing jungler.

Combine this with a decent starting mana, low cooldowns and a the ability to buff her movement speed and clear crowd controls, Hel makes an amazing edition to any Conquest team. This build also works in Joust and even Arena situations, however a more DPS build may be sought after.

Hel recently recieved a nerf, decreasing her time to use Repulse / Inspire and reducing the overall healing, from 50% at full stance to 30%. Whether this was needed or not is debatable. It paves the way for more healers, such as Chiron and means Hel is less capable of pushing into a 2v1 situation and walking out alive. She's still a very viable option, however cooldown reduction is more desirable, to ensure that both you and your teammates are staying alive, and more helpfully, in their desired lane.

Advantages vs Disadvantages

Advantages



Healing - A ranged, damaging ability that heals the user and a large AoE that boosts speed and heals the user and allies

High area damage - Ability to successfully clear minions at level 9 and deal large amounts of damage

Low cooldowns - Even without Breastplate of Valor maximum cooldown is achieved, allowing for quick healing and speed buffs

Evasive - Combine a movement buff, high movement speed and crowd control removal, you can easily exit and enter a fight without fear of being trapped

High MP5 - Between 17-20 mana per second allowing for regular ability use

Disadvantages



Low protections - Although Hel can heal off damage, repeated hits will very quickly drain her of health, she requires damage loss in order to build both protections

Vulnerable - Assassins can easily dispatch Hel if she is caught in the wrong stance and can't escape

Requires quick thinking - In order to be successful when using her, abilities need to be chained together in order to last in 1v1 fights

Expensive to build - Full core build costs 13,150 gold, with actives, it comes just under 15K

Abilities

Passive Stance Attunement After a few seconds in either stance, Hel gains either Magical Power in her Dark Stance and extra Healing in light stance

1. Decay / Restoration In her Dark Stance, Hel fires a projectile that explodes on impact dealing damage to one target and splash damage to enemies in close vicinity, helpful for minion clearing early on and can catch enemy gods on the escape, however requires you to be accurate.

In her Light Stance, she fires a projectile that hits a single enemy and heals for the damage dealt. Usually I tend to use this more for an extra damage projectile as the healing isn't usually enough to rely on.

2. Hinder / Cleanse In her Dark Stance, she lays down an AoE on many targets, slowing them and reducing their magical protection. I tend to use this first in order to deal extra damage on enemies, but not necessarily needed.

In her Light Stance, she lays down an AoE on herself or allies, removing all current CC effects and preventing new ones. Very helpful seeing as nearly every god has some form of CC, allows her to face Hades and his ultimate without fear, as after using this and her AoE heal, she can exit his Ultimate, but requires timing to do so.

3. Repulse / Inspire Her shining ability, in her Light Stance she uses a healing AoE, on herself and all teammates, and also gains a movement speed increase, allowing her to remove herself from battles and increase her survivability.

In her Dark stance, she does an AoE damage. I always build this ability first, as it increases the total healing she does and the total damage she puts out, and as this ability is perfect for minion clearing, it's helpful to increase the damage.

4. Switch Stances In her Light Stance, she has healing abilities and gains MP5, half of which is shared to teammates.

In her Dark Stance, she has damaging abilities and gains magical damage.

Core Items

Item 1 - Shoes of Focus - First and foremost in the build, gives Hel an early Mana boost, meaning trips to base tend to get less frequent. Cooldown reduction and movement speed also aid in survivability, allowing her to escape from encounters. Shoes of the Magi are also an optiob, however the lack of Mana is off-putting, but the greater damage may be worth the swap, situation dependant.

Item 2 - Chronos' Pendant - Essential to any mage in the game, this items boosts magical power and provides a substantial boost to MP5. Combine this with Shoes of Focus and she easily gains Mana at a steady rate in early game, once again allowing her to hold her lane. Cooldown reducation on top also allows for Breastplate of Valor to be substituted.

Item 3 - Rod of Asclepius - An all around brilliant item for solo and teamplay, the Rod provides Hel with some much needed health, making her sturdier during mid game. She also picks up movement speed, and the items passive buffs health regeneration and healing to teammates in close vicinity, perfect when combined with her Repulse / Inspire ability!

Item 4 - Rod of Tahuti - She sure can't get enough Rod can she? Massive boost to magical damage, an increase to her already high magical damage, and to top it off, a smidge of MP5. Makes her a monster when it comes to damage and allows her to scare off enemies with two/three moves.

