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All-Mage Mastery / Conquest Guide

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Introduction

Welcome and thanks for taking a time to read this guide, I'd like to show you some good tips about being a mage in conquest, lately mages have been having a good performance in conquest as mid laners and adc's.
This is the first guide I make and I'm not so good in English, so suggestions are very appreciable. <3

I will explain stats, abilities, playstyles and recommended builds for mages.
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.-.-.- MAGES IN EVERY LANE -.-.-.
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Early Game
Early game is very important, and the first waves (most of the time) are crucial to decide who will reach mid-game first, farming lane minions and jungle is the key but also rotations in the right moment are useful to help you and your team take objectives.
Speed Camp
Junglers start the game in the speed buff, as mid you need to start with them to help clear the buff (the camp will appear at 20s after minions spawn), this will make the start for your jungler faster and you need to get the xp for the 3 jungle monsters so you can level up after killing the first wave.
Not getting level 2 at first wave can be very dangerous, exposing yourself against the enemy.
First Wave
When you arrive at the first minion wave, you will be level 2 after killing 3 melees minions and 2 archers. If you pushed the wave first and you have an aggressive kit, you may be able to kill someone if you're outdone, but I recommend to go clear the harpy camp near to your red buff and then
return to the wave, while clearing the second wave the junglers are getting to the big mid camp, if you're fast clearing wave you can help your jg to get the camp, try to only focus one god at the time, and if you kill someone getting the second one will be easier. Then you can follow your jungler to get the red camp and return to your lane to take the next wave.
Farming
As a midlaner, you got a lot of camps where you can farm pretty well, that's why sometimes movement speed is the key to farm and rotate faster. Make sure to have enough wards to control the camps, avoid ganks and give the right calls to your team, something hard about mid lane is that is the most ganked lane, you can get ganked by everyone but mostly by the jungler or the support.
Mid Game
At this part of the game you already make a nice amount to damage, rotations are coming up and you have to stick with your team, you have to group to the first team fights, the winning team will get an objective, that can be a tower, a gold fury, a pyromancer or even the fire giant, make sure to stay in a safe place and try to make a high amount of damage to the enemy team. Try to always get all the camps available, it's important as a mage to get ahead on farming.
Late Game
In this moment mages can unleash all their power, you must stick with your support, he's the only one that can save you from being one-shotted, as long you are with your supp you should be able to do a great amount of damage to the enemy trying to focus the dangerous ones (adc, jungler, mid), team fights at this time can decide who'll win the match.
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Recommended Mid Lane Mages
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Starter
Normally with the magical adc build you will have 200-250g for consumables, you can get HoG if you kill the camp faster or want to save the ability for the minion wave (is totally OPTIONAL to get HoG, if you don't want or like it, don't buy it), it costs 100g and you will have 100-150g for health potions.
Early Game
In Early game you can start in the purple buff with your supp, purple buff will appear 20s after minions spawn. Duo lane depends on coordination when you're want to attack someone always focus the same target and you need to know how good is your teammate. If you're not able to fight back, stay behind and farm until you can fight them, your supp leaving the lane is the best way to farm but you must be careful if the other supp still there because you will instantly lose a 2v1 so play turtle, you will earn more xp and gold and get ahead and the opposite happens if it's the other way.
Supports are used to leave the lane when they're level 5-10, you can make use of their ults before they leave or just enjoy the farm.
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Mid Game
Now you have extra farm, with a total of 5 near camps (2 on your side) including Oracles, every time you're able to go to clear every camp, as ADC is important to be very high at level and gold, adc totally depends on his level and build, in mid-game is when the first team fights begins, this is usually for the mid and solo lane, but the presence of the adc is super useful and can help to decide who will kill the first objective, that can be a tower, a gold fury, a pyromancer or even the fire giant (there's always the option to split push and take towers, but is situational) If the only way is defend and the enemy team is far from you, you can take down that tower. Remember to ward your lane to avoid ganks and secure your push.
Late Game
Stick with your support, he's the only one that can save you from being one-shotted, as long you are with your supp you should be able to do a great amount of damage to anyone, you can attack the first one is in front of you but prioritize the strongest enemy or god your team is focusing, team fights at this time can decide who'll win the match, always put your life before others, the adc is the one who can easily kill phoenix or fire giant.
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Recommended ADC Mages
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For experienced mages:
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There's just a few mages that can be solo laners, warriors are pretty strong but mages can be as good as them, it may lose sometimes their early pressure and a frontliner who can start fights. However, some mages can still work if you play them well.
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Early Game
As a mage you may have the same push as a warrior in the first wave, being ranged helps you to do the first totem quickly and that benefits your teammates a lot, when being level 2 to level 4 you may be losing pressure, but you have a strong ultimate that can make you beat the lane, you have to play smart and avoid getting caught by the early pressure of your opponent.
Mid Game
It is time to help your team, and make use of that high farm you got from your lane, before that you should try to kill the enemy tower so you can rotate with no worries form you lane, you can leave your tower, it is a tier 1 tower, it only gives 75g to the team, it's more important to win the next team fight and kill an objective, make sure to gank the squishies and secure the kill or annoy them.
Late Game
You should be careful because you can get shredded if you don't have enough tanky items, you must focus on distract or try to kill the adc or mid who are the ones that make dmg on their team, team fights at this time can decide who'll win the match, killing the adc or mid make your work worthy, if you're taking an objective and there are strong enemies alive you must watch the zone of the jungle, looking for enemies and stop to avoid an objective steal.
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Recommended Solo Mages
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Capable Jungler Mages
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Capable Supp Mages
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Summary

This is a summary to explain the following chapters, first I'll show you a tierlist of mages, everyone has a nice performance but there's someones who's better than others (this is my personal opinion, and I did this tierlist by myself based on their performance).

Mage Tierlist
S
A+
A
B+
B
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Recommended Build
This section is a suggestion if you're not acquainted (if you want a more specific build for your god, every god has its recommended build down below), I considered what was the best option for every god, situational items are the ones that can be bought instead of the non core items, you can change the order you get them, an example is Divine Ruin, where you want to counter healer gods, you should get it as 3rd or 4th item, another example is to change similar items like getting Soul Gem instead of Spear of Desolation for more sustain without losing coldown.
If you're losing pressure at the early-game, get shoes before getting the starter item. And never get Mage's Blessing, is a really bad item if you want cooldown and mp5 buy Restored Artifact. As a summary I'll put 4 simplified builds for 4 types of mages (the 7th item is when you sell shoes and get Elixir of Speed):
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Basic Build (Chronos' Pendant starter)
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Tanky Mage (Warlock's Stacker)
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Mana Burst (Bookworm Build)
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Attack Speed (ADC build)
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Counterpicks
Strong Against
This is only a suggestion in rankeds, when they pick before you, you can get a counterpick, is not really a hard counter sometimes but like the title says you may be "strong against" them like Poseidon being a counter for everyone with dash or leaps.
Weak Against
This suggestion means that maybe it is not the best option to pick a god if someone of that list is in the other team, also there's a few gods that are very op right now and I didn't put them in the weak against section because that would be spamming the same thing, so here you have:
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The 4 Horsemen of the Apocalypse

Mage Gods (A-C)

Agni (A)
Stats
Health: 360(+71)
Mana: 255(+45)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 1(+1.2%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 11(+2.6)
Magical: 29(+0.9)

Regen
Hp5: 7(+0.47)
Mp5: 4.7(+0.37)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Agni has a decent early game, his ult is what makes him powerful due to not costing mana and having a lot of range, he has an escape and 1 second stun, making him useful in team fights.
Combo Chain: Rain Fire, Noxious Fumes, Flame Wave.

