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An In-Depth Discussion On Item Choices (S7, Patch 7.11, "TMNT")

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Build Guide Discussion (218) More Guides

Introduction

Recent updates:

2020/10/20: Guide is current as of Patch 7.11 "TMNT."

Revision History





Hello everyone! My name is Branmuffin17 (PC IGN: Muffinman17), and I'm a SMITEFire admin and casual SMITE player on PC. Welcome to my Items guide, which discusses the merits and viability of individual items. It also covers other aspects of choosing items, including builds and build progression, appropriate itemization for god types and roles, and concepts such as mechanics of damage mitigation and how penetration / protection reduction works.

I'm looking for feedback, corrections, additions, and anything else that will improve the content of this guide. With that said, let's get into it.

Build Progression for Roles/Classes



Theorycrafting and the art of optimizing builds has always been at the forefront of high-level play. Individual skill level and teamwork can make or break a team, but item choices have a huge effect as well.

The process of choosing the best items for a given situation incorporates recognition of several things, including but not limited to:


God Kit: What skills does the god have? Do they include high damage, or do they provide a lot of area control (CC)? Does the god have strong basic attacks or do they rely on abilities?
  • Scylla is a mage whose kit focuses on high, single-hit burst damage...she should focus on items that provide power and penetration. Kumbhakarna is a guardian with abilities that root, mesmerize, and knock up the enemy, so his strength is control, and CDR items work well for him.

  • Kali has a quick basic attack string, with a single target focus. Her kit should revolve around attack speed, penetration, and the key item Qin's Sais. Vulcan has a passive that enhances his survivability and sustain when he hits enemies with abilities, and his Inferno Cannon deals basic attack damage better than he ever could...he should just concentrate on ability use.

Damage Types & Scaling: Does the god have single-hit skills, or do their abilities hit multiple times in succession? What is the scaling of said abilities (+ X% of your physical/magical power)?
  • Single-hit abilities benefit more from non-stacking penetration items, such as Obsidian Shard and Titan's Bane. Basic attackers will often build stacking protection reduction from basics, provided by items such as Demonic Grip (magical) and The Executioner (physical).

  • Do the god's skills have high base damage and low scaling, or low base damage and high scaling? High scaling strongly benefits from higher power (e.g. Loki's Aimed Strike has 100% scaling), but low scaling usually means a focus on penetration will do more for their damage output.

Game Mode: Are you playing Conquest and expect to find yourself alone or with only one other teammate for a good portion of the match? Are you playing Duel, where it's just you and an enemy? Or are you playing Arena, where it's a constant teamfight?
  • In Duel, for example, you only have to worry about one god, so counter-building is a key component of an effective build. Against a basic attacker like Kali, physical protections such as Midgardian Mail can work well to slow her attack and give you a second of breathing room when she engages.

  • In teamfight modes, aura items can have effects on multiple gods at once, and threat of damage from multiple enemies at any time can mean protections can have a more significant effect.

Team Compositions: Once you're familiar with the gods, you can easily recognize if an enemy team is likely to be tanky, squishy, or if there's an imbalance (e.g. 4 magical gods and only 1 physical god). It will also have an effect on which god you choose (depending on teammates choices, role calling, etc.).
  • If you're a tank, and you see the enemy team has 4 physical gods, the physical protection aura from Sovereignty, purchased early, is going to have a beneficial effect for your whole team. Likewise, if you see that multiple gods on your team are basic-attack oriented, choosing Shogun's Kusari will help enhance their damage output.

  • If you're a physical basic attacker, and you have 2 other strong physical gods on your team, getting a protection reduction item such as The Executioner will help increase their damage. As a magical god that's playing a tank role, a late-game item like Void Stone provides % protection reduction, which can enhance the damage your magical teammates deal against other tanky targets.

Price: What is the gold cost of the item? Especially in longer game modes with slower gold accumulation (such as Conquest), choosing a high cost item early in the game can mean that you're still working to complete it while the enemy already has completed theirs, giving them a significant statistical advantage at least until you're able to finish your item.
  • Building lower-cost items early in a match helps lay the foundation of needed stats to enhance the effects of higher-cost items later in a match. This is part of the reason movement speed boots/shoes are helpful early, as they provide extremely good value for the cost.

Personal Playstyle: As referenced by DV-8 and quoted by Krett: “The core of every build in every game that has a build – even an MMO like World of Warcraft – is the methodology,” explains Krett. “What are you doing and how does your build help you do it?” In other words, how do you play, and how can you tailor a build to best suit your playstyle?
  • Aggressive Playstyle: Do you find yourself overextending a lot? Are you able to easily get kills, but then have problems getting out alive? Of course, the optimal solution is to train yourself to recognize optimal situations where you can attack, with a high probability of survival, by watching enemy ability use (making sure their CC abilities or ults are down), gaining better awareness of surroundings and teammate proximity to help, etc. However, as an example, one build style you might consider is to build some protection instead of going full glass cannon, or get some additional movespeed to help you escape.

  • Having to back constantly due to low health, mana, or both: Do you take too much damage, too often, in comparison to enemies? Do you constantly find that you're out of mana? For health, choosing items with additional health or protections can help you stay out longer, but you might also consider items providing lifesteal or HP5 early in a build (or at least earlier than normal). For mana, consider 2 options: 1) learning to choose the best times to use abilities, rather than just always using them when they're available, or 2) building items providing additional mana or MP5.

  • Consider God Choice: this isn't really a topic stemming from Krett's quote, but it also applies. If you have an aggressive playstyle, it's probably better for you to choose Bacchus or Sobek over Khepri. If you're much more comfortable hanging back and poking or protecting from distance, you might find more enjoyment playing Isis over Chang'e, or Geb instead of Ymir. Learn the strengths of each god, and consider honing your skills with those gods that fit your personal preference.



The following is a brief and general breakdown of standard build progression based on role. This section will likely see revisions for better presentation of ideas. Consider this a rough draft.

Also, if you'd like to see a (technically rough) video of me going through some very basic pointers on evaluating builds, check it out below:




Tanks


Summary: Tanks choose items that provide protections and health, with the intent of playing on the front-line, soaking up a lot of damage, and being a major distraction to the enemy team. Guardians and Warriors are most often built tanky.

