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Achilles Solo Lane

25 4 47,010
8.5
by BrutalBelly updated December 19, 2023

Smite God: Achilles

Build Guide Discussion 5 More Guides
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Achilles Build

Start Physical

Notes Bluestone Pendant is better for clearing, and Redstone later helps you really push the protection cap (especially with your 2 activated).

Warrior's Axe early doesn't have the greatest mana sustain, but it does do decent damage overall when you constantly poke and evade like Achilles does.
Sundering Axe has a chunky 300 damage pop late game (with that also healing you) and is a solid overall defense item.

Always get Bountiful Bao and Horn Shard, the items just pair much better than any combination you could otherwise do, as Achilles is ability based. Lower cooldowns = more damage output.

Notes

Bluestone Pendant is better for clearing, and Redstone later helps you really push the protection cap (especially with your 2 activated).

Warrior's Axe early doesn't have the greatest mana sustain, but it does do decent damage overall when you constantly poke and evade like Achilles does.
Sundering Axe has a chunky 300 damage pop late game (with that also healing you) and is a solid overall defense item.

Always get Bountiful Bao and Horn Shard, the items just pair much better than any combination you could otherwise do, as Achilles is ability based. Lower cooldowns = more damage output.

Build Item Bluestone Pendant Bluestone Pendant
Build Item Breastplate Breastplate
Build Item Healing Potion Healing Potion
4
Build Item Multi Potion Multi Potion
Build Item Bountiful Bao Bountiful Bao
Build Item Horn Shard Horn Shard

Start Magical

Notes Enchanted Kusari costs 50 gold more than breast so you don't get as many potions.

Bluestone Pendant is better for clearing, and Corrupted Bluestone later helps you really push the protection cap (especially with your 2 activated).

Warrior's Axe early doesn't have the greatest mana sustain, but it does do decent damage overall when you constantly poke and evade like Achilles does.
Sundering Axe has a chunky 300 damage pop late game (with that also healing you) and is a solid overall defense item.

Always get Bountiful Bao and Horn Shard, the items just pair much better than any combination you could otherwise do, as Achilles is ability based. Lower cooldowns = more damage output.

Notes

Enchanted Kusari costs 50 gold more than breast so you don't get as many potions.

Bluestone Pendant is better for clearing, and Corrupted Bluestone later helps you really push the protection cap (especially with your 2 activated).

Warrior's Axe early doesn't have the greatest mana sustain, but it does do decent damage overall when you constantly poke and evade like Achilles does.
Sundering Axe has a chunky 300 damage pop late game (with that also healing you) and is a solid overall defense item.

Always get Bountiful Bao and Horn Shard, the items just pair much better than any combination you could otherwise do, as Achilles is ability based. Lower cooldowns = more damage output.

Build Item Bluestone Pendant Bluestone Pendant
Build Item Enchanted Kusari Enchanted Kusari
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
Build Item Bountiful Bao Bountiful Bao
Build Item Horn Shard Horn Shard

Physical

Notes Bao and Horn eventually get replaced.

Notes

Bao and Horn eventually get replaced.

Build Item Corrupted Bluestone Corrupted Bluestone
Build Item Breastplate of Determination Breastplate of Determination
Build Item Prophetic Cloak Prophetic Cloak
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Gladiator's Shield Gladiator's Shield
Build Item Abyssal Stone Abyssal Stone

Alternate Physical

Notes This is if you don't like Prophetic Cloak in the build.
Bao and horn eventually get replaced.

Notes

This is if you don't like Prophetic Cloak in the build.
Bao and horn eventually get replaced.

Build Item Corrupted Bluestone Corrupted Bluestone
Build Item Breastplate of Determination Breastplate of Determination
Build Item Gladiator's Shield Gladiator's Shield
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Stone of Binding Stone of Binding
Build Item Abyssal Stone Abyssal Stone

Magical

Notes Not really a fan of Prophetic Cloak starts vs a magical, but it can be done. Genji's Guard here as you have a better fight into them verse building Oni Hunter's Garb.