Tips

Agni can play defensive or offensive, has a normal clear, he benefits from item effects from all his kit including his 1( Noxious Fumes).
The first wave you can survive well, plus your cc can help your jungler to make an easy kill, his ult is not fast or strong enough to have an excellent objective secure so you have to calculate the damage if you want to secure a gold/pyro/fire.
In team fights your stun is essential and you can poke so many times as you want and dash backward when you're in danger, Path of Flames makes you immune to knock-ups while dashing. You have a lot of range so try to stay always behind your support spamming your ult.

Notes

Recommended Build
Starter Build
Core Items
Situational Items
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Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
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Strong against:
Weak against:
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Ah Puch (A)
Stats
Health: 400(+75)
Mana: 265(+55)
Speed: 365(+0)
Range: 55(+0)
Attack/Sec: 0.86(+0.95%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.47)
Mp5: 4.7(+0.37)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Ah Puch has a decent clear but he's not one of the strongest mages right now, he doesn't have escape and he's very vulnerable, however his abilities applies 100% of antiheal making him strong against a healer composition.
Combo Chain: Undead Surge, Corpse Explosion, Fleeting Breath.

Tips

Ah Puch is weak against some mages, but he has a lot of utility in team fights, his antiheal is very useful and his ult makes him have a safe zone for a while.
He can clear very well once he has Undead Surge and Corpse Explosion, but he has a lot of mana issues, he runs out of mana so easily and he doesn't have escape making him vulnerable to assassins and warriors.
His ult is good to fear the enemy away from a zone, this can become handy killing objectives, but he needs to stick to his support or he can get killed.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
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Strong against:
Weak against:
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Anubis (B+)
Stats
Health: 380(+70)
Mana: 280(+58)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.86(+0.99%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 10(+2.5)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.45)
Mp5: 4.8(+0.36)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Anubis has one of the best early clears if he get plagues of locusts first, but it is more safety to have Grasping Hands first, he may lack of AoE damage at late game (compared to other mages), but if you take advantage at early game you won't have so much trouble.
Combo Chain: Grasping Hands, Mummify, Plague of Locusts or Death Gaze.

Tips

Anubis is very good at clearing waves, jungle camps and doing burst damage to an objective, the problem is that he can only focus 1 person at a time, plus his abilities expose him by standing still for a while when casting his abilities and he can't secure objectives.
Anubis has a good sustain and a good pressure in the lane, he can rekt junglers with Mummify], but he needs a supp to babysit him with high cc as Khepri or ***bha.
You need to play aggressive if you want to take advantage with Anubis, make sure you're playing with a super aggressive jungler to chase down enemies, and a supp that can protect you most of the time from enemies abilities, if you do it well, you will shred any enemy in the match. Make sure to focus the strongest gods with your burst damage.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
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Strong against:
Weak against:
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Ao Kuang (A)
Stats
Health: 400(+82)
Mana: 240(+38)
Speed: 375(+0)
Range: 12(+0)
Attack/Sec: 1(+1.95%)

Basic AttackDamage: 35(+2.4) +20% of Magical Power
Progression: 1/0.5/0.5/1x damage, 1/0.5/0.5/0.5x speed

Protection
Physical: 12(+3)
Magical: 30(+0.9)

Regen
Hp5: 10(+0.7)
Mp5: 4.8(+0.41)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Ao Kuang lacks early game, but once he's farmed he can be unstoppable, he can shred tanks and one shot squishies. The hardest part of playing him is getting to late game.
Combo Chain: Dragon Call, Wild Storm, basic attacks.

Tips

Ao Kuang is a strong jungler, he cannot compete with the early pressure of some assassins, but he can hit harder once he's ahead, to make that happen you have to play carefully until you have your ult. Your ult King of the Eastern Seas has an execute threshold of 30% of health. When you have ult the best lane to gank first is the duo lane, most of the time they're in the middle of the lane and the tower is far away, with some cc from your support you can execute someone and come down fast if your team is in trouble for a counter gank.
Ganking the solo lane is also a good idea, if your solo is in a long fight and they're below 50% health you can come and slow them with Dragon Call and make enough dmg to execute before they can run.
Once you're in late game, you're farmed and your build is done or almost done, it is time for the real fights, but don't get so cocky, make sure to have a Magi's Cloak or something that can save you from hard cc, if you come up and get stunned, probably you're already dead and did nothing about it, you must dive when they're distracted, save your bubble for a cc hit, and harass the helpless one if you can execute someone do it and you're safe.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Aphrodite (B)
Stats
Health: 803(+68)
Mana: 240(+43)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 0.87(+0.95%)

Basic Attack
Damage: 35(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.8(+0.41)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Aphrodite is one of the weakest mages right now, there's no much to say but if you want to play her I'll still give you some tips.
Combo Chain: Kiss, Love Birds, Back Off!.

Tips

Aphro doesn't work well if she had nobody near to kiss, so you have to make sure you're gonna survive by yourself, getting defensive items are justifiable for her, still I recommend to get high damage build with one or two defense items.
If your opponent has antiheal and you're going to ult, your ult also makes you immune to all negative effects including antiheal, so you can use Love Birds while ulting to heal you well.
The whole kit of Aphrodite works better if you stick to someone, try to always kiss the support of the jungler, adc and solo's always have a way to heal themselves, plus the movement speed helps a lot your jungler to chase the enemies.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
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Weak against:
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Baron Samedi (A)
Stats
Health: 380(+80)
Mana: 300(+44)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.9(+0.8%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 18(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.6)
Mp5: 5(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Baron Samedi is a strong character that can be very supportive for his team due to all his kit benefits his allies or debuff the enemy. He has a nice sustain, the best lane you can play with him is the solo lane, but in mid lane is good as well.
Combo Chain: Wrap It Up, Consign Spirits, Vivid Gaze.

Tips

Recently Baron got a buff on his 1 Vivid Gaze make him faster to clear the first waves, he can poke well the enemy team and punish them for not having a good sustain as Baron. The strengh with Baron is to constantly pull your enemies in your tower, even if not you still have a lot of cc to punish your opponent.
In team fights his cc and his slow immunity becomes very helpful for his teammates, he's slippery and can run from enemies very easily.
With the 20% extra power from Hysteria you can do very high damage to tanks, even when you defensive items in your build.
As Baron, you want to always be near to your allies to support them with your abilities.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
Alternative Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
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Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Chang'e (B+)
Stats
Health: 753(+70)
Mana: 310(+48)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 1(+0.95%)

Basic Attack
Damage: 32(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 11(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 5.5(+0.44)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Chang'e is a good AoE damage mage god, the problem with her is the low range she has, but she's good against healers and has a good cc ult.
Combo Chain: Waxing Moon, Crescent Moon Dance, moon flower dance, Crescent Moon Dance.