General Role: Full tanks are usually built in the Support role in Conquest, though many Guardians and Warriors in the Solo lane may also build similarly. They have great function in all other modes to help soak damage and protect teammates.

Build progression: In almost all modes, other than potential starter items (Blessings), movement speed items are obtained first. This is typically followed by protection/health items, and finishes with situational items that include counter items and CDR items for higher ability use. You almost never see offensive items being built. Here is an example:
  1. Optional Blessings
  2. Movement speed (Boots/Shoes)
  3. Protection item (usually against highest threat)
  4. Protection / CDR item or added mobility
  5. Protection / CDR item or added mobility
  6. Situational / counter item
  7. Situational / counter item
  8. Sell Boots/Shoes, get Elixir of Speed + another item



Common Movement Items:

Common Defensive Items:

Common Counter / Situational Items:


Bruisers


Summary: Bruisers combine protection items and damage items, often to help counter specific enemies while retaining a good amount of damage potential. In some cases, gods with high base damage or particularly damaging abilities can build mostly protections and still be an offensive threat.

General Role: Conquest Solo-laners, as well as select Junglers, will often build as Bruisers. In other modes, almost any god can go Bruiser, depending on the situation. Bruisers may come from almost all classes other than Hunters (who usually are best built as full damage/Glass Cannon), but are typified by the Warrior classes more than others.

Unique (Non-Warrior) Class Examples of Gods Built As Bruisers:
Build progression: In almost all modes, other than potential starter items (Blessings), movement speed items are obtained first. This is typically followed by a combination of specific protection item to counter a lane enemy or the highest threat, and further damage, CDR, and/or protection items thereafter. For Warriors in Conquest Solo-Lane, they'll usually get a counter protection item 2nd. For Assassins, the 2nd item might be an offensive item rather than defensive. Here is an example:
  1. Optional Blessings
  2. Movement speed (Boots/Shoes)
  3. Damage or Protection item (against lane enemy / highest threat)
  4. Damage or Protection item (against lane enemy / highest threat)
  5. Situational / counter item or damage item
  6. Situational / counter item or damage item
  7. Situational / counter item or damage item
  8. Sell Boots/Shoes, get Elixir of Speed + another item



Common Movement Items:

Common Defensive Items:

Common Offensive Items:


Glass Cannon (Full Damage)



Summary: Glass cannon builds focus on maximizing damage via stats like power, penetration, attack speed, and CDR at the cost of survivability. Some damage items they choose have additional utility, such as slows or lifesteal. "The best defense is a good offense" is a perfect motto for them. They may occasionally build items with some protection function, but generally want as much damage as they can get.

General Role: Gods that choose full damage are commonly in the Hunter and Mage classes. Some Assassins also thrive with full damage, but are best suited to it when they have strong mobility/escape abilities to get them out of dangerous situations.

Build progression: In almost all modes, movement speed items are obtained first. Depending on the god, all following items look to increase their CDR, attack speed, lifesteal, power, and/or penetration stats...things that increase their damage output.
  1. Optional Blessings
  2. Optional Stacking Item
  3. Movement speed (Boots/Shoes)
  4. Damage item (lifesteal, pen, CDR)
  5. Damage item (lifesteal, pen, CDR)
  6. Damage item (lifesteal, pen, CDR)
  7. Damage item (sometimes a protection/hybrid item)
  8. Sell Boots/Shoes, get Elixir of Speed + another item



Common Movement Items:

Common Damage Items:

Starting Items (Blessings)



Starting items, AKA Blessings, are effective low-cost items intended to support the early stages of a match. However, they are quickly outclassed by standard items, so are usually best utilized in modes that progress more slowly, such as Conquest, Joust, and Siege. They are replaced in the late game.

Blessings are new to Season 5, with the idea to help enforce roles. They share the same price of 700 gold. Only one can be bought per match, and cannot be re-bought once sold. Despite the item names, they are universal, so are not limited to specific classes. All Blessings stack based on different criteria, and have a final, evolved form providing additional benefit.

The 5 Conquest blessings can be bought in any mode, while the 3 Non-Conquest blessings can only be bought in non-Conquest modes.


Conquest Blessings






Assassin's Blessing
100 health, +7 physical and magical power, +30% bonus damage vs. jungle monsters, +8% health and +25 mana restored on killing a jungle monster.

ROLE QUEST (passive): killing or assisting on jungle monsters or enemy gods provide stacks. Jungle monsters are worth 1 stack and enemy gods are worth 5 stacks. At 50 stacks, this item evolves, giving +5 Penetration and 5% move speed.


Viability, Usage & Status: High viability. Essential in Conquest for the Jungler.

Since the passive only applies to jungle camps, this should only be picked up by Junglers. The increased damage and sustain are extremely helpful.


Guardian's Blessing
+100 health, +10 physical protection, +10 magical protection, +7 HP5 & MP5 while within 60ft of an ally god (10 second duration, refreshes duration when near an ally god), +3 gold per minion assisted.

ROLE QUEST (Passive): assisting on lane minion kills provides stacks. Each assist is worth 1 stack. At 50 stacks, this item evolves, gaining a bonus +4 gold per 5 seconds.


Viability, Usage & Status: High Viability. Essential starting item for a Support that plans to spend much of their time in-lane with teammates.

The item provides everything a Support needs...sustain, health / protections, and gold. The evolved state will help your overall gold income as you move into the mid / late-game.


Hunter's Blessing
+15 basic attack damage, +10 MP5.

ROLE QUEST (Passive):
killing or assisting on lane minions or enemy gods provides stacks. Lane minions are worth 1 stack and enemy gods are worth 5 stacks. At 75 stacks, this item evolves, gaining 15% attack speed and an additional 15 bonus basic attack damage.


Viability, Usage & Status: High Viability. Starting choice for all gods focusing on basic attack damage.

Although the item is called "Hunter's," it is best specifically for those hunters (and mages)
who plan to deal the vast majority of their damage via basic attacks.


Mage's Blessing
+10 bonus ability damage, 30 magical power OR 10 physical power, +2 MP5 per 10% mana missing.