Item 5 - Breastplate of Valor - Provides some physical defence, allowing her to withstand Assassin junglers slightly more effectively. Mana increase is nice as well, however the cooldown is redundant at this point. Situational, if there are fewer physical attackers or you encounter them less, it can be swapped out. Other options available, however this is my usual choice of item.

Item 6 - Gem of Isolation - One final buff to mana, some extra health on top of that, which plays nicely with the previous boost of Physical Protection from Breastplate of Valor. Main attraction is the passive, which slows enemies after damaging abilities. Brilliant synergy with Hinder / Cleanse as it allows her to have regular slowing. Combined with a high movement speed, she can easily catch up to fleeing enemies or escape when needed.

Active 1 - Greater Mediation - I usually build this through-out the game, as it provides a semi-frequent mana source, reducing her need to retreat as much. Usually take stage 1 before level 5, stage 2 around 11-13 and then stage 3 when the core is finished or I'm finding myself frequently out of mana.

Active 2 - Greater Purification - Mainly for Hades and Ares ultimate counters, which can quickly devastate her. Also useful against Ao Kuang for escaping his execution ultimate. Situational which is why I build when necessary.

Consumable 1 - Mana Potion - Self explanatory, always keep some handy in case of dire emergency.

Consumable 2 - Potion of Magical Might - Fairly cheap consumable at 450, provides a nice yet nasty boost to magical might for a reasonable cost, worth picking up late game.

Strategy

So, you have the build and you have the items, now what? Well, now it's time to learn how to play her!

RULE #1

Always, and I repeat,ALWAYS, stay in Hel's Light Stance. If caught unaware, you're more likely to escape alive if you're already in the preferred stance to do so. Swapping over takes time and gives the enemy a chase to disorientate you. By staying in Light Stance you have instant access to CC removal, healing and speed buff, three very helpful components in surviving an Assassin encounter.

RULE #2

Hel has two sets of abilities that have independent cooldowns - Use them! There's nothing to stop you swapping stance mid battle to gain some health and swapping straight back to deliver a blow to the enemy. Only thing is Mana, which is why this build focuses on building it so much. Have a look at this clip, if you would -

http://xboxdvr.com/gamer/Array%20Chunkie/video/13472856

So baring in mind this was in Joust rather than Conquest and I was a few levels ahead of them, but it's a good example of how to play her to the best of her abilities. After a bit of use with her you start to get a feel for cooldowns and know when they roughly should be available. This allows you to know when to swap to her other stance and gain maximum efficiency.

As you could see, I enter by using Hinder / Cleanse to debuff the enemy and to give me a better chance at catching them. After my teammate dies, the focus turns to me. Luckily Xbalanque has exhausted his dash and is of low health. A simple AoE is enough to take him out, and in hindsight, either projectile would have. Now the healing and speed buff comes into play, allowing me to evade the Anhur and keep him disorientated. Decay / Restoration is then used to gain some health back. Stances change and I then proceed to minion clear and get some residual damage on the Anhur. Stances change again and I manage to heal myself, and using the speed buff I put distance inbetween us. One last stance change and I use my AoE to take down the god and come out alive.

RULE #3

Healing incorporates Hel into any team, so don't forget to use it! Whenever you plan on healing, try and do it near a teammate to keep them topped up. You're more likely to win a fight if your teammate stays alive as long as possible. This is what makes her such a great midlaner. Passing junglers can receive a quick heal and speed buff to send them on their way or to help clear the lane.

Overall, Hel can be a destructive force or a healing angel, or eventually both as you learn how to play her. She was my first god and is now my main and she plays very strongly into most teams. Learn her moves and cooldowns and you shouldn't have an issue getting to grips with her.

I wish you the best of luck in bringing 'Hel' to the battlefield, and any responses or tweaks are much obliged!

Thank you and goodbye,
Mortem

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1
Devampi (105) | February 7, 2016 4:16am
NioNai wrote:

You are better off with Bancroft's Talon, Ethereal Staff, or Warlocks Sash in places of Chronos' Pendent. Simply because you are wasting 10% of the cooldown from the boots. So just wasting at that point. If you really want to keep the 40% cooldown I would suggest selling off the boots once you can buy BoV for SotM.


actually it overcaps 25% CD as this is still a S2 build
1
NioNai | February 7, 2016 3:49am
You are better off with Bancroft's Talon, Ethereal Staff, or Warlocks Sash in places of Chronos' Pendent. Simply because you are wasting 10% of the cooldown from the boots. So just wasting at that point. If you really want to keep the 40% cooldown I would suggest selling off the boots once you can buy BoV for SotM.
1
MortemIX | December 26, 2015 7:36am
Edited for Alternative Items which I completely overlooked!
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