Tips

Chang'e Crescent Moon Dance has a nice early clear due to its low cooldown, once you get mana or mp5 in your build you don't need to back to base so often.
You can escape easily from enemy gods with Moonlit Waltz or Waxing Moon, your heal and your cc makes you useful in team fights.
Moonlit Waltz have a very high cooldown at tier 1, so you may don't wanna go out without it, don't play aggressive if you don't have that ability ready to avoid an ult.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Chronos (A)
Stats
Health: 370(+68)
Mana: 280(+51)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.9(+0.1%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.45)
Mp5: 5(+0.43)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Chronos is a strong adc mage that can perform well in duo lane and mid lane, you can build him basic attack damage or ability damage based, has a lot of safety.
Combo Chain: Accelerate section III or IV, basic attack, Stop Time, basic attack, Time Rift, basic attacks.

Tips

Chronos is one of the 4 magical adcs, making him a nice choice when the mid lane picks a physical god. He has a decent clear with Time Rift and Accelerate making him worthy of picking a basic attack based build.
Accelerate section II helps you to spam abilities with low cost, try to use this section of the ability to avoid consuming a lot of mana (using it you can cast two times Time Rift and one time Stop Time).
Your kit makes you safe from ganks or harass from warriors and assassins, stunning the enemies with Stop Time and then ulting can recover you and move you far away from your enemies (notice that you'll be back to the place you were 8 seconds before).
Accelerate section IV is super good to take down any objective (taking note that magical gods do 120% damage to towers while physicals deal only 80%).
In team fights, you can take down easily any jungler chasing you with Stop Time, but make sure he doesn't have cc immunity or you might be lost, that's why you must make sure to have somebody to help you for any trouble.

Notes

Recommended Build
Starter Build
x2 x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎

Mage Gods (D-J)

‏‏‎

Discordia (B+)
Stats
Health: 400(+75)
Mana: 240(+42)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 1(+0.8%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 11(+2.9)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.48)
Mp5: 4.4(+0.44)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Discordia is a decent character, her specialty comes in team fights and the great amount of AoE damage she can deal.
Combo Chain: Strife, Unruly Magic, Golden Apple of Discord.

Tips

Discordia is a simple combo goddess, her combo is strong at late game, and Strife is good to cancel enemy attacks and distract them to make your team chase them.
Cooldown reduction is key to Discordia, the soon you have your abilities the best you punish your opponents, she's one of the few mages with a leap and that's useful against player made walls and AoE abilities. She also becomes cc immune while casting her ult.
Unruly Magic is really good to clear camps if you hit the monsters with all the minor damage orbs, with a good of amount of cooldown you won't have any problem farming, also Erratic Behavior helps you to avoid being targeted or dodge projectiles, you can use it aggressive to spamming your abilities to deal a high amount of damage.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Freya (A+)
Stats
Health: 405(+80)
Mana: 220(+37)
Speed: 370(+0)
Range: 12(+0)
Attack/Sec: 0.95(+1.95%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 14(+2.8)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.52)
Mp5: 4.5(+0.9)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Freya is another mage that can perform well as adc, she has a good sustain at early game and a strong base damage.
Combo Chain: Irradiate, Pulse, basic attacks.

Tips

Freya is super strong at boxing enemies, but she lacks clearing the wave, she needs a supp with a good clear, she can't get off enemies easily with Banish and avoid damage or chase kills with Valkyrie's Discretion.
When you're fighting make sure of certain things, check the cooldown of your abilities, don't wanna be betrayed by a bad timing losing your ranged attack or when casting your ult, you can still get damage while rising.
Freya fits well in an aggressive composition, she has a decent early game and super strong late game.

Notes

Recommended Build
Starter Build
x2 x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Hades (A)
Stats
Health: 475(+85)
Mana: 265(+53)
Speed: 365(+0)
Range: 55(+0)
Attack/Sec: 0.95(+1.05%)

Basic Attack
Damage: 32(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 18(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 5(+0.54)
Mp5: 5(+0.36)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Hades is a tanky mage, due to his sustain and protections you see him more in the solo lane, as mid laner is only good against no escape/cc immune abilities mages.
Combo Chain: Death From Below, Shroud of Darkness, Devour Souls, basic attack, Pillar of Agony.

Tips

Hades has a strong clear, cc and sustain making him a strong early character, his kit can be useful in mid lane but fits better in the solo lane, I'll be talking about Hades as a solo laner but as a counter pick can also work in the middle lane.
As a level 1 hades you only have Devour Souls to clear the wave, it looks kinda weak but if you basic attack most of the minions (and maybe the enemy god) you'll clear the wave very fast for the bonus damage of Blight. Being a range god will make it easier to be the first one killing the totem since it only takes a few basic attacks to kill it.
As a tanky god, your ult is very useful to trap squishes into your ult, if you rotate to make sure they don't have beads or escape in cooldown and you will shred them, Pillar of Agony makes you super tanky and deal a lot of damage.
You may want to get a hybrid build, and if you're scared about late game being shredded by adc with crits, then pick shield of thorns to upgrade as the second relic, it grants 50% lifesteal reduction and if you have some antiheal it'll be perfect to avoid them attack you.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Alternative Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
He Bo (A)
Stats
Health: 400(+67)
Mana: 298(+56)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 0.86(+0.9%)

Basic Attack
Damage: 34(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.9(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
He Bo is a decent good, he's been seen more often as jungle or solo, rather than mid
Combo Chain: Waterspout, Water Cannon, Crushing Wave.

Tips

He Bos' Water Cannon has a very low cooldown, it helps him to get an advantage on level 1 in the solo lane or the middle lane, in the jungle you may want to get a HoG. At early game, you have normal clear and you can farm very well.
You can shred a squishy with the full combo and kill someone in 2 seconds, but be careful using Crushing Wave, try not to be exposed at the end of the ult.
In teamfights, if you get a composition that pulls the enemy team in one place you can one-shot them easily or a team composition that's good at chasing enemies. I recommend getting health items with He Bo since you're a vulnerable glass cannon.

Tips

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Hel (A+)
Stats
Health: 410(+67)
Mana: 300(+57)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 0.86(+0.9%)

Basic Attack
Damage: 33(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 5(+0.43)
Mp5: 5(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Hel is the strongest mage healer, she has a nice clear and she punishes a lot of mages, plus her heals in team fights and her cc immune area makes she so op.
Combo Chain: Hinder, Decay, Repulse, Switch Stances Restoration.

Tips

Hel always had a problem, she runs out of mana quickly, but thanks to the new Restored Artifact and the Totem of Ku, she's back now. Once you're level 2 your clear is very fast and you can start to poke your enemy, but careful you can get killed if you don't watch out.
In mid-game when team fight starts you're very useful to make your allies stay in a fight longer, and take advantage. You have to determinate if you'll attack or stay behind healing your teammates, if you're playing Hel you need to get a super aggressive jungler and adc, meanwhile, the solo and supp must have a lot of cc because you will need a lot of peel, you'll be the center of attention.
You have to stay always behind from your teammates, if you have a chance attack'em you make a lot of dmg as Hel, you can help your team to chase kills since you have a little sprint Inspire, AoE slow Hinder and cc immune Cleanse if you allies are vulnerable.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:
‏‏‎ ‎
‏‏‎ ‎
Hera (A)
Stats
Health: 380(+68)
Mana: 265(+45)
Speed: 365(+0)
Range: 55(+0)
Attack/Sec: 0.9(+1%)

Basic Attack
Damage: 34(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.8(+0.41)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Hera is a defensive mage, her playstyle is to wait every time you have ult to attack, she is very safe to play but if you're playing to cocky you can get behind.
Combo Chain: Argus, the Defender, Divine Shroud, Polymorph, Royal Assault.