I have experimented with mixed success on starting an item like Stone of Binding.

You technically over cap cool down reduction since warriors get a class passive of 10%. Don't worry about going over CDR if the utility of the item is strong and pairs well with the build.

Bao and horn eventually get replaced.

Notes

Not really a fan of Prophetic Cloak starts vs a magical, but it can be done. Genji's Guard here as you have a better fight into them verse building Oni Hunter's Garb.

I have experimented with mixed success on starting an item like Stone of Binding.

You technically over cap cool down reduction since warriors get a class passive of 10%. Don't worry about going over CDR if the utility of the item is strong and pairs well with the build.

Bao and horn eventually get replaced.

Build Item Corrupted Bluestone Corrupted Bluestone
Build Item Genji's Guard Genji's Guard
Build Item Breastplate of Determination Breastplate of Determination
Build Item Gladiator's Shield Gladiator's Shield
Build Item Stone of Binding Stone of Binding
Build Item Abyssal Stone Abyssal Stone

Alternative Item(s)

Notes Spectral Armor is a good item to help mitigate the damage of the current ADC builds. If you need it I would get rid of Stone of Binding and Abyssal Stone, then swapping in Spectral Armor and Pestilence to round out the build.

The hammer tree is interesting right now. They are good for helping early with kill potential, but overall, it delays your build.

Some people go Breastplate of Regrowth as well (over Breastplate of determination),this is because Achilles does proc it off his 2, and Achilles loves power and movement speed. Breastplate of Determination, is an overall better protection item until they really nerf the glyph. When the glyph is eventually touched again regrowth may be the better option.

Sundering Axe is on the cusp of being decent again, it still works with Achilles. I believe Redstone to be the overall better item since it scales very well with him, but if you need a more defensive approach for the whole game this is the starter for you.

Notes

Spectral Armor is a good item to help mitigate the damage of the current ADC builds. If you need it I would get rid of Stone of Binding and Abyssal Stone, then swapping in Spectral Armor and Pestilence to round out the build.

The hammer tree is interesting right now. They are good for helping early with kill potential, but overall, it delays your build.

Some people go Breastplate of Regrowth as well (over Breastplate of determination),this is because Achilles does proc it off his 2, and Achilles loves power and movement speed. Breastplate of Determination, is an overall better protection item until they really nerf the glyph. When the glyph is eventually touched again regrowth may be the better option.

Sundering Axe is on the cusp of being decent again, it still works with Achilles. I believe Redstone to be the overall better item since it scales very well with him, but if you need a more defensive approach for the whole game this is the starter for you.

Build Item Spectral Armor Spectral Armor
Build Item Runeforged Hammer Runeforged Hammer
Build Item Flameforged Hammer Flameforged Hammer
Build Item Breastplate of Regrowth Breastplate of Regrowth
Build Item Sundering Axe Sundering Axe
Build Item Pestilence Pestilence

Relics

Notes Either TP works. Heroic Teleport feels better when you are down, Persistent Teleport is better when up (more team wipes=faster use of item).

Scorching Blink Rune as a good way to initiate and get past their front line directly onto the back line.

Pick up Temporal Beads instead of Scorching Blink Rune if you are just getting deleted all game from CC chains/they have an Ao Kuang.

Notes

Either TP works. Heroic Teleport feels better when you are down, Persistent Teleport is better when up (more team wipes=faster use of item).

Scorching Blink Rune as a good way to initiate and get past their front line directly onto the back line.

Pick up Temporal Beads instead of Scorching Blink Rune if you are just getting deleted all game from CC chains/they have an Ao Kuang.