ROLE QUEST (passive): killing or assisting on lane minions or enemy gods provide stacks. Lane minions are worth 1 stack and enemy gods are worth 5 stacks. At 75 stacks, this item evolves, gaining 10% Cooldown Reduction.


Viability, Usage & Status: High Viability. Starting choice for all gods focusing on ability damage.

This item provides help for early ability-based wave clear, poke, and mana sustain. Mostly picked up by mages, it can also be the best starting item choice for hunters who rely more on their abilities than basic attacks.


Warrior's Blessing
+75 health, +10 physical and magical protection, +25 health and mana restored and 25 true damage dealt upon dealing damage to an enemy god, 10 second CD.

ROLE QUEST (Passive): dealing damage to an enemy god provides 1 stack. This effect can only occur once every 10 seconds. Getting a kill or assist on an enemy god provides 3 stacks. At 15 stacks, this item evolves, gaining +15 physical and magical protection.


Viability, Usage & Status: High Viability. Standard sustain item for Solo-laners. Possible option for aggressive Supports.

Provides strong early sustain via damage reduction and health sustain. The sustain from the protections is important for boxing.

Supports may consider this item, as it does provide tank stats, if they have strong early games and are partnered with teammates who also have strong early games.


Non-Conquest Blessings






Attacker's Blessing
20 physical power or 25 magical power.

ROLE QUEST (passive): damage lane minions and enemy gods to gain stacks. Dealing 100 damage to lane minions provides 1 stack and dealing 100 damage to enemy gods provide 3 stacks. At 100 stacks, this item evolves, gaining 10 penetration.


Viability, Usage & Status: Medium / High Viability. Helpful for early offense.

The stats are a bit low, but as a starter, it provides a pretty good boost to damage potential, with the evolved state getting very early flat pen. Combined with your standard 1st main item (Boots/Shoes), you'll be able to deal some good early damage.


Defender's Blessing
+100 health, 10 physical protection, 10 magical protection.

ROLE QUEST (passive): mitigate damage to gain stacks. mitigating 50 damage provides 1 stack. At 75 stacks, this item evolves, providing +150 health and mana.


Viability, Usage & Status: Low Viability. Early health and protections for tanks.

Sees relatively little use as the stats are underwhelming for most teamfight modes. You're typically better off rushing MS or getting a different blessing.


Specialist's Blessing
+10 HP5, +20 MP5, 10% CDR.

ROLE QUEST (passive): damage enemies or heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 Stack. Each ability can only trigger up to 3 stacks. At 75 stacks, this item evolves, gaining +10% Movement Speed.


Viability, Usage & Status: High Viability. Solid situational starter providing CDR and eventual enhanced movespeed, with increased stacking ease for team healers.

This item provides a lot of potential utility in all non-Conquest modes. The 10% CDR (like Mage's Blessing) is very nice for the cost. Combined with the increased movespeed once evolved, it can possibly retain value until late-game, where it would be sold for a full T3 item.

Due to the eventual movespeed gained, interesting starts may be possible. Example: Kali. Instead of choosing Boots as her first main item, consider moving directly into Hastened Katana for a total 17% MS.

Movement, Part 1: Shoes & Boots



*NOTE* This section only covers traditional movement speed items (Boots / Shoes).

Movement speed items are essential early items on all gods in all modes. They not only help you get from point A to point B more quickly, but generally provide strong stat value for the cost. The 4 items for both magical and physical gods have significantly varied utility, so an understanding of their functions will help you choose the best option for the mode and your playstyle.

*CONQUEST LATE-GAME NOTE* Elixir of Speed is a new item, designed to replace the standard movement speed your Boots/Shoes provide with a permanent 18% MS.
  • Costs 1,500 gold.
  • This does NOT stack with any MS from Boots/Shoes, but allows you to replace the original item with any other item of your choice.
  • It is only available in Conquest mode.
  • It should not be purchased early in a match, as it only provides movement speed, and no other stat.

Magical Movement Speed Items






Reinforced Shoes
20 magical power, 150 health, 20% CC reduction, 18% move speed, passive (each time you take damage from an enemy god, you gain a stack of reinforced armor providing +3 physical and magical protections, max 7 stacks. Lasts for 6 seconds, refreshing with each stack gained).

Viability, Usage & Status: High Viability. Tanky option for Guardians in the Support role.

These shoes are specifically picked up by tanky Guardians looking to soak up as much early damage as possible. The CC reduction is extremely helpful when facing enemy teams with lots of CC.

The protection stacks can be quickly built when facing enemies with ticking / DoT damage.


Shoes of Focus
55 magical power, 250 mana, 10% CDR, 18% move speed.

Viability, Usage & Status: High Viability. Provides CDR for ability-spamming. Best in teamfight modes such as Arena, Assault, and Clash.

This is the best option for Mages and Guardians looking to use their abilities as often as possible in the early game. The additional mana really helps early ability use.

Some foresight should be used when choosing this item. If you like to build other CDR items (e.g. Breastplate of Valor, Chronos' Pendant, Spirit Robe, Soul Gem, Mantle of Discord), make sure you won't overcap CDR (cap is 40%).

Most functional in teamfight modes, where you'll have many opportunities to spam your abilities.


Shoes of the Magi
75 magical power, 8% lifesteal, 18% move speed.

Viability, Usage & Status: High Viability. Provides the highest power of all Shoes, but no longer provides flat penetration. Gives some early health sustain through the lifesteal.

This is a good choice for gods that have very high scaling and don't need much CDR, or plan to get CDR from other items and don't need it immediately. It now comes with a small amount of lifesteal to help with early sustain.


Traveler's Shoes
25 magical power, 22% move speed, +15 MP5, passive (gain +20% move speed for 7 seconds after leaving the fountain).

Viability, Usage & Status: Medium Viability. Enhanced mobility option for a variety of gods in Conquest. Somewhat less potential function in other modes.

Movespeed (especially heightened movespeed over a standard 18%) is a vital stat and this provides the highest MS of all Shoes. The added MP5 is functional for any god. Expect to see it mostly on Supports, but don't be surprised to see it built for Junglers (quicker rotations) and Solos, allowing wearers to get back to lane ASAP.


Physical Movement Speed Items






Ninja Tabi
20 physical power, 25% attack speed, 100 mana, 18% move speed.