Tips

Hera is a standard mage that mage, she has a shield fo herself that can be very tanky and a polymorph, making her a very safe pick, plus Argus, the Defender can tank in fights letting her being aggressive with her abilities, she has decent cooldown on her kit plus her passive Commanding Presence.
I'm team fights is like having another frontliner or support in your team, also it can be a scapegoat while your allies are recovering or they're being targeted by the other team. Just try not to play offensive until you have Argus ready and you'll be fine, you can poke as well with your 2 Polymorph.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:
‏‏‎ ‎
‏‏‎ ‎
Isis (A+)
Stats
Health: 365(+68)
Mana: 280(+51)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 1(+0%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: 1/1/1.5x damage and swing time, hitting in a 6ft AoE on the final blow

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.8(+0.43)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Isis is a good choice, she still banned in some ranked matches and not because her good pressure and survivability, he has a really excellent objetive secure ult that heals by a great amount all her teammates.
Combo Chain: Spirit Ball, Wing Gust, Dispel Magic, Circle of Protection.

Tips

Isis has a nice clear in waves, she has 2 cc abilities that prevents early ganks pretty well and the fact she doesn't have backpedal penalty while casting Wing Gust (+knock back and root immunity).
In team fights she's great, circle of protections and Funeral Rites grants a lot of benefits for her team, she can only be countered by another high cc god that can dodge her stun and silence, you can use your ult to kill secure but it is better if you save it for objectives, you can do both with the proper cooldown.

Notes

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:

‏‏‎ ‎
‏‏‎ ‎
Janus (A)
Stats
Health: 400(+70)
Mana: 350(+58)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 1(+0.8%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 8(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 5(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Janus is a fast god that can help his team to move trought the jungle faster, his ult can secure objetives and start team fights.
Combo Chain: Threshold, Portal, Unstable Vortex.

Tips

Janus can be very powerful sometimes, but his problems is that there's a lot of picks that can beat him in the middle, however, Janus can't fail that easily, Unstable Vortex is very safe if you use it at max range, once you max that you can max Threshold for more mobility, that will help you to farm faster and prevent the enemy to steal your jungle (also the movement speed will be applied to your allies).
His ult can be very handy to secure and objective, to snipe a kill or to start a team fight, Janus can rotate very fast to lanes becoming very helpful to his teammates. If you receive a decent peel you won't have to worry at all.
If the enemy jungle doesn't have hard cc you can run pretty well from them.

Notes

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:

‏‏‎ ‎

Mage Gods (K-R)

‏‏‎

Kukulkan (A+)
Stats
Health: 380(+75)
Mana: 265(+45)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.87(+0.91%)

Basic Attack
Damage: 34(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 13(+3)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.46)
Mp5: 5(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Kukulkan is the strongest mage in this season, he overcome due to his excellent pressure in lane, his facility to dodge abilities and his super high damage.
Combo Chain: Zephyr, Whirlwind, Spirit of the Nine Winds.

Tips

Kukulkan has an excellent wave clear, and Zephyr is useful to clear harpy camps.
He can shred most of the mage so easily and he can juke many gods with his slow immunity, however, he lacks for base mobility and an escape, if you get too cocky you're not that hard to kill really. Kukulkan has one of the best early clears, but in late his damage is massive from a safe distance, his ult Spirit of the Nine Winds has a very low cooldown compared to others, even if you're losing Kukulkan has a nice defensive kit.
As Kukulkan you must follow your team and provide a high burst damage to kill objectives, to poke or punish gods, but every time you could be in danger do anything possible to save your life, you can block ways with your Whirlwind or knock-up gods with Spirit of the Nine Winds, also you can slow then and then fly away with Slipstream.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:
‏‏‎ ‎
‏‏‎ ‎
Merlin (S)

Stats
Health: 370(+75)
Mana: 250(+55)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 1(+0.8%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 10(+3)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.48)
Mp5: 4.8(+0.44)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Merlin is a mage who competes with The Morrigan to be the best mage, he has a lot of potential due to his extensive abilities.
Defensive Combo Chain 1: Eclipse, Vortex, Elemental Mastery, Blizzard, Frostbolt.
Standard Combo Chain 2: Dragonfire, Radiate, Elemental Mastery, Blizzard, Frostbolt.
Aggressive Combo Chain 3: Blizzard, Frostbolt, Elemental Mastery, Dragonfire, Radiate.

Tips

If you thought that Kukulkan has the best clear, you should try Merlin's. Start in Ice Stance and throw Blizzard to the speed camp through the wall at sec 18-19 (it has a deploy time of 0.7s and lasts 4s so don't worry about not getting the xp and farm), now get to te lane switch to the Fire Stance, a single cast of Dragonfire clears the entire wave with Restored Artifact in your build, with that you have a lot of advantage to poke the enemy or get some farm in the jungle.
In team fights you can poke as much as you want as long you're with someone who can shield you or help you (like a jungler or the support), try to always have Elemental Mastery ready if you're in cooldown and need to defend yourself, Ice Stance is the best stance for poke and protect yourself, Fire Stance is the best stance for killing people and Arcane Stance is the best at the start of team fights when you need to huge AoE damage from a safe distance, if you want to use the Arcane stance always use it at the start, never use Elemental Mastery to change to arcane in the middle of the fight, the knock-up can be very useful but the stance in a melee range is useless.
With Flicker you can escape and avoid a lot of abilities or ults, even you can pass through player-made walls such as Ice Wall, Tectonic Rift or Ring of Spears.
Try to poke as much as you want but never get caught in cooldown ( Flicker and Elemental Mastery) or you're dead instantly.

Notes

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:
‏‏‎ ‎
‏‏‎ ‎
Nox (A)
Stats
Health: 365(+75)
Mana: 250(+38)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 1(+0.8%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 18(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 8(+0.6)
Mp5: 5(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Nox is back! ready with her simple combo and high cc.
Combo Chain: Siphon Darkness, Shadow Lock, Night Terror.

Tips

Remember to stack Flame of the Night when game starts.
Nox didn't change at all, with the map and item changes she's able now to fight in the conquest map, is an easy goddess to play with, you push the wave with Siphon Darkness, poke your enemy with Shadow Lock and escape with Shadow Step, you ult is good to secure kills or reduce the enemy damage (when they're going to ult you or something). She has a very safe escape because you can disappear in your support's body for 8 seconds, and she has high damage, even if you fail hitting shadow lock is a strong root and cripple that, if your team is near they can just focus the god you locked.
In teamfight always save your kit for the strong occasion and get a lot of cooldown to spam it, you can keep away frontliners and junglers easily. Nox works very well in a high cc composition.

