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Wingin' It: A Guide to the Goddess of Magic (SEASON 3: Updated 3/5/2016)

26 0 445,038
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by Sgorr updated May 6, 2016

Smite God: Eset

Build Guide Discussion 40 More Guides
Choose a Build: Enchantress: All-Purpose Build
Enchantress: All-Purpose Build Sorceress: Full Damage Build Protector: Full Support Build
Tap Mouse over an item or ability icon for detailed info

Eset Build

Example Starter

Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2
Build Item Magic Shoes Magic Shoes
Build Item Heavenly Wings Heavenly Wings

Starting Item Options

Build Item Vampiric Shroud Vampiric Shroud
Build Item Soul Stone Soul Stone

CO-CA CO-CA! (Core)

Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus

COO-COO-KACHA! (4th Item Choices)

Build Item Soul Reaver Soul Reaver
Build Item Ethereal Staff Ethereal Staff
Build Item Pythagorem's Piece Pythagorem's Piece

CHEE-CHAW! (5-6th Item Choices)

Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Asclepius Rod of Asclepius
Build Item Rod of Tahuti Rod of Tahuti
Build Item Bancroft's Talon Bancroft's Talon

A COODLE-DOODLE-DOO (Situational)

Build Item Magi's Cloak Magi's Cloak
Build Item Divine Ruin Divine Ruin
Build Item Book of Thoth Book of Thoth
Build Item Warlock's Staff Warlock's Staff

Example Build (Arena)

Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Soul Reaver Soul Reaver
Build Item Rod of Tahuti Rod of Tahuti
Build Item Bancroft's Talon Bancroft's Talon

Example Build (Conquest/Siege)

Build Item Shoes of Focus Shoes of Focus
Build Item Book of Thoth Book of Thoth
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Tahuti Rod of Tahuti
Build Item Bancroft's Talon Bancroft's Talon

Egg-cellent Relics

Build Item Greater Sprint Greater Sprint
Build Item Greater Purification Greater Purification
Build Item Aegis Pendant Aegis Pendant
Build Item Enfeebling Curse Enfeebling Curse
Build Item Weakening Curse Weakening Curse

Eset's Skill Order

Wing Gust

1 X Y
Wing Gust
1 4 6 7 10

Spirit Ball

2 A B
Spirit Ball
2 8 11 12 14

Dispel Magic

3 B A
Dispel Magic
3 15 16 18 19

Circle of Protection

4 Y X
Circle of Protection
5 9 13 17 20
Wing Gust
1 4 6 7 10

Wing Gust

1 X
Eset flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing Magical Damage to all targets in their path. Eset is immune to Root and Knockback effects while casting.

Ability Type: Line, Buff, Damage
Damage: 35 / 55 / 75 / 95 / 115 (+45% of your Magical Power)
Maximum Damage: 140 / 220 / 300 / 380 / 460 (+180% of your Magical Power)
Gusts Spawned: 4
Movement Speed: 25%
Firing Duration: 3s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Spirit Ball
2 8 11 12 14

Spirit Ball

2 A
Eset sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Eset can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range.

Ability Type: Line, Stun, Damage
Damage: 70 / 115 / 160 / 205 / 250 (+70% of your Magical Power)
Stun: 1s
Range: 80
Radius: 10
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 10s
Dispel Magic
3 15 16 18 19

Dispel Magic

3 B
Eset Silences and slows enemy gods at her target location. Enemy gods hit also lose a portion of their Magical Protection. If Eset successfully hits an enemy god, allies near the Dispel Magic or Eset gain a shield. If Eset hits multiple enemy gods, the shield is increased by 30% for each enemy hit after the first up to a maximum of 60%.

Ability Type: Circle, Silence, Damage
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Magical Protection Debuff: 10%
Debuff Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5s
Silence: 1.5 / 1.75 / 2 / 2.25 / 2.5s
Shield: 50 / 100 / 150 / 200 / 250
Radius: 15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Circle of Protection
5 9 13 17 20

Circle of Protection

4 Y
Eset plants her staff at her target location for 5s. Allies within its radius take less damage. Any damage dealt within the radius charges up the staff. If Eset activates the staff again, it explodes, dealing damage to enemies inside and healing allies.