Viability, Usage & Status: High Viability. Option for basic-attacking Assassins, Hunters, and Warriors in all modes. Also used to replace Warrior Tabi in the late game.

If you built a high-power stacking item first, this is a strong choice as your move speed item, especially when your late-game damage will come from your basic attacks. You can choose this if you feel comfortable with your wave clear, or you may choose to replace Warrior Tabi with this in the late game, after Qin's Sais or crit items are completed.

The only gods you wouldn't want this for are those whose damaging abilities have high scaling, or if you plan to build significant attack speed in later items and don't want to possibly overcap attack speed.


Reinforced Greaves
10 physical power, 150 health, 20% CC reduction, 18% move speed, passive (each time you take damage from an enemy god, you gain a stack of reinforced armor providing +3 physical and magical protections, max 7 stacks. Lasts for 6 seconds, refreshing with each stack gained).

Viability, Usage & Status: High Viability. Tanky option for Warriors in the Support role.

These boots are specifically picked up by Warriors in the Support role. Not generally the best choice for Warriors in the Solo lane, as they need as much wave-clear damage as possible to help win their lane and thus usually choose more offensive options.

The protection stacks can be quickly built when facing enemies with ticking / DoT damage.


Talaria Boots
15 physical power, 22% move speed, +15 MP5, passive (gain +14% move speed and +25 HP5 while out of combat. Each time you hit an enemy god with a damaging ability you earn +30 gold. Can only occur on the same god once every 90 seconds).

Viability, Usage & Status: Medium Viability. Enhanced mobility option for a variety of gods in Conquest. Somewhat less potential function in other modes.

Movespeed (especially heightened movespeed over a standard 18%) is a vital stat and this provides the highest MS of all Shoes. The added MP5 is functional for any god. Expect to see it mostly on Supports, but don't be surprised to see it built for Junglers (quicker rotations) and Soloers, allowing wearers to get back to lane ASAP.


Warrior Tabi
40 physical power, 100 mana, 18% move speed.

Viability, Usage & Status: High Viability. Standard damage option for ability-reliant gods.

This provides the highest power of all boots, and is the best choice for ability damage. Not only does higher power provide more ability damage, but physical power increases basic attack damage in a 1:1 ratio (except for Izanami, where damage from a single hit only increases by 50% of power). Should be chosen by almost all Warriors in the Solo lane, as well as Junglers.

For Hunters, you may consider replacing this item with Ninja Tabi late game, to enhance DPS for some gods...best for those that have limited to no attack speed steroid abilities.

Movement, Part 2: Supplemental Movespeed Items



Items that provide movement speed bonuses are usually picked up AFTER the main movement speed shoes/boots, to enhance mobility for faster rotations, as well as provide other utility not found in other items. Many of these are picked up fairly early in a match, when needed in a particular build.

Movement speed is likely to have increased value in Season 5's Conquest map, due to the increased size of the map and quicker-spawning jungle camps.


Supplemental Magical Movement Speed Items






Charon's Coin
80 magical power, 20% penetration, +7 HP5, +20 MP5, passive (On god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold every time the coin is flipped.

EVOLVED PASSIVE - On god kill or assist a coin is flipped. If heads, you gain 150 Health over 6 seconds. If tails, you gain 5% Movement Speed for 6 seconds. You also gain 1 gold every time the coin is flipped).


Viability, Usage & Status: High Viability. Mostly an offensive item that provides power and % pen, with a unique passive giving some HP5 and movement speed.

This provides the same base % penetration as Obsidian Shard, but with a strong utility feel. Solid mid/late-game item.


Doom Orb
145 magical power, 200 mana, +25 MP5, 6% move speed, passive (killing or assisting an enemy minion provides you with 1 stack, granting you 1% movement speed and 4 magical power per stack.

Viability, Usage & Status: High Viability. Expensive, but provides very solid power and a ton of utility. Great for rotations in Conquest.

Some rush this early in Conquest for the huge boost in power, decent mana, and strong rotation speed. Otherwise, it's a solid mid/late game item if you want offensive potential with MS.


Hastened Ring
25% attack speed, 7% move speed, 70 magical power, passive (when your basic attack hits a target, the attacking move speed debuff is removed from you for 6 seconds, CD 25 seconds).

Viability, Usage & Status: Medium / High Viability. Situational use for magical gods with strong basic attack function.

This item grants 6 seconds of high mobility for boxing when basic attacking, before requiring a 25 second CD to become available again. Can see some good effect for some magical gods such as Chronos, Freya, Olorun, and Sol.


Relic Dagger
300 health, 10% CDR, 7% move speed, passive (relics receive 40 second CDR).

Viability, Usage & Status: High Viability. Utility option for Guardians in the Support role, with multiple minor benefits. Strategic pickup in the mid to late game, great in combination with group relics in teamfights.

A jack-of-all-trades item, it doesn't stand out anywhere, but has lots of potential utility at an extremely reasonable price. A bit of CDR and health is helpful for all Guardians. The move speed is great for quicker rotations, especially for slower gods without mobility.

To maximize the relic CDR effect, make sure you're using your relics as much as possible in any teamfight. Especially effective for gods that use Blink Rune.


Rod of Asclepius
90 magical power, 200 health, 7% move speed, passive (the healing abilities of you and allies within 70 units is increased by 10%. If you are in combat, you provide 15% additional healing to allies).

Viability, Usage & Status: High Viability. Optional-to-essential item to enhance group healing. Usually picked up in the mid-game.

Not only does this item enhance healing, but the added move speed and health provide good utility for healing mages, since they don't really have escapes. Usually picked up after movement speed and CDR items, but can be purchased late if other items are preferred earlier.


Shield of Regrowth
10% CDR, 300 health, +15 HP5, +15 MP5, passive (after healing yourself from an ability, you gain +40% move speed for 4 seconds. This can only occur once every 10 seconds).

Viability, Usage & Status: Medium / High Viability. Utility item for gods with healing abilities who want extra move speed. Usually picked up in the mid to late game.

There are multiple gods that have healing abilities, and this item, while not providing any tangible offensive benefit, gives some added utility to help chase, escape, and rotate more quickly.