Tips

‏‏‎ ‎
Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Nu Wa (A)
Stats
Health: 400(+75)
Mana: 265(+43)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 1(+1.7%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.45)
Mp5: 4.6(+0.43)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds

Combo Chain: Mysterious Fog, Clay Soldiers, Shining Metal.

Tips

Nu Wa is a late pick, she doesn't lack at clearing waves or fighting she's good, the problem is that there are always better options. She has a better performance in late game, her ult does a lot more damage, Clay Soldiers reduces 60 protections of their target and the explosion of Shining Metal can one-shot any squishy.
As Nu Wa you can play very safe behind your team, you got a lot of mobility with Mysterious Fog and you can defend yourself kinda well.
Try to farm and play in a defensive until you got some damage in your combo.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Olorun (A+)
Stats
Health: 450(+75)
Mana: 240(+58)
Speed: 370(+0)
Range: 55(+0)
Attack/Sec: 1.05(+1.5%)

Basic Attack
Damage: 38(+2.38) +20% of Magical Power
Progression: None

Protection
Physical: 13(+3)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.45)
Mp5: 5(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Olorun is a very strong magical adc, with his ult he can kill anything he wants, excelent dueling and excelent in team fights.
Combo Chain: Sanctified Field, Consecration, Overflowing Divinity, basic attacks until the target reach the ground, Focused Light, Overflowing Divinity.

Tips

Olorun has a standard clear and a pretty decent early game, like the other mages his early is not that great but with the proper supp you can punish them pretty well, I recommend to pick a support like Yemoja, Horus or ***bha, there's a lot of options for him, something with high cc.
In mid-game you're gaining strength, you're able to charge faster Overflowing Divinity and you have more crits of Touch of Fate, magical crits may not be as strong as physical crits, but in late game and with a powerful build you can beat a full crit hunter. If you hit your ult and knock-up in time there's no way they can run from you.
Olorun late game is the strongest, in team fights you're very important or taking objectives if you're going for a tower or fire giant your ult also slows them making it very easy to take them down.

Notes

Recommended Build
Starter Build
x2 x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Persephone (A+)
Stats
Health: 370(+75)
Mana: 280(+55)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.95(+0.95%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: 7.5 AoE Harvest Activation

Protection
Physical: 9(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.45)
Mp5: 5(+0.42)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Persephone is a good pick, she has a nice survivability and can poke pretty well his enemies, she has a good escape and her late game damage is insane.
Combo Chain: Grasp of Death, Bone Rush, Harvest, Flourish.

Tips

Persephone is normal clearing the first waves, you can start with Bone Rush for a standard push or you can start with Harvest to focus and punish the enemy god. I recommend Harvest since you can leave 3 plants in the speed buff, 3 plants in the middle then go back to detonate the plants at second 20 and then return to middle to detonate the other plants, you will be almost full if you do all that before the minions spawn (it lasts 48 seconds to recharge 6 plants) you can use the rest of them to clear the wave, you won't have trouble if you're in a good position.
If you get too cocky with Persephone you can lose your lane, she's good but also he has her weakness, like not having a strong burst damage at early game, you can poke very well your opponents but only works if you avoid all damage incoming.
Her ult Grasp of Death can be use to snape gods, lock them to kill'em or to start a team fight, also is useful to prevent them from escaping applying cripple and roots.
As Persephone, you always try to throw those plants from a safe distance.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:
‏‏‎ ‎
‏‏‎ ‎
Poseidon (A+)
Stats
Health: 380(+67)
Mana: 245(+40)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.87(+1.2%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 8(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.5)
Mp5: 4.6(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Poseidon, a classic strong mage who will be ever a good option against any god in the middle lane.
Combo Chain: Whirlpool, Release The Kraken!, Tidal Surge, Trident, basic attacks.

Tips

As Poseidon you got a strong early, mid and late game is a fast god to rotate, his ult has a stun and has a constant cripple that punishes a lot of gods. He can also box enemies with Trident.
You can start trowing Tidal Surge through the wall at speed camp, is a great ability to clear and has a normal cooldown, is not that hard to keep Changing Tides full, try to always maintain that passive full, it will help you to come back to lane faster, farm in the jungle faster and rotate faster than your opponent, ganks at early game (+level 5) to the duo lane can help a lot, if you do, don't go with your jungler (unless you're sure you gonna get those guys down), try to be sneaky. If your duo was having a bad time, now is the time to go ahead and if you're able you can even kill the gold fury.
Release The Kraken! is a good ability to secure objectives, but you have to calculate the deploy time, if your ult is in cooldown you can use Tidal Surge.
With Poseidon, you need to receive peel while you're attacking, since you need to rush them without thinking twice (as an expression, you need to know if they have beads or at least waste their aegis).

Notes

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:

Weak against:

‏‏‎ ‎
‏‏‎ ‎
Ra (A)
Stats
Health: 385(+68)
Mana: 255(+48)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.88(+1%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 10(+3)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.48)
Mp5: 4.8(+0.44)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Ra is a simple combo god, with high healing and a low cooldown ult.
Combo Chain: Solar Blessing, Divine Light, Celestial Beam, Searing Pain.

Tips

Playing easy, you start with Celestial Beam, pretty decent to clear, next you get Solar Blessing to heal you, heal your wave and try to damage melee minions, that can be very annoying for your opponent, once you get your 3 abilities you can start poking your enemy while clearing the wave, you can use Celestial Beam for minions and Divine Light to blind your enemy and Solar Blessing to avoid getting too much damage.
Just be careful, you may have a lot of movement speed but you don't have a dash or leap to escape from an early gank, once you're with your team you can use solar blessing to encourage them to fight and make them stay a step forward in that fight, also Searing Pain is the best ult to steal and objetive since its deploy time is almost instantly, it has a very low cooldown and can deal a lot of damage, you can secure them as well.
‏‏‎ ‎
Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎

Mage Gods (R-Z)

‏‏‎ ‎

Raijin (A)
Stats
Health: 385(+80)
Mana: 255(+43)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 0.87(+0.9%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 9(+3.1)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.6(+0.46)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Raijin a high burst damage mage, that can shred anyone with his ult.
Combo Chain: Raiju, Percussive Storm, Thunder Crash, Taiko Drums.

Tips

Stack 3 times Charged Tempo when game starts (to gain cd clearing the first wave).
Raijin would be one of the strongest mages, but actually, Percussive Storm as a main ability attack is not that strong, is pretty slow to cast and be canceled pretty easy before you can get the final hits, however, once you got the entire kit you're still a strong mage that can destroy anyone with Taiko Drums, also you have a teleport escape being immune for ults like Ring of Spears and Gravity Surge.
Charged Tempo helps you to get your abilities faster, and once your 1 is high enough you can use Raiju to poke hard your opponent.
taiku drums may not be a single high damage cast ult, but it has strong cc you can apply 2s of taunt or fear. I recommend not use all the hits as cc since you'd be losing a lot of power, if you want to taunt/fear enemies try to split the hits 2 for cc and 2 for pure damage, with that cc you can secure objectives and secure kills in team fights. If you're safe enough or chasing kills Thunder Crash can be very good to detonate Raiju when playing aggressive.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
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Strong against:
Weak against:
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Scylla (A)
Stats
Health: 365(+75)
Mana: 298(+56)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 1(+0.8%)

Basic Attack
Damage: 34(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.9(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Scylla is a pure late game mage, in most of the cases a safe pick.
Combo Chain: Sic 'Em, Crush or I'm a Monster.