Build Item Persistent Teleport Persistent Teleport
Build Item Heroic Teleport Heroic Teleport
Build Item Scorching Blink Rune Scorching Blink Rune
Build Item Temporal Beads Temporal Beads

Achilles's Skill Order Notes Prioritize your 1 on Achilles, then 3, then 2, then ultimate. Your ultimate is an execute, which is what you are using it for, the damage is realistically irrelevant.
Some people do prioritize the 3 on Achilles, so try that out as well and see how you like it.

Notes

Prioritize your 1 on Achilles, then 3, then 2, then ultimate. Your ultimate is an execute, which is what you are using it for, the damage is realistically irrelevant.
Some people do prioritize the 3 on Achilles, so try that out as well and see how you like it.

Shield of Achilles

1 X Y
Shield of Achilles
1 3 6 7 9

Radiant Glory

2 A B
Radiant Glory
4 13 14 15 16

Combat Dodge

3 B A
Combat Dodge
2 8 10 11 12

Fatal Strike

4 Y X
Fatal Strike
5 17 18 19 20
Shield of Achilles
1 3 6 7 9

Shield of Achilles

1 X
Achilles punches forward with the of his Shield, inflicting massive damage and stunning enemy targets hit by the impact. The force of his punch continues to radiate past his initial target area, dealing 70% damage to targets farther away. Lane Minions take an extra +15% damage.

Ability Type: Cone, Stun, Damage
Damage: 100 / 155 / 210 / 265 / 320 (+80% of your Physical Power)
Stun Duration: 1s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Radiant Glory
4 13 14 15 16

Radiant Glory

2 A
Achilles is blessed by the gods, giving him bonus Physical Power, Protections, and Crowd Control Reduction for 6 seconds. While this blessing is active, Achilles will heal himself upon successfully damaging enemies with abilities.

Ability Type: Buff
Heal: 15 / 18 / 21 / 24 / 27
Max Heals Per Ability: 4
Physical Power: +6 / 7 / 8 / 9 / 10%
Protections: +10 / 12.5 / 15 / 17.5 / 20%
Crowd Control Reduction: 20%
Cost: 40 / 45 / 50 / 55 / 60
Cooldown: 9s
Combat Dodge
2 8 10 11 12

Combat Dodge

3 B
Achilles dodges his enemies' attacks before striking them in swift response. If Achilles successfully hits an enemy god with this strike, Achilles can use this ability once more before it goes on Cooldown.

Ability Type: Line, Dash, Damage
Damage: 65 / 100 / 135 / 170 / 205 (+45% of your Physical Power)
Range: 35
Cost: 22 / 24 / 26 / 28 / 30
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Fatal Strike
5 17 18 19 20

Fatal Strike

4 Y
Achilles winds up a large attack and dashes forward. While dashing, Achilles will pass through minions, stop and hit the first enemy god he encounters, dealing damage to all he hits and executing gods below 30% Health. If Achilles kills a god with this ability, he can use it again, up to 5 times.

As Achilles successfully Executes his enemies, he becomes more reckless in combat and leaves his heel exposed. Achilles will become more susceptible to damage, stacking up to 5 times.

Ability Type: Line, Dash, Damage
Damage: 180 / 270 / 360 / 450 / 540 (+100% of your Physical Power)
Execute Threshold: 30%
Damage Taken Increase: 5%
Range: 35
Cost: 80 / 85 / 90 / 95 / 100
Cooldown: 90s

Introduction

Hello, I am BrutalBelly! I've been playing Smite for a few years now and am a Warrior enthusiast. I've been Masters in Duel and Conquest over this time as well. Even hitting GM in both, Duel Season 8 and Conquest current season. Over this time we've seen shifts to items and core builds. I saw a lot of the current builds being presented and wanted to show what I've been running in my games.

Achilles' Abilities

Achilles' Abilities


Passive - Gift of the Gods

You switch between his defense and offensive passive by autoing in the fountain.

Power and movement speed early game help out Achilles to gain early kill potential.

Later in the game Achilles should switch to defense form.