Toxic Blade
100 health, 15 penetration, 30% attack speed, 7% move speed, passive (enemies hit by your basic attacks gain 20% reduced healing, stacking up to 2 times and lasting 8 seconds).

Viability, Usage & Status: High Viability. Anti-heal utility for basic attackers.

The anti-heal effect is applied via basic attacks, so only has utility function for gods that use basic attacks often. Without any power, this item is used only situationally, and is most viable in builds with high attack-speed Qin's Sais-based builds.


Winged Blade
300 health, 20% CC reduction, 10% move speed, passive (when hit by a slow, you are immune to slows and your movement speed is increased by 20% for 4 seconds. Only occurs once every 30 seconds).

Viability, Usage & Status: Medium Viability. Defensive utility option for Guardians in the Support role, as a counter to slows. Often picked up in the mid-game, but can be picked up late for added utility.

For a low price, you get added movespeed and tanky counter to high enemy team CC and slows. Situational use for Guardian Supports, or for desperate Mages with low mobility struggling with enemy CC.


Witchblade
250 health, 10% CDR, 20% attack speed, 7% move speed, passive AURA (enemies within 55 units have their attack speed reduced by 20%).

Viability, Usage & Status: Medium / High Viability. Utility anti-basic attack counter item, with added CDR.

Similar to the other items above that provide multiple functions, this is a direct counter item to basic attackers. May see situational use by specific basic attack Mages, as well as Guardians of all types. Combines very well with Midgardian Mail


Supplemental Physical Movement Speed Items






Atalanta's Bow
25% attack speed, 25 Physical Power, 20% penetration, passive (if you receive a kill or assist on an enemy god you gain Atalanta’s Agility for 10s. This effect increases your Attack Speed by 20% and decreases the movement penalty for attacking, backpedaling, and strafing by 30%).

Viability, Usage & Status: High Viability. Mid to late-game option for basic-attacker's that adds mobility.

The combination of power, attack speed, high % penetration, and enhanced mobility makes this an appealing item for basic attackers.


Golden Blade
30 physical power, 15% attack speed, 10% move speed, passive (all basic attacks will also hit enemies within a 15 unit radius of the target for 50% of the damage to gods, 50% damage to minions and jungle camps).

Viability, Usage & Status: High Viability. Strategic quick jungle camp clear option for basic-attack Assassins in the jungle. Has also seen early-game pickup in the Solo-lane.

This is a specialized item for Assassins, allowing you very quickly and efficiently clear jungle camps, often without having to use an ability to help. This can free up extra mana and allow abilities to be ready for enemy god encounters.

Solo-laners also pick this up situationally in the early game for quicker camp clear and early pressure.

WARNING: Melee only! Cannot buy for Hunters!


Hastened Katana
15% attack speed, 7% move speed, 25 physical power, passive (when your basic attack hits a target, the attacking move speed debuff is removed from you for 1 second).

Viability, Usage & Status: High Viability. Strategic option for basic attacking Assassins and Warriors, specifically to help stay close to enemies. Picked up at all stages of the game.

This is a specialized attack speed item, allowing you to move at full speed even when basic attacking (as long as you connect), which is particularly helpful when boxing.

Popularly used for Kali and Bakasura, and may be situationally functional for Warriors like Erlang Shen, Osiris, and Vamana.

WARNING: Melee only! Cannot buy for Hunters!


Relic Dagger
300 health, 10% CDR, 7% move speed, passive (relics receive 40 second CDR).

Viability, Usage & Status: High Viability. Utility option with multiple minor benefits.

A jack-of-all-trades item, it doesn't stand out anywhere, but has lots of potential utility at a reasonable price. A bit of CDR, which is helpful for all Warriors, combined with added move speed, is great for quicker rotations, especially for slower gods without mobility.

To maximize the passive relic CDR effect, make sure you're using your relics as much as possible in any teamfight. Especially effective for gods that use Blink Rune.


Shield of Regrowth
10% CDR, 300 health, +15 HP5, +15 MP5, passive (after healing yourself from an ability, you gain +40% move speed for 4 seconds. This can only occur once every 10 seconds).

Viability, Usage & Status: Medium / High Viability. Utility item for gods with healing abilities who want extra move speed. Usually picked up in the mid to late game.

There are multiple gods that have healing abilities, and this item, while not providing any tangible offensive benefit, gives some added utility to help chase, escape, and rotate more quickly.

Can work really well with Amaterasu, Camazotz, Chaac, Hercules, and any other healing god (other than Vamana, don't get it for him) that needs both protections and power.


Stone Cutting Sword
50 physical power, 7% move speed, passive (melee basic attacks decrease an enemy's physical protection by 10, and increase your physical protection by 10 for 3 seconds (max 3 stacks)).

Viability, Usage & Status: High Viability. Functional hybrid item for physical, melee basic-attacking Junglers. Because of somewhat high price, usually picked up in the mid to late game.

When facing high threat of damage from physical enemies, this item is great for melee-based basic-attacking Junglers who want to out-box their target.

WARNING: Melee only! Cannot buy for Hunters!


Toxic Blade
100 health, 10 penetration, 30% attack speed, 7% move speed, passive (enemies hit by your basic attacks gain 20% reduced healing, stacking up to 3 times and lasting 5 seconds).

Viability, Usage & Status: High Viability. Anti-heal utility for basic attackers.

The anti-heal effect is applied via basic attacks, so only has utility function for gods that use basic attacks often. Without any power, this item is used only situationally, and is most viable in builds with high attack-speed Qin's Sais-based builds.


Winged Blade
300 health, 20% CC reduction, 10% move speed, passive (when hit by a slow, you are immune to slows and your movement speed is increased by 20% for 4 seconds. Only occurs once every 30 seconds).

Viability, Usage & Status: Medium Viability. Defensive utility option for Warriors, or perhaps Assassins, as a counter to slows and heavy CC. Picked up in the mid to late-game.

Provides a variety of tanky utility, namely against high CC and slows. Situational use for Warriors, and possibly some tankier Assassins, when struggling against enemy CC.


Witchblade
250 health, 10% CDR, 20% attack speed, 7% move speed, passive AURA (enemies within 55 units have their attack speed reduced by 20%).