Tips

With Scylla most of the time, you have to play defensively unless you're stronger than your opponent, but Scylla may suck at clearing the first waves. You can lose some farm in the jungle, but you should wait until you have Crush in a high tier, you can leave the ability at the second 16 (takes 5 secs to explode) and go straight for the wave, that's a way you can rush clearing the first wave and gain some advantage.
I'm a Monster is a pretty strong ability to secure or steal objectives, and if you're lucky (or very good) you'd be able to fire it again. She's a safe pick due to her escape Sentinel that also works as a temporal ward (but don't use it as a ward, only if you're with your support and has strong cc), you may want to be with good with grabs/pull/taunts such as Khepri, Sylvanus and Athena, that helps you to secure the hit of your ult if the enemy doesn't have beads.

Notes

Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 [x] 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Sol (A+)
Stats
Health: 400(+75)
Mana: 300(+57)
Speed: 370(+0)
Range: 55(+0)
Attack/Sec: 1(+1.8%)

Basic Attack
Damage: 34(+1.45) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 5(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Sol a simple but really good to play magical adc, she has a high base basic attack damage and a nice attack speed, once she has her passive full.
Combo Chain: Radiance, stellar busrt, Supernova.

Tips

Sol is a mage that much people underestimate, she may look weak but once you're at full heat she gains attack speed and her basic attack are very strong, however, I only recommend getting Radiance at first level if you're with a great pusher supp (like Amaterasu, Ares, etc.), Sol can punish pretty well in the duo lane if she clears the wave first.
Sol is fantastic to take down objectives, she deals the same damage as Chronos with his 2 or Izanami with her 1 at full heat, and for jungle bosses, she can heal 25% of her missing health making her capable of killing them early than others.
You have a lot of survivability with disapparate, learn to time it well and you'll survive a lot of ults (like from ares or da ji) without using Purification Beads or Aegis Amulet (you can use Supernova to for cc immune if you don't have relics), also it takes 3 seconds to charge and you can get a lot of damage by no having escape, so you may wanna play behind your supp sometimes.
‏‏‎ ‎
Recommended Build
Starter Build
x2 x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
The Morrigan (S)
Stats
Health: 400(+75)
Mana: 250(+38)
Speed: 365(+0)
Range: 55(+0)
Attack/Sec: 0.87(+1%)

Basic Attack
Damage: 34(+2.4) +20% of Magical Power
Progression: 1/1/1x damage and swing time; 3rd attack hits all enemies in 10 units of the target

Protection
Physical: 12(+3)
Magical: 30(+0)

Regen
Hp5: 10(+0.7)
Mp5: 4.5(+0.4)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
The god that can counter any god by only using her ult, The Morrigan.
Combo Chain: Dark Omen, Deadly Aspects, basic attack.

Tips

The Morrigan has a nice clear, due to her abilities she can be played in almost every role in conquest, to play her as solo or adc you may need a little coordination with your team, I'll be focusing her playstyle as a midlaner.
Dark Omen is such a great ability, can clear nice the wave, has a very low cooldown and works pretty well to punish or poke enemy gods, you clear pretty fast the jungle camps as well so farming won't be a problem with her, Deadly Aspects is so useful for early ganks, or cancel channeling abilities. As The Morrigan you can counter any god with Changeling, at the start has a high cooldown, but still works well to copy the work of any god in the match, you gank duo or solo lane transformed in a jungler, you can chase your opponent with their ults.
In midgame The Morrigan works as a second jungler, your job will be to exterminate the squishies, ulting you may get more than 1 kill and still having your kit when the ct ends.
In late game you must be careful, the team can be peeling his teammates and you should wait for a signal from your frontliner or your support to attack, you can arrive with someone's ult to get them.

Notes

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Thoth (A)
Stats
Health: 365(+75)
Mana: 245(+49)
Speed: 355(+0)
Range: 55(+0)
Attack/Sec: 1(+1.2%)

Basic Attack
Damage: 32(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 9(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.6(+0.44)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Thoth is a god that plays in a super safe distance and can be very annoying to anybody.
Combo Chain: Glyph of Pain, Hieroglyphic Assault, repeat or Final Judgement.

Tips

Thoth is a very annoying pick, with his low cooldown ability Hieroglyphic Assault to poke the god at the same time you're trying to clear the wave, if you hit all the hieroglyphs you will have a cooldown of 5s (1.8s with 40% cooldown). The problem with Thoth is that he can get caught so easy since his escape is a simple dash and his ult doesn't give him cc immunity, still can play from a very safe distance to prevent those dangerous ganks and save his dash to use it with Glyph of Pain.
His clear is normal, and he works in teamfights is to poke as much as you can, try to get the must cooldown you can in items to be able to dash offensive, your root can be decisive to kill'em, or if someone's trying to escape Final Judgement can be cast quickly to hit a snipe, and if you charge it can deal a great amount of damage to almost one shot somebody, can be also useful to steal or secure an objective since you can detonate it whenever you want.

Notes

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Vulcan (A)
Stats
Health: 380(+71)
Mana: 245(+40)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.9(+1.1%)

Basic Attack
Damage: 34(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 13(+3)
Magical: 30(+0.9)

Regen
Hp5: 7(+0.48)
Mp5: 4.8(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Playing Vulcan can be a little difficult, trying to hit the whole combo.
Combo Chain: Magma Bomb, ingerno cannon, Backfire.

Tips

Vulcan is a standard mage, his clear is good, his survivability is normal. If you're skilled you can poke anyone that you want, Backfire is good to get at level 1, has a low cooldown and a decent damage, you won't any trouble clearing camps, even if you return to base you can leave iferno cannon pushing the next wave while you're coming back.
As Vulcan you can secure objectives or steal'em with Earthshaker (since it has 120 range), you want to be stick with your team all the times, wait for someone to cc somebody so you can throw you combo, with Vulcan you have to play safety because you don't have long escapes or leaps.

Funny Note

Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Zeus (B+)
Stats
Health: 380(+71)
Mana: 245(+44)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.87(+0.99%)

Basic Attack
Damage: 35(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 8(+2.7)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.45)
Mp5: 4.6(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
Zeus may be pretty strong with the damage if his abilities, but he's actually pretty weak in conquest.
Combo Chain: Aegis Assault, Chain Lightning, detonate.