Ability Type: Circle, Buff, Damage
Damage: 180 / 215 / 250 / 285 / 320 (+50% of your Magical Power)
Healing: 75 / 110 / 145 / 180 / 215
Damage Mitigation: 30%
Max Charge: 700 / 1400 / 2100 / 2800 / 3500
Max Charge Damage/Heal Scale: 2 / 2.25 / 2.5 / 2.75 / 3x
Radius: 30
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

It's here, my second SMITE guide! This time, it's on my favorite feathered female, Eset Goddess of Magic!


Welcome! I'm Sgorr from You Move Like a Jaguar!: Axe Murdering 101 (btw, thanks everyone for all the support for that guide--150k+ views & 50+ upvotes Woot Woot!).

This guide, like with my Chaac Guide, is built primarily around my experiences in arena, but also like my previous guide, it seems to work well in most game modes. This is for the casual player and beginners, but features some "experienced" tips for those who want to take this to more serious heights.

I'm not a pro or an expert by any means, I'm just a casual player with a couple (chicken) nuggets of info to share with the Smite Community. I hope you guys enjoy this guide and if you have any questions, comments, or constructive feedback for me, I'd love to hear from you in the comments section below. Also, if you feel like something is missing or lacking in the guide, it'd be wonderful if you could leave a quick explanation by pm'ing me or commenting so I could improve this guide ASAP!

It you aren't familiar with Isis, here's some quick highlights:


-Isis functions as both a damage and support mage, and fulfills a lot of roles on the battlefield.

-Her utility, especially in team fights, is unparalleled. Despite this, she has no true escape ability and can easily become trapped if you aren't careful.

- Eset is the goddess you want if you're looking to give your team exceptional support, CC the living **** out of your enemies, and dish out some rad damage and even a little healing.


And if you're down for some fascinating lore on this chick, check out this article on the taboo love-affairs of Isis (as well as other gods like Loki and Osiris).

Okay so let's get started! I hope you're ready for gratuitous, tasteless bird humor. I know I am...

Pros & Cons



PROS
Abilities have numerous uses and utility effects

Phenomenal passive for team supporting

Ultimate has a huge radius and can heal as well as reduce damage

Lots of crowd control

All area abilities


CONS
Lacks a true escape ability

Passive stacks are lost on death

Increased protections/damage reduction effects don't last very long

Requires a lot of timing

Skills



Flock Together: Funeral Rites is a support-oriented passive that grants you additional health/mana regen that is shared among nearby allies. Stacks are gained by being close enough whenever either an ally or an enemy god dies. You lose them if you die

Funeral Rites Do's and Don'ts


Do:

- Your best to stay close to as many allies as possible -

- Always have a way of keeping yourself alive (active, item, etc.) -

- Use the extra regen to stay in teamfights longer -

Don't:

- Go out of range with your passive during teamfights -

- Stay in a fight longer than you have to -

- Be dumb. Keeping those stacks is more important than you think -

Explanations, Tips, and Tricks:


Click to View




Flier-Power!: Wing Gust is your main damaging ability as well as your only semblance of an escape, since not only does it grant you 25% movement speed and four powerful magic bursts, but you get zero backpedal penalty and immunity to roots and knockbacks. Generally, you want to max this one out first

Wing Gust Do's and Don'ts


Do:

- Clear entire waves with it. Remember, you're on trash duty -

- Use it as a speed boost, but only when necessary -

- Always face the enemy while retreating with it. Show whoever's chasing you who's boss -


Don't:

- Be stationary. Ever. Use your full range of movement and stay on your target(s) -

- Be afraid to shoot through walls -

- Forget you can cancel it at any time by right-clicking -

Explanations, Tips, and Tricks:


Click to View


Wing Stop: Spirit Ball is your long-range area stun that comes in the form of a giant, glowing 10ft ball of hurt. It increases in damage and stun duration the further it travels, and you can detonate it at any point. In terms of leveling, max this second.