Viability, Usage & Status: Medium / High Viability. Utility anti-basic attack counter item for basic-attacking hunters and assassins, with added CDR.

Similar to the other items above that provide multiple functions, this is a direct counter item to basic attackers. May see some specific counter-building use by Warriors such as Erlang Shen, Osiris, Bellona, Ravana, and Vamana. Combines well with Midgardian Mail.

Stacking Items



Available for use in all modes except Assault, permanent stacking items are extremely popular for their powerful, fully-stacked stats. Because stacks are mainly built from minion waves, it takes time, and thus are most effective when purchased early, and in modes where matches are longer.

This doesn't mean you can't effectively build stacks in Arena, for example, but care and thought as to team composition should be utilized.

*NOTE* This list currently doesn't include "stacking" items such as Hide of the Urchin or Charon's Coin.


Magical Stacking Items






Book of Thoth
.... Base Stats ....

*87.5 magical power*
250 mana
+15 MP5
.... Full Stacks ....

*130 magical power*
1,000 mana
+15 MP5

Passive: You permanently gain +10 mana per stack, and receive 5 stacks per god kill, and 1 stack per minion kill. 6% of your mana is converted to magical power. *At 75 stacks, this item evolves, gaining 3% extra mana (from items) to power conversion.*

Viability, Usage & Status: High Viability. Standard pick for a damage dealer looking for a huge mana pool. Cannot be used in Assault.

This is a solid pick for almost any mage looking for high power and a mana pool that essentially guarantees they won't run out. Best for gods with an escape of some type, as this provides no survivability.

*NOTE* The true power contribution of this item depends on the total mana of the god & items chosen. You can easily see a final power contribution from this item at up to 180-190 power.

In a mode where backing often is common (e.g. Arena & Joust), the huge mana pool isn't needed quite as badly, and other, non-stacking items might be suggested.


Warlock's Staff
.... Base Stats ....

85 magical power
200 mana
150 health
10% magical penetration
.... Full Stacks ....

145 magical power
200 mana
225 health
10% magical penetration

Passive: You permanently gain +0.8 health and +1 magical power per stack, and receive 5 stacks per god kill, and 1 stack per minion kill. Max 650 stacks.

Viability, Usage & Status: Medium Viability. Interesting set of stats, especially for a stacking item. The power is nice but the added health doesn't seem like enough. Cannot be used in Assault.

This item sits in an interesting spot, where it doesn't really belong in the early game, and stacking late doesn't make a lot of sense.

You can consider mid-game, perhaps, for the combination of stats, but there are probably better items to build right now.


Physical Stacking Items


This section will discuss two physical power items that require stacking, and provide significantly different offerings.






Devourer's Gauntlet
.... Base Stats ....

30 physical power
15% lifesteal
.... Full Stacks ....

65 physical power
29% lifesteal

Permanently gain +0.5 physical power and +0.2% physical lifesteal per stack, and receive 5 stacks per god kill and 1 stack per minion kill. Max 70 stacks.

Viability, Usage & Status: High Viability. Solid early option for sustain (via lifesteal) and good power as stacks are built. Cannot be used in Assault.

"Devo's" is most commonly built on Hunters as the 1st or 2nd item in a build.

For the basic-attacking hunter, this provides great stats for the cost. It's not usually suggested on more ability-reliant hunters or other classes.

This is the best option for early sustain, though you'll likely have to supplement your ability use with Mana Potions.


Transcendence
.... Base Stats ....

*35 physical power*
300 mana
+10 MP5

.... Full Stacks ....

*98 physical power*
1050 mana
+10 MP5
10% CDR

Passive: Permanently gain +15 mana per stack, and receive 5 stacks per god kill and 1 stack per minion kill. Max 50 stacks. *Additionally, 3% of your Mana is converted to Physical Power.*

Viability, Usage & Status: High Viability. Standard pick for an ability user looking for a huge mana pool. Cannot be used in Assault.

Picked up mostly by ability-reliant gods that rely on burst damage. This item provides an incredible pool of mana as it stacks, making it a good item for modes where longer stays in-lane are important (e.g. Conquest, Siege) and mana use is high. It's also the item that provides the highest power contribution of all physical items, upon gaining full stacks. It does cost a lot, so understand that it can put you behind in the early game.

The true power contribution of this item depends on the total mana of the god and items chosen. You will generally see at least 63 additional power coming at full stacks (a total of 98 power!).

Since it doesn't provide health sustain, it's a better choice if the god has some healing within their kit; otherwise, they'll likely have to supplement with specific lifesteal items such as Asi, Bloodforge, or Soul Eater.

In a mode where backing often is common (e.g. Arena & Joust), the huge mana pool isn't needed as much, and other, non-stacking items might be suggested. However, it's difficult to pass up the extremely high power offering.

Magical & Physical Protections (Quick & Dirty Resource)



This section provides a quick summary for T3 and T2-final items with survival stats. Categories are separated into Magical protections, Physical protections, and Universal protections / health. Unlike other chapters, I won't be restating stats and offering discussion. Rather, I will briefly indicate typical users and the most important functions they provide.


Magical Protection Items




Ancile: Key Functions: CDR/power/magical protection, shockwave of silence. Typical users: Bruiser assassins. Limitations: Physical only.

Bulwark of Hope: Key Functions: Health shield / selfish survival. Typical users: Tanks. Limitations: None.

Genji's Guard: Key Functions: CDR / mana sustain. Typical users: Tanks. Limitations: None.

Heartward Amulet: Key Functions: Magical protection aura / team mana sustain. Typical users: Tanks. Limitations: None.

Lotus Crown: Key Functions: Team protection buff. Typical users: Team healers. Limitations: Magical only.

Oni Hunter's Garb: Key Functions: Teamfight damage mitigation. Typical users: Tanks. Limitations: None.

Pestilence: Key Functions: Anti-heal. Typical users: Tanks. Limitations: None.

Pridwen: Key Functions: CDR & Protections. Typical users: Tanks. Limitations: None.

Runic Shield: Key Functions: Anti-magical early 1v1 advantage. Typical users: All physical gods, situationally. Limitations: Physical only.

Shogun's Kusari: Key Functions: Team basic attack speed / objective damage. Typical users: Tanks. Limitations: None.