Ability 1 - Shield of Achilles

Give a little distance between you and the enemy when doing it, but still keep them in the stun range. Going too close can actually cause your ability to look like it will hit, but then miss. It also gives you a chance to adjust easier if they are a little bit further away.

Use the stun to set up the execute. A lot of players just see execute range and try to go for it only to be leaped over or juked.

Use this to poke enemies, Achilles won't be bursting someone down in one combo, you poke them out and break their sustain in order to leverage kills.


Ability 2 - Radiant Glory

Always use this first, in your combo. This is your stim, this is what really helps Achilles get extra value out of Gladiators shield and Corrupted Bluestone / Sundering Axe.


Ability 3 - Combat Dodge

Auto, the best way Achilles increases his damage is to auto while using his 3.

Dodge, you can easily cause a player to miss by using Achilles dash (it is in the name).

Use the first one to hit the opponent, the melee minions in lane will then start to swarm you and you can effectively use both your 1 and 3 to clear the minion wave.


Ultimate - Fatal Strike

It resets, you can get multiple uses out of it. The only drawback is increased damage taken.

Think before using. See what your team has up/abilities they are using before you activate it. Sometimes your team will secure the kill while you are still in the dash phase.

Once this ability is leveled, only put a point into it when you have to. This is a flat execute, iour other abilities will thank you for leveling them up.

How To Play: Early Game

How To Play: Early Game
  • The solo lane start: You go to blue buff, dragging to the xp camp where your mid laner will pull speed camp. When you get the best angle on all the camps, use your 1 to aid in clearing.

  • Your mid laner will be assisting you in killing all these camps, try not to absorb too much damage that you are instantly killable in lane, but don't let your mid laner take that much damage as well (I usually pop my first health potion here). Don't forget to grab the blue buff, you don't want speed as you will run out of mana.

  • In lane you have 3 main objectives: Clearing wave as safely as possible is always #1 priority. The next two are important, but not as important as getting wave. I put getting totem over cooldown camp because the mp5 given from totem globally has more impact than just getting a cooldown advantage/slight gold and xp lead.

Yellow circle is you; blue circle is your mid laner.

How To Play: Mid Game

How To Play: Mid Game
  • This is realistically where you will be the most successful. Due to the nature of solo, you actually at this point should have a 1 ish level lead over everyone else on the map. If you can make it to the first beacon fight of 12 minutes, I would highly encourage you to do so. The solo laner rotating to this fight while the other stays in lane can lead to not only beacon, but also potentially kills and a gold fury.

  • Around this time, most gods should have 2+ items completed. Your two items and higher base damage should help significantly chunk the opposition. Your combo should do around 1/3rd or more of a squishy targets hp at this time.

  • With most hybrid items either being completely stripped of power or removed, warriors are left to rely on higher base dmg, and team play to get them through.

  • Solo in my opinion for objective presence should be keeping the enemy at a decent distance to where they can't walk up freely and try to out secure. Don't chase too far/wander as this will more than likely get you killed.

How To Play: Early Late Game

How To Play: Early Late Game
  • This is realistically where the damage classes take over. 4-5 item hunters, assassins and mages will start hitting you very hard, very quickly. This is where it becomes imperative to play with your team.

  • Depending on how the game has been going at this point you have two options of playstyle, you can try to dive with your jungle to disrupt the back line. If you can take out their backline with your jungle or even just get one it makes the game harder for them.

  • Your damage at this point is much smaller than what the enemy can output, you are mostly hoping your jungle takes care of his target/burns your target with you. 1v1s at this point typically go towards the carry if that is who is burning you, you still have decent fight into mages at this point.

  • Without an ADC, taking objectives and structures becomes more troublesome. Without a Mage, securing objectives is much more difficult.

  • The other playstyle is more of a support role towards your damage dealers, trying to set up stuns so they can get their combos off, forcing relics on carries, peeling for them if they get in trouble and the support can't get to them, etc.