Spirit Ball Do's and Don'ts


Do:

- Aim for the farthest shot possible -

- Time it well, as it's a little slow -

- Shoot from behind obstacles. Catch them by surprise -


Don't:

- Get caught in close quarters where it's harder to use -

- Shoot it at the enemy head-on, it's fairly easy to dodge -

- Just settle for one target. Think of it more like a big, shiny bowling ball...that kills! -

Explanations, Tips, and Tricks


Click to View




Eggs-spelliarmus!: Yikes, that was a bad one (bird puns can be tough, okay?). Dispel Magic is one of the more underrated abilities in Isis' bag of tricks. It may seem like just your average area silence, but it's so much more than that:

- Enemies hit by it are slowed for a whopping -35% movement speed

- They also get an up to -30% magical protection debuff

- All the while, allies in range of Funeral Rites gain the stolen protections


Dispel Magic Do's and Don'ts


Do:

- Try and catch some minions in it as well -

- Use it near low-health allies for a temporary protection boost -

- Use it to cancel channeled abilities and ground dashes -


Don't:

- Use it on someone casting their ultimate -

- Start fights with it, it's too short-ranged -

- Spam it. The cooldown sucks -

Explanations, Tips, and Tricks


Click to View



Boom-Chick-A-Wow: Circle of Protection: Your ult. Your heal. Your friend. Your ultimate has a mother of an AOE, acting as both a temporary damage reduction zone and a ticking time bomb that hurts AND heals, increasing in power as damage is soaked up in the radius. Pop it at any time, then sit back and watch the fireworks. Max this ability whenever possible.

Circle of Protection Do's and Don'ts


Do:

- Always have a CC ready to keep enemies in the circle for as long as possible -

- Use it as a last-minute lifesaver for you and/or your teammates -

- Place it under big clusters of minion-fights if possible -

Don't:

- Hesitate to end a chase with it. Just make sure it'll do the job -

- Wait for it to charge so long that the enemies leave the radius -

- Be caught in a teamfight without it at the ready -

Explanations, Tips, and Tricks


Click to View



Leveling



Leveling your skills is pretty straightfoward: Get Wing Gust first since it's your escape and waveclear, then go for Spirit Ball for the damage+stun and get Dispel Magic 3rd for added CC. I'll put another point in Wing Gust at level 4 for more waveclear. After you get your ultimate, Circle of Protection, at level 5, you can prioritize your ult, Wing Gust, Spirit Ball, and lastly your Dispel Magic in that order for leveling.

If the enemy team has an initiator that you know you'll need to be CC'ing a lot (i.e. Ymir, Athena, Tyr and the like), I'll put in an extra point or two in Spirit Ball and Dispel Magic, but only after putting in my fourth point in Wing Gust at level 7. I say this because that's when you can instantly clear waves with a single Wing Gust.


Ability Sequence
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Items




The Boots



Shoes of the magi have become the focus of my latest build, since season 3 has made an effort to put less emphasis on CDR for mages and I often find myself needing that little extra boost in power and pen during the late game.

With CDR being downgraded, Shoes of Focus have become more situational. I tend to pick this only when the enemy has a lot of CC-reliant gods like Ymir or Athena


Damage Items


For me, stacking cooldown reduction early game is imperative. Chronos' Pendant grants decent magical power as well as nearly halves your cooldowns when paired with Shoes of Focus. This means no more of those disgusting 10-18 second cooldowns on your abilities. This is usually my second item.

Soul Reaver is excellent on Isis because her kit contains heavy-hitting spells that are hard to miss with due to their large areas. Try and sync your Reaver's passive with your Spirit Ball or Circle of Protection for maximum effect. Wing Gust doesn't work so well because it only activates on the first gust that hits.