Stone of Fal: Key Functions: Anti-magical / anti-burst. Typical users: Mages. Limitations: Magical only.

Talisman of Energy: Key Functions: Team mobility / team aggression. Typical users: Tanks. Limitations: Magical only.

Void Stone: Key Functions: Magical protection reduction. Typical users: Bruiser Mages / aggressive Guardians. Limitations: Magical only.


Physical Protection Items




Berserker's Shield: Key Functions: anti-physical / basic attack boost. Typical users: Basic-attackers. Limitations: Physical only.

Breastplate of Valor: Key Functions: CDR / Mana. Typical users: Tanks. Limitations: None.

Celestial Legion Helm: Key Functions: High physical protection. Typical users: Mages. Limitations: Magical only.

Contagion: Key Functions: Anti-Heal. Typical users: Tanks / Solo-Laners. Limitations: Magical only.

Emperor's Armor: Key Functions: Objective offense / defense. Typical users: Tanks. Limitations: None.

Gladiator's Shield: Key Functions: Anti-physical / ability kill commit. Typical users: Physical, ability-based Solo-laners. Limitations: Physical only.

Hide of the Nemean Lion: Key Functions: Anti-basic attack. Typical users: Tanks. Limitations: None.

Jade Emperor's Crown: Key Functions: Aggressive anti-magical. Typical users: Aggressive guardians. Limitations: Magical only.

Lotus Crown: Key Functions: Team protections. Typical users: Team healers. Limitations: Magical only.

Midgardian Mail: Key Functions: Anti-basic attack. Typical users: Tanks. Limitations: None.

Mystical Mail: Key Functions: Aggression / minion clear. Typical users: Solo-laners. Limitations: None.

Sovereignty: Key Functions: Team physical protection / health sustain. Typical users: Supports. Limitations: None.

Spectral Armor: Key Functions: Anti-crit. Typical users: All gods, situationally. Limitations: None.

Tyrannical Plate Helm: Key Functions: Lane pressure. Typical users: Mid and Solo laners. Limitations: Magical only.

Void Shield: Key Functions: Aggressive protection reduction. Typical users: Bruiser Junglers, Solo-laners. Limitations: Physical only.


Universal Protection / Health Items



This section contains items that provide dual protections, health, or both. Not all items that provide health are listed here...only the ones where health/survival is a large part of its contribution to overall stats.





Caduceus Shield: Key Functions: Bonus healing for physical gods Typical users: Guan Yu / Warriors w/ healing. Limitations: Physical only.

Gauntlet of Thebes: Key Functions: Balanced protections, team protection aura. Typical users: Supports. Limitations: None.

Hide of the Urchin: Key Functions: Balanced selfish protections. Typical users: Bruisers / Tanks. Limitations: None.

Lono's Mask: Key Functions: Damage mitigation to all incoming damage sources. Typical users: Non-standard gods in a Support role. Limitations: Assassin / Hunter / Mage only.

Magi's Cloak: Key Functions: Anti-CC. Typical users: Squishy gods. Limitations: None.

Mail of Renewal: Key Functions: Sustain in teamfights. Typical users: Tanks. Limitations: None.

Mantle of Discord: Key Functions: Balanced protections / CDR. Typical users: All gods that find a need for protections. Limitations: None.

Pridwen: Key Functions: High CDR / Dual Protections. Typical users: Guardians / Warriors Limitations: None.

Shield of Regrowth: Key Functions: Mobility. Typical users: Gods with healing. Limitations: None.

Shifter's Shield: Key Functions: High power / aggression. Typical users: All physical gods, situationally. Limitations: Physical only.

Spirit Robe: Key Functions: Balanced protections / CC reduction / damage mitigation. Typical users: All gods, situationally. Limitations: None.

Stone of Binding: Key Functions: Team penetration / aggression. Typical users: Tanks / gods with lots of CC. Limitations: Magical only.

Stone of Gaia: Key Functions: High health sustain. Typical users: Tanks. Limitations: None.

The Sledge: Key Functions: Balanced offense / defense, high health & CCR. Typical users: Physical bruisers. Limitations: Physical only.

Winged Blade: Key Functions: Anti-slow. Typical users: Bruisers / tanks. Limitations: None.

Penetration / Protection Reduction

Protection Reduction / Penetration Calculations



Protection Reduction and Penetration items are extremely functional and necessary for damage-dealers in all game modes. Both types aim to increase your damage output, but are calculated in different ways, and have drastically different effects in various situations. We will look at both groups separately, as well as how they can work together.

Firstly, however, it's important to know the calculation hierarchy when dealing with these stats:

% Protection Reduction > Flat Protection Reduction > % Penetration > Flat Penetration

What exactly does this mean? Specifically, the effect from the first type (% protection reduction) is calculated first. Adjusted numbers are then modified down the line, in that order.

*NOTE* One final calculation is made after Protection Reduction and Penetration. This is called Damage Mitigation / Damage Reduction, and is applied by very unique items, such as Oni Hunter's Garb, Spirit Robe, and Warrior's Blessing. Some gods also have this built into their kits. However, that will not be discussed further in this section.

The main point of inefficiency comes when you mix any protection reduction with % penetration. This isn't necessarily a big deal, but any protection reduction that is present reduces the amount that % pen further reduces. Here are some examples of calculations to show you what is happening in these situations.


Calculations and Examples

Further Discussion on Penetration vs. Protection Reduction


Gods with Protection Reduction / Penetration



Some gods even have built in skills or passives that give similar stats. Here is a list of gods and the skills they incorporate:




Key Differences



Finally, let's look at key differences between Protection Reduction and Penetration.


Key aspects of Protection Reduction:

Pros
Cons
  • Protection Reduction is a debuff. This means that when under the effects of Protection Reduction, ANY damage source of the same type (magical / physical) will be enhanced...not just yours! (Note that minions and objectives deal physical damage)

  • Protection reduction DOES affect Gold Fury, Fire Giant, and Titan.

  • Stacking items such as The Executioner and Demonic Grip don't overlap stacks, BUT if two gods have the same stacking item and are attacking the same target, max stacks can be achieved quickly.
  • Decreases effectiveness of % penetration items/skills.

  • DOES NOT affect minions, towers or phoenixes.