  • Objectives are the priority at this point. At least one Pyromancer should have been completed by now (save the bombs for birds if possible), another Gold Fury as well and right around 23ish minutes the Titans will be preparing to meet in lane. Titan surge is typically what forces the first fire giant fight, especially if it is on the other side of the map (duo lane).

  • This Fire Giant is usually what helps wipe away most structures and helps expand a gold lead. If done right this can be game over, so be wary of that.

How To Play: Late Game

How To Play: Late Game
  • Your goal right now is to play as a team, there is no more solo play. Getting picked can and will cost your team the game at this time.

  • By now, most structures are gone around the map. The only thing left really is finding the game ending window. I have seen games end because players get caught at Gold Fury, so try to not let that be your team.

  • Most games typically end by getting a pick around Fire Giant, getting enhanced Fire Giant (Fire Giant evolves after 30 minutes). Taking as many birds as possible, then killing Titan as fast as possible. Sometimes games can be ended with as little as 1 bird down, most of the time the safest option is to take 2/3 birds and pinch in with enhanced minions pushing.
  • If you are losing at this point, your whole game plan is keeping them away from your Titan and trying to stall. Sometimes killing 1 when they have EFG is enough to stall a push for at least a minute plus (as long as you are all healthy).

  • When they siege you have your fountain to run back and forth to if you need healing, they are typically only being healed from EFG passive and whatever HP5/life steal they have. Waiting out a siege and letting them come to you does give you a chance to come up with a plan. Another thing I like to do is if their mage is consistently clearing wave with their main damage you can communicate it to your team to exploit and try a fight off that.

  • Remember though, if they do have EFG they are in a much better position to kill you, so be careful of any engagements you and your team takes.

  • The game is usually won before 2nd titan surge, but there is that as well to look out for in back and forth games/games where the siege defense is really strong. Pushing with the titan, EFG, and some enhanced minion waves should be game over in 99% of scenarios.

Ward Positions Through the Game

Ward Positions Through the Game

As a solo laner you actually get the freedom to pick up the best mobility relic in the game. Teleport whether you upgrade it to Heroic Teleport or Persistent Teleport is up to you. This relic allows you to TP to any structure on your side or any ward placed by your team (When upgraded).

The first two wards you should prioritize are these. This mostly takes care of any jungles possible gank path to you. Be wary of gods that can jump over thick walls/globals like Thanatos or Thor. Be wary of gods who have invisibility that can activate it and get past your ward before it expires like Loki, Ao Kuang, The Morrigan.



As the game goes, where you ward may change depending on what your team already has vision on. The deeper wards help with zoning and collapsing on overstepping opponents while also allowing your team to prepare to secure the objective/get off it and fight (or run).



At the end game stage, just about every pathway should be warded, vision is what controls a lot of the game. Getting wards in the blind spots behind the gates can also help mages get a chunky opening shot that your jungle can collapse on.



Keep in mind, as a solo laner you can take a good chunk of damage and if you have Heroic Teleport / Persistent Teleport up + your team has wards out you can be right back within 10 seconds.

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1
Allanpietrzak | February 5, 2024 2:00am
awsome build
1
bonkamon | December 20, 2023 4:16pm
When it comes to Achilles' passive, are the choices based off preference or is one of them just better than the other?
1
BrutalBelly | December 20, 2023 5:42pm
Early on I always stay in power stance for clearing and boxing. Later in the game I transition to prots because the way I play Achilles is to be a nuissance (on their back line) and let your carries do the damage. Not everyone plays him the same, but that's how I do it.
1
bonkamon | December 21, 2023 7:35am
think ill try that because I don't see myself using his passive often, usually stay in prots but thanks for the info!
1
Branmuffin17 (394) | December 3, 2023 8:43am
Solid builds overall and great writeup.

Quick comment, in most of your builds you have 7 items, would be good to adjust or at least include in notes where you suggest choosing X or Y.
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