Using your spells should always be part of your escape tactic, so if you're low on hp and on the run, Bancroft's added magical power should give you the boost you need to make the enemy think twice. In addition, it works beautifully with your ultimate, allowing you to increase the damage of your ult the more health you lose, which simultaneously charges it up. Works best if the enemy has a lot of melee.
Rod of Tahuti packs a lot of power and is the default damage-dealing accessory for any mage. The additional mana regen has a lot of synergy with Funeral Rites, making it particularly effective with Isis. I suggest getting this late game (5-6th item) since it's passive combos with all of the other mp items you've been stacking throughout the match.


Spear, when used with Wing Gust will melt through half of the base protections on ADCs and enemy mages, allowing you and your team to combo, sweep, and profit.

Support Items


Ethereal staff grants you excellent sustain and even a good bit of added magical power. If you find yourself getting fed on early game, go ahead and grab Ethereal to make yourself a little less gank-able.

Gem of Isolation helps with both survival and teamfighting. With the health and mana boost as well as the added slowing effect, enemies will have a difficult time not only finishing you off, but escaping from your wrath.



Adding lifesteal to your increased regen aura significantly ups your support potential, especially if you're in a game mode where you're constantly grouped up with teammates, such as in Assault or Arena. Because of the CDR cap, you'd ideally want to pair this with Chronos' Pendant and Shoes of the Magi instead of Focus.
If you want to go full support, Rod of Asclepius usually seals the deal for me. You get increased movement speed, allowing you to more easily control the battlefield. You also get an additional regen boost that you share with allies, stacking perfectly with your passive.




Situational Items


Magi's Blessing Get Magi's Blessing for taking on aggressive teams packing a lot of CC. If you're facing an Athena, Ymir or anyone else with particularly nasty crowd control (that they just love using on you), you'd want to invest in one of these early on.
Warlock's sash is great for Conquest and Siege, since it's a long-term stacking item and will compliment your strong waveclear and early game. I would recommend this to player's who aren't extremely familiar with Isis' ability kit. However, if you feel comfortable with it, I'd much rather use Book of Thoth and I'll explain below why.
Warlock's sash
When playing conquest or siege, I like to rush Book of Thoth ASAP, even before getting boots. This ensures that you can immediately start stacking as you lane, permanently boosting your mana and mp with every wave you clear. I prefer this over warlock's sash simply because Isis' lifeblood are her abilities, and being able to cast them for much longer and for a lot more damage completely sells it for me.
You'll want to get Divine Ruin as your 3rd or 4th item when facing teams with heavy healing. In most situations when the enemy team only has one healer, you can put off getting Divine until you see them actually stacking healing items

Relics


Sprint is an all-around excellent relic to add to Isis' arsenal. As stated earlier, your abilities are your life, and your life helps your team's life, savvy? So why not add an extra escape manuever? How about a chase active? Or even a faster way to get into battle just in the nick of time? Greater Sprint does it all.
Curse is great since it perfectly sets up the initiate for your combos, allowing you and your team to quickly trap the enemies, stack your ults, then keep 'em reigned in until you sweep the board.
There will often be matches where you can't help but be feed, either because of poor team coverage or the other team is focusing you. Keep your passive stacks up and avoid nukes with Sancutary. Even though the cooldown sucks, the ability to move while invulnerable will be key since you don't have a dash or jump escape.
Since Isis has no hard CC immunity in her kit that can prevent things like Ares' No Escape or Hades' Pillar of Agony, Purification Bests is a must-have in those matches.

Combos




Circle of Destruction (Teamfight Combo):




How to use it



Fly Free Bird! (Escape):




How to use it



Bird of Prey (Chase Ender):





How to use it


Jungle Love:




How to use it

Team Play




Early Game



Your main duty early on, and dare I say throughout the entire match, is to clear minion waves and prevent pushes to your towers and objectives. Clear waves with Wing Gust, then harass and poke the enemy gods with Spirit Ball as much as needed. Play carefully, as you should know full well how squishy you are this early in the game.

Your best bet in Conquest is to start in solo lane. This gives you greater freedom to gank and assist either lane.
In arena, the mana buff will usually go to you, unless that Kukulkan really wants it...This means you are likely the first god to get their ult on your team. This is important in case the enemy initiator goes for an early-game dive; you'll be ready and waiting with your Circle of Protection.