Tips

As Zeus you have two options, getting Chain Lightning at level 1 or Aegis Assault, chain lightning can be used easily to push the speed camp and leave but you will struggle to clear the wave with that, aegis assault can be placed in the speed camp but it has a long cooldown since you have to wait for 17s to have it again but is much better than chain lightning to clear the wave.
If you fail your combo you're done, you have nothing to protect yourself but damage, and it's a waste to use Lightning Storm in a panic attack if you can deal with all his cons you may benefit of his pros, he can one-shot any mage at any rank with the full combo, your ult is the best to secure a zone when killing an objective, and you can clear jungle camps pretty well with chain lightning and detonate.
Just make sure you're getting a lot of peel cuz you'll need it.
‏‏‎ ‎
Recommended Build
Starter Build
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Weak against:
‏‏‎ ‎
‏‏‎ ‎
Zhong Kui (A)
Stats
Health: 450(+85)
Mana: 250(+47)
Speed: 360(+0)
Range: 55(+0)
Attack/Sec: 0.86(+1%)

Basic Attack
Damage: 33(+1.5) +20% of Magical Power
Progression: None

Protection
Physical: 8(+2.6)
Magical: 30(+0.9)

Regen
Hp5: 6(+0.44)
Mp5: 4.8(+0.45)

*Numbers in parentheses are the amount gained at each level
*Hp5/Mp5 means Health/Mana per 5 seconds
The last mage on the list, Zhong Kui is a mage that is most played as solo laner, is where he has a better performance.
Combo Chain: Expose Evil, Exorcism, Book of Demons.

Tips

Zhong Kui is a normal solo, he benefits from being a ranged god who can attack from distance, not like warriors, he's clear is good and he has a very nice sustain, his passive Demon Bag is pretty nice for early protections but at the moment is super nerfed, takes a lot of time to stack it and when you have almost full stacks if you die or ult, you lose half or worse if you do both you'll lose 2/3 of your stacks.
Book of Demons is very useful to cancel enemy abilities like Bellona's Bludgeon, Guan Yu's Taolu Assault, King Arthur's Bladestorm or Nike's Rend.
His immunity to knock-ups and slows with Recall Demons is very useful if you're attacking gods use the mark to stun 'em, it's okay if you prefer using Exorcism but it helps you to make them take more hits from your ult. Also is a great chance to dive with thorns or just dive into squishies since you get a max of 60 protections while Recall Demons is active.
When you use Expose Evil on everything (specially when pushing minions at first levels) try to leave the mark for 3-4s to make more damage, if you remove the mark earlier only a 75% of the remaining damage is done.
‏‏‎ ‎
Recommended Build
Starter Build
x2
Core Items
Situational Items
‏‏‎ ‎
Recommended Leveling Order

1 2 3 4 5 6 7 8 9 10 11

12 13 14 15 16 17 18 19 20
‏‏‎ ‎
Strong against:
Weak against:
‏‏‎ ‎

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2
[-]
Kriega1 (100) | March 3, 2020 2:04am
Some things that need to be addressed:

1. Remove magus on anyone that isn't Anubis (who's pure tick based). It's just not a good item in general right now since the rework, and probably needs a buff. Even Merlin doesen't even make that good use of it except in fire stance if he get's 5+ ticks, and is just generally outclassed by Deso.

2. Quite a few mages can be played in duo, provided there is typically a hunter mid or at least physical solo/support/jungle. It's not just mage adcs. And the mage adcs can be mostly played in mid just fine, though Freya might have problems in the first 5 levels or so (probably just keep her for ADC).

3. Aphro is not a support mage. Her early game pressure is non-existent, she has only 1 form of peel outside the ult, she's not tanky like a guardian/warrior, she gets shut down hard by antiheal (which is built pretty much every/most games), and she's pretty mp5 reliant.

4. Janus, Poseidon, can work okay-ish in jungle.

5. Generally wouldn't build magi shoes right now. With the 10 pen removal there's almost no reason to build it (not saying never, just not a priority pickup).

6. Mage ADC build needs a work over. It just isn't good. Hecate is only ok on Freya and Kuanger since they scale pretty well with attack speed and don't have attack speed steroids(it also doesen't really let you heal from jungle camps or minion waves much), it's pretty meh especially for the price on Sol/Chronos/Olorun and they don't need the attack speed from it since they should always be getting Demonic + Telkhines and because they all have passives and/or steroids that rely on power scaling. Also Hastened isn't core on Chronos or Sol, not sure what that's about, it's a situational pickup.

7. Some starter builds are lacking health sustain. Like the Ah Puch starter I would go 1 health + 2 mana instead of 1 multi and 2 mana.

8. Anubis build get magus after Charon's.

9. Hastened Ring isn't necessary to get that early on Kuang. It's expensive and doesen't offer much dps compared to demonic. I'd build something like this instead: https://www.youtube.com/watch?v=Ov9wODN1YFY or just swap the demonic and hastened around, and maybe even swap hastened for telkhines. Also magi's is situational but it's an example build, so fine.

10. Don't see why you build thoth on so many mid mages. Meta start in general is tier 2 chronos' start, 1 health and 1 mana pot. Back for tier 2 shoes (or tier 3 shoes if you have mana and aren't too poked out), then finish cdr shoes and then finish chronos'.

11. That Baron start is just not good. Tier 2 warlocks start hurts his already bad early game (only 30 power...). Would stack warlocks third if I wanted it.

12. I don't know if Magus is good on Freya and you definitely priortise it too much (Especially over Telkhines, and Tahuti/Doom Orb are probably better options). Remember Magus passive only will stack on one target so if you need to target swap it's going to be pretty useless, which is why i'd prioritise Tahuti or Doom Orb for extra movement, or maybe just get Deso instead.

Also while Hecate is fine on her, some matches you want bancrofts.

13. Why are you getting Shadow Lock on Nox at level 2 lul. It should always be Shadow Step. You're focused on farming, not fighting, especially on Nox who has weak early clear, and getting Shadow Lock isn't needed, not even for self peel since you get that from Shadow Step.

14. Mention to stack Nox and Raijin passive in fountain when game starts.

15. I've seen support pick up HoG to clear purple camp quickly and rush to clear wave but it definitely is not worth to pickup on the adc cause you miss out on sustain from pots. (I don't think it's even worth on Support though).


Here's what i'd build in general:

Generic Mage build (Some i'd consider Thoth maybe early instead):

Start: Restored Artifact, 1 Healing Potion, 1 Mana Potion.

Build: Shoes of Focus, Chronos' Pendant, Divine Ruin / Charon's Coin (either order), Soul Reaver, Ethereal Staff or Rod of Tahuti (or situationally Gem of Iso on Merlin if enemy lacks slow immunity/escapes).

Sell boots for Deso/Myrddin/Pythags/Soul Gem. Get Deso over Divine if you don't need antiheal.

Chronos/Sol/Olorun generic build (ADC, not sure about Mid, though probably same except get Mage's Blessing for Chronos in Mid):

Start: Hunter's Blessing, Tiny Trinket, 2 Healing Potions and 2 Multi Potions.

Shoes of Focus, Bancroft's Talon or Pythagorem's Piece (Prefer Bancrofts on Olorun), Demonic Grip, Telkhines Ring, Charon's Coin, Typhon's Fang or Rod of Tahuti/ Doom Orb. Sell boots for Deso or other (e.g. Hastened Ring if against attack speed slows like witchblade and midgardian).

On Olorun you can consider Lotus Crown in some matches situationally, it's good for sieging with his 3.

Freya build:

Start: Hunter's Blessing, Tiny Trinket or Emerald Ring, 2 Healing Potions and 2 Multi Potions.