For ideal positioning, you want to stick to these spots in the arena. They'll allow you to control minions and launch spirit balls from the side or behind pillars.


Mid Game



Mid game is where you can make a real impression on the match, as the teamfights that will be spontaneously erupting give you the perfect opportunity to showcase your teamfighting potential. Your optimal play environment is right outside the big fight, controlling the battlefield with your crowd control and helping allies while you barrage your enemies with area spells. Be ready to rotate fast whenever fights break out, but don't ever forget to clear waves that threaten your towers or arena portal.


Late Game



Late game gets really prickly. You'll usually fall off in terms of damage, and you won't get any less squishy, unless, of course, you build sustain (we'll cover this later in the "Roles" chapter). You're gonna feel like you're back in squish city when the late game assassins and ADC's begin hunting you down, probably from all the times you made chicken-fried God out of them via your combos. Now's the time to watch your objectives closely, or in the case of arena, your score. Look for pushes to your objectives and last-ditch attempts at those game changing teamfights. This is where your team needs you the most, so make sure you are striking a delicate balance between hurting and helping. Stun and silence the enemy carries so your team can shut them down, then stay close to your own carry, allowing them, as well as the rest of your team to buff from Funeral Rites and make that final push to victory.


In General



You are a teamfight Goddess. Literally. You get to control the playing field, doling out you area abilities to not only deter attacks, but to boost the protections, regen, and CC opportunities for you entire team. Weigh the options of covering your allies versus chasing down foes. Think to yourself: what will help my team more? You have a lot of responsibility as a supporter and a damage-dealer, especially with your ultimate. The moment you lay your Circle of Protection down, you get to decide who lives and who dies in the aftermath, even your own teammates. Yes, this might sound harsh, and ideally you want to keep everyone alive, but there comes a point when you have to make the choice of who gets healed, who gets fried, and who has to die to make that happen. I'd quote the saying about making an omelette, but I'm pretty sure you're sick of my poultry humor by now...

Matchups






Playing With


Playing with Ares is a blast because you can line your ult up snugly beneath his No Escape, leading to an easy setup and a bloody mess of anyone caught.

Ares

Playing Against


Playing against Ares is not as fun, but you can easily counter his ultimate by placing Circle of Protection beneath him haflway through the ult's channeling.


Playing With


Anubis works well with you, since you can place your ultimate under him and his targets while he channels Death Gaze, ratcheting up your damage charge.

Anubis




Playing Against


For the very same reason mentioned above, you can counteract and protect yourself from his stationary abilities with Circle of Protection. When he launches his ult on you, get yourself and him in the circle and watch as you trade health when you pop it.



Playing With


You two can make a great pair, as Arty's kit of roots, stuns and slows will give you the perfect opportunities to lay on the CC, allowing for quick cleanup on the hunter's part.

Artemis

Playing Against


You can fly over her root traps with Wing Gust, and she can be easily trapped with your CC's since her only escape is her ultimate. Make sure you get out of the way when she uses it, though!





Playing With


Chang'e is one of your best gal pals: she can stun, heal, and deal lots of sustained damage, as well as escape almost any situation unscathed. Trade off CC's and cover her back and she'll definitely return the favor.

Chang'e

Playing Against


Chang'e is hard to hit with Spirit Ball because of her evasive Moonlit Waltz, so make sure you silence her with Dispel Magic before you try to pull off anything.



Playing With


Set up easy Loki kills with Spirit Ball, using Dispel Magic to prevent enemies from escaping while he finishes the job.

Loki



Playing Against



Don't let him feed on you. When he disappears, get ready to silence the area behind you. If your silence is down, Wing Gust the area, and if you know he's gunning for you with his ult, whip out your Circle and use Aegis Pendant to prevent outright pwnage.



Playing With


Watch for when Ratatoskr dives, as he'll need your help covering his escape. Even though he has plenty of evasive maneuvers, a single CC on him could mean the end of his squirrely antics, so be ready to stun and silence his pursuers. If he's good, you can bet the enemies are pissed

Ratatoskr

Playing Against


I absolutely hate Ratatoskr. He's nearly impossible to hit with Spirit Ball, and trying to catch him with Dispel Magic is futile (but not impossible). Cripple him with Enfeebling Curse then Wing Gust him as you dodge his annoying acorns.


Playing With


Oh look, your ultimate fits perfectly in his Ring of Spears.

Odin

Playing Against


Oh look, your ultimate fits perfectly in his Ring of Spears.



Playing With


Time your Spirit Balls to hit enemies right as his Frost Breath stun wears off to maximize the stun duration. Overlap your Circle of Protection near wherever enemies are running to get out of his Shards of Ice, then wait for his ult to explode before you detonate your own.

Ymir

Playing Against


I guarantee you Ymir will pick on you 9 games out of 10. He knows he can blink and take out half your health with his 3 and 2, and the slow from Glacial Strike will completely negate Wing Gust. I'd suggest investing in magi's blessing, then proceeding with caution.


Acknowledgments

First off, I'd like to thank Joe AKA Buddhafisted for the excellent guide suggestions and itemization tips.

Next, I want to thank my girlfriend Stephanie for all the support she's given me, and for the patience to deal with my obsession with making this silly guide.

Finally, I want to thank Jordenito once again for having such an amazing BB code guide, which I constantly referred to while gussying this baby up. Shout out to Piederman and Sanguis as well for providing excellent examples and templates. Also, I'd like to credit Shlickcunny from Deviantart for providing the inspiration for my Intro banner. Check out the rest of her neat Smite artwork, it looks pretty sick.


Coming Soon



This guide is still a work in progress, so here's a few things to look forward to in the future:

- PICTURES! This guide is already waay more visual than my Chaac guide, and I hope to improve both with some more accompanying game pictures and graphics

-A super duper quick summary with a link to it at the very start of the guide, for those who are already queued for a game and need a TL;DR version of this guide.

-A "Roles" section for explaining the different playstyles of Isis and how to itemize for different situations

-More matchups! The more I play, the more I'll find out how Isis stacks up against other Gods and how to counteract them.

-Anything you want! I'd be glad to hear any suggestions for more content/chapters/whatever, so if you have an idea, let me know!

Change Log:


Click to View

Leave a Comment

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Collapse All Comments

1
DrinksAdmirer (1) | December 26, 2016 4:19am
is there some way I can put a cirle ot he ground showing me the range of my passive???
2
Estidien (30) | December 26, 2016 10:25am
The short answer is no. But you can use the ruler option to get a distance line in front of you and then just imagine the 30 or 80 in a 360 degree radius around you.
1
Enigmatisty | October 16, 2016 10:16am
I'd also like to point out that you can't use relics at all while casting Wing Gust. I learned that the hard way couple of times and thought it was fowl play at first (kill me).
1
killareatar7 | May 24, 2016 7:05am
I know you say its been updated for season 3 but some of the descriptions as in your explanations and the relics are season 2 and outdated and it is confusing to me when i see your descriptions such as the 35% slow on dispel magic and I look at it the ability itself and it says only 20%. Just asking if you can look over not only the items but your actual explanations with the numbers because I have used Isis almost never but it is sorta confusing reading your description then seeing something different in the ability description.
1
SoulF00d | April 12, 2016 7:30pm
I'm pretty new to Smite and really love the game and only recently got Isis. This is guide is so good and really helpful. Can't wait to see what the update brings and to see more amazing and in depth guides from you!
1
Sgorr (1) | May 6, 2016 2:03am
SoulF00d wrote:
I'm pretty new to Smite and really love the game and only recently got Isis. This is guide is so good and really helpful. Can't wait to see what the update brings and to see more amazing and in depth guides from you!