Shoes of Focus, Bancroft's Talon or Hastened Ring or Ring of Hecate, Demonic Grip. Rest is Telkhines Ring, Hastened Ring (if not earlier), Typhon's Fang (if got Bancrofts) or Rod of Tahuti/ Doom Orb, sell boots for what you didn't get earlier.
1
[-]
Lykoi (1) | March 12, 2020 10:08pm
I did some changes! Sorry for not replying, my internet died for a few time I couldn't read your entire comment, thanks for your suggestions I really appreciate that.
1
[-]
Kriega1 (100) | March 13, 2020 2:56am
I think some of the stuff still needs changes, especially the mage adc builds (also the general adc starter at top still mentions hog consumable).

Also you would stack Raijin's passive 4 times in base, not 3. Because the 5th time you use it on yellow buff the passive will kick in, and it's important to have those 2s off as you're on your way to clear first wave.

Also I don't see what makes Bastet "OP" right now, she seems weaker than before the rework.

"Baron Samedi is a strong character that can be very supportive for his team due to all his kit benefits his allies or debuff the enemy. He has a nice sustain, he can be played as solo laner, but in mid lane is good as well."

- Baron is not good in mid, it's his worst role between mid/solo/support. Keep him to solo lane, that's where he shines best right now. He just dies too easily in mid right now built as a burst mage, and his early clear is atrocious.
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1
[-]
Devampi (91) | March 3, 2020 3:24am
point 12 is important to know, as the description is slightly vague
2
[-]
Gulfwulf (67) | February 29, 2020 12:32pm
Have my upvote. Would that we had more guides like this on the site.
2
[-]
Branmuffin17 (303) | February 29, 2020 11:53am
Wait, WTF is this???!?!?

I'm going to have to go through this, but this seemed like it came out of nowhere, and this is quite exciting =) From what it looks like, extremely fancy and well written, and I'll have to delve deeper soon.

If you don't mind, I'd probably like to discuss some of your base build examples sometime. I'm just getting back from a week-long trip so I'll try to find some time soon to read through everything.
2
[-]
Branmuffin17 (303) | March 1, 2020 1:45am
Alright, let's see.
  • Lane summaries: Great summaries and graphics. Your guide came out of nowhere and your artwork is quite fancy. I'm **** at paint/shop and this is impressive to me. With regard to the ADC lane, I do question the choice of the HoG option, so I ask...is it really worth it to get it? You say in the starter writeup that you can get it to kill the camp faster or want to save your ability for the minion wave, but I usually don't think you'll be waiting long to use your ability on the wave even if you used it for the Void camp. And losing 2 more potions just for quicker clear seems a bit risky for early game...I usually appreciate as many potions as possible at the start.

  • Mage Tierlist: You might consider a couple of things. 1) State this is your tierlist and is subjective (just for reader understanding). 2) Consider splitting the tierlist into roles, and / or identifying the gods that are played in the various roles, which will help newer players that aren't as familiar with which mages can go ADC or Solo.

  • Recommended Build: In some cases you may consider me nitpicky, but I do have some comments here. (I do really like you mentioning Divine and where to build it)

    Universal comments:

    1) I personally think Charon's Coin in the 3rd slot is a bit early. Personal preference would probably be 4th slot.

    2) 40% Penetration is max. You've overcapped on the Basic, Tanky, and Mana Burst builds. Your easiest solution to fixing this is to just drop Obsidian Shard from all the builds since Charon's is probably the stronger item overall for the base 20% pen, and you have so many other % pen options now.

    Basic: By the 4th item you've maxed CDR. Keep in mind there's the access to Potion of Power also, so I don't know that it's good/necessary to suggest a 40% CDR build. Also, I think Spear of Desolation in the 3rd slot, with Charon's Coin in the 4th, is probably better, but I can understand 3rd to stack earlier. That said, even though it's situational, I'd personally rather see Divine Ruin showing over Deso, which would also alleviate that potential CDR overcap. Chronos -> Focus -> Divine -> Charon's -> Reaver -> Tahuti.

    Tanky: As stated above, overcapped % pen. Suggest dropping Ob Shard, getting Ethereal in the 6th slot, and whatever you want in the replacement slot.

    Mana Burst: Drop that Ob Shard again. Consider adding some lifesteal to this one. I personally still like Pythagorem's Piece and that will help max the % pen.

    Attack Speed: I don't know if using Charon's is popular for mage ADCs, but I wouldn't build like this personally, at least not getting it early. I'd still use Shoes of Focus because in most cases a bit more power isn't worth it over the 10% CDR, even for someone like Freya. Personal suggestion would be either Ring of Hecate or Bancroft's Talon -> Shoes of Focus -> Demonic Grip etc.

  • Individual Gods: Not going to really go into every single god, but will say I do really like your presentation for this section. How long did it take you to do this?!?

    I'll note that you will probably want to fix multiple recommended builds, due to that % pen overcap situation.

    On Anubis, will say I'd probably suggest a bigger revamp here...I'm unsure on Magus early but can understand it, but Ob Shard should be replaced with Charon's IMO (the MS will help all gods that don't have mobility), and I think Typhon's is usually built earlier (as early as 3rd item).

    Wouldn't ever recommend Ob Shard on Aphro at all. She's just not enough of a damage dealer to make it worthwhile IMO...would definitely build her more for utility late...and also Shield of Regrowth could be a situational add.

    As for Chang'e, I'd maybe say Asclep shouldn't be core, but Lotus is strong for her due to being able to easily apply the passive to multiple teammates. I'd say it's more core than Asclep since her base healing isn't very high, but that's subjective opinion. Same for Hel, no Lotus Crown listed in situational.
Not going to comment on any other gods, but you get the gist. I think this is a great project and I think you did a very solid job overall. Welcome to the site!
1
[-]
Kriega1 (100) | March 3, 2020 1:57am
I've seen support pick up HoG to clear purple clearly and rush to clear wave but it definitely is not worth to pickup on the adc cause you miss out on sustain.
1
[-]
Lykoi (1) | March 2, 2020 8:32pm
I didn't know that the max for magical pen is 40%, I'm gonna change that. And thanks for all your tips I will consider it, so useful. It took a few days to make this guide, I struggled at the start cuz this is the first guide I make and didn't use bbcode before, but all your help is great tho.
2
[-]
Devampi (91) | March 1, 2020 2:21am
gonna agree with Bran here,
1. flat pen falls of a bit later in the game and charon stacks on kills/assists so it stacks decently fast.
2. it's probably better to grab phytags to not overcap and it provides the build with some lifesteal for your team.

Also gonna agree on the boots comment, a lot of people have identified Boots of the Magi are irrelevant, cause the extra power does not outweight all the other stats focus provides.

Also gonna say that for the basic build Divine Ruin can be considered the better pick up 9 out of 10 times. Yes, I'm biased in this, mostly as mages can get a good anti-heal item quite early in the build, without hurting your damage output much (compared to an adc needing to pick up Toxic Blade. Considering all the healing and lifesteal most people get. yes tanks can get it too, however the aura tank anti-heal is a tad worse then the mages (as it's an aura so you can heal if you leave it, while the mages take 8s to go away.)
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2
[-]
SkyPirateShini (4) | February 29, 2020 10:35am
I don't know how I didn't come across this guide before but this is great. Well thought, great info and builds. And coming from someone who struggles with mages most times, this is the kind of help I need.
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League of Legends Build Guide Author Lykoi
All-Mage Mastery / Conquest Guide
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