I'm so glad to hear I helped out someone, especially a newer player! It's part of the reason why I make these guides and I am definitely planning on doing some more guides, especially now that I'll be done with school soon. Thanks for commenting!
1
DucksRock (41) | March 7, 2016 4:32am
btw, chang'e dosent do fast damage, exept with her ult, she does sustained damage, so fast damage isnt all that true, just a small tip from an X (2000 worshippers) Chang'e main
1
Sgorr (1) | May 6, 2016 2:01am
DucksRock wrote:
btw, chang'e dosent do fast damage, exept with her ult, she does sustained damage, so fast damage isnt all that true, just a small tip from an X (2000 worshippers) Chang'e main


Duly noted! Thank you for the feedback!
1
GameGeekFan (50) | January 6, 2016 6:31pm
You gonna make more guides man? The two you made were so good, especially the Chaac one.
1
Sgorr (1) | May 6, 2016 2:00am
GameGeekFan wrote:
You gonna make more guides man? The two you made were so good, especially the Chaac one.


Thank you so much, your support means a lot! I am definitely hoping to make more future guides once I expand my mastery with other gods
1
Sgorr (1) | December 29, 2015 8:59pm
Branmuffin17 wrote:

Wow...this is a great guide. Beautiful coding, practically error-free (spelling/grammar), and the way you word things reminds me of, well, me. Great sense of humor throughout. Awesome job. I have to try her out in Arena. +1



Thank you so much for the comment and upvote, it really means a lot! :)
1
Branmuffin17 (394) | November 25, 2015 3:02pm
Wow...this is a great guide. Beautiful coding, practically error-free (spelling/grammar), and the way you word things reminds me of, well, me. Great sense of humor throughout. Awesome job. I have to try her out in Arena. +1
1
Bullfrog323 (27) | October 6, 2015 8:27am
Now I know why I thought Soul Reaver proc was true damage.
Because it DOES true damage.
It is just not written in the description, which is misleading.
But if you look at the death recap after you've been destroyed by this proc, you will see it's true damage.

Therefore, Soul Reaver proc should not affect your decision between Spear of the Magus or Obsidian Shard
1
Bullfrog323 (27) | September 21, 2015 6:45am
Sgorr wrote:
With Soul Reaver it becomes a massive nuke, and I like to save it mainly for Spirit Ball, rather than having it proc on a single wing gust if I initiated with le fancy flaps.

I don't know why, I was sure Soul Reaver proc was True damage.
In the description, it only says additional damage, so we can assume it's magical damage.
Therefore, yes, most likely your first ability will trigger Soul Reaver proc without any application of Spear of the Magus, making Obsidian Shard mose useful.

Other than that, it doesn't matter is the proc is from a Spirit Ball or a Wing Gust, it will hurt the same, so Soul Reaver should not affect your play style in my opinion.

Maybe it is just fun to see big chunk of health removed in one spell, and making the enemy think
"Omg, all that damage from one spell, she hurts so much, I'm in trouble"
1
Sgorr (1) | September 20, 2015 9:47pm
Bullfrog323 wrote:

I realize the combo I am almost always doing is not even mentioned.

Dispel Magic -> Spirit Ball -> Wing Gust

The idea is to reduce enemy armor before attacking, and the slow ensure the Spirit Ball will hit, as well as the first 2 waves of the Wing Gust.

Maybe it's the best way to play her, what do you think about this combo ?


Logically, this combo makes a lot of sense, and I agree that I find myself using it quite a lot as well. For dueling, zoning and chases this works great. Not too sure about initiates, though. I've found in my experience that the shorter range of Dispel Magic makes it a little risky if your enemy's laning partner/whole team is waiting for you, that is, unless you silence the whole lot of course. :P That's why I opt to starting with Spirit Ball most of the time because I can optimize its range-based damage, have my initiator/lane partner dive in, then silence the enemy out of retaliating/escaping accordingly, then finally clean up with Wing Gust.

That being said, the fact that we use it so often with more or less success means it certainly is worth mentioning in the guide and I'll work on that ASAP.

Thank you for the feedback!
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League of Legends Build Guide Author Sgorr
Wingin' It: A Guide to the Goddess of Magic (SEASON 3: Updated 3/5/2016)
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