  • Identical auras (such as having 2 Void Shields or 2 Void Stones) DO NOT stack.

  • Stacking items require multiple hits to reach full potency.

  • Stacked Protection Reduction can be CC cleansed (e.g. Purification, Hel's Cleanse, Chang'e's Moonlit Waltz, etc.), and would have to be reapplied.




Key aspects of Penetration:

Pros
Cons
  • Both Flat and % Penetration enhance your damage vs objectives such as towers and phoenixes, as well as objective minions such as the Gold Fury, Fire Giant, and Titan.

  • These items don't require stacking, and are thus very functional for use with both ability-based and basic-attacking gods.
  • Penetration is a personal buff. It directly increases only YOUR damage.

  • DOES NOT affect minions.

  • Effect of % penetration is reduced by ANY Protection Reduction item or skill.






Magical Penetration Items




Magical penetration items are picked up at all points of a build. Flat Penetration is typically picked earlier in a build, while % Penetration is usually more useful in the later parts of a build.




Charon's Coin
80 magical power, 20% penetration, +7 HP5, +20 MP5, passive (on god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold every time the coin is flipped.

EVOLVED PASSIVE - On god kill or assist a coin is flipped. If heads, you gain 150 Health over 6 seconds. If tails, you gain 5% Movement Speed for 6 seconds. You also gain 1 gold every time the coin is flipped.).


Viability, Usage & Status: High Viability. Utility offensive item best built in the middle portion of a build.

This new item for S7 provides strong % pen, along with an interesting but complex passive that can provide added HP5 and movement speed. When it evolves, you can get a health shield or an extra boost of MS.

You typically want to build it before the end of a build, to start building those stacks. Gives offensive gods some level of added sustain and survivability, while also being great at damaging tanks.


Divine Ruin
90 magical power, 10 flat penetration, passive (enemies hit by your abilities have 40% reduced healing and regen for 8 seconds).

Viability, Usage & Status: High Viability. Anti-healing counter item.

This is a strong counter item to healers of all types. Good to pick up in the mid-game, and the flat pen is effective against squishier targets.


Obsidian Shard
70 power, passive (your magic damage ignores 15% of the target’s magical protection. If the target has over 40 magical protections, this effect scales up to ignore a larger percentage of their protection. This caps at 45% magical penetration at 200 or more magical protection).

Viability, Usage & Status: High Viability. Specific anti-tank function.

Against enemies with low magical protection, this item is less functional than most flat penetration items. The true benefit is for ability-users against tanks, where it will deeply cut through their protection. Best to pick up in the late game.


Spear of Desolation
110 magical power, 15 flat penetration, 10% CDR, passive (earning a kill or assist subtracts 2 seconds from all abilities currently on CD).

Viability, Usage & Status: High Viability. Mid to late-game damage item for mages, niche use for aggressive guardians.

The combination of power, CDR, and flat penetration is useful for basically any magical god looking for extra damage.


Spear of the Magus
110 magical power, 10 flat penetration, passive (any god you damage becomes marked and debuffed to take 7.5% increased damage from all sources for 7s. This effect can only affect one god at a time and can only occur once every 15s).

Viability, Usage & Status: High Viability. Provides good base stats for the user, and a damage increase for all teammates that attack an affected target. Best in the middle to late portions of a build.

Strong universal item that provides bonus damage that's especially helpful in teamfights.


Staff of Myrddin
110 magical power, 10% magical penetration, 10% CDR, passive (when your ultimate ability has finished casting, your next non-ultimate ability cast within the next 10s will have no cooldown but will only deal 70% of its normal damage and healing. This can only occur once every 45 seconds).

Viability, Usage & Status: Medium Viability. Mid to late-game burst item for mages, niche use for guardians with strong CC.

This item provides some well-balanced stats, but the passive interaction with the ultimate means it's not going to be extremely effective for all gods. It's better if the god has CC combined with damage, to provide extra control. The cost is also fairly high (2,800 gold).


Typhon's Fang
70 magical power, 200 mana, 15% magical lifesteal, 10% magical penetration, passive (your Healing obtained from Magical Lifesteal is increased by 30%. Your Magical Power is increased by twice the amount of Magical Lifesteal you have.).

Viability, Usage & Status: Medium / High Viability. Functional as the 2nd lifesteal item for select gods. The passive lifesteal boost can partially counteract anti-heal.

There are specific gods that will get the best use out of this item. Boxing gods like Freya can use this, but the most popular user of this item is [[Anubis], who relies on lifesteal to stay alive in most engagements.


Warlock's Staff
(At max stacks) 145 magical power, 225 health, 200 mana, 10% penetration.

Viability, Usage & Status: Medium Viability. Interesting set of stats, especially for a stacking item. The power is nice but the added health doesn't seem like enough. Cannot be used in Assault.

This item sits in an interesting spot, where it doesn't really belong in the early game, and stacking late doesn't make a lot of sense.

You can consider mid-game, perhaps, for the combination of stats, but there are probably better items to build right now.


Magical Protection Reduction Items




Magical protection reduction items are usually picked up in the middle of a build.



Demonic Grip
75 magical power, 30% attack speed, passive (basic attacks reduce your target's magical protection by 12% for 3 seconds, max 3 stacks).

Viability, Usage & Status: High Viability. Huge mid-game damage for basic-attacking Mages.

This is practically an essential item for a Mage focusing on basic attack damage, such as Chronos, Freya, Olorun, and [[Sol. The attack speed increase, paired with high % protection reduction, gives a huge boost to damage output.


Stone of Binding
30 magical power, 30 magical protection, 30 physical protection, +10 MP5, passive (hitting an enemy god with crowd control will place a debuff on enemies hit. The debuff decreases the enemy's magical and physical protections by 10 for 5 seconds).

Viability, Usage & Status: High Viability. Aggressive early to mid-game bridge item for Guardians or Mages with hard CC, looking for some protection to go along with early teamfight potential.

Due to the moderate amount of balanced protections, this is often a choice for Guardians looking to have a bit of tankiness while also enhancing their team's damage on specific targets. 10 protection reduction can be powerful in the early game, and can remain somewhat effective as the match extends into the late-game, if the team is sticking close and working well together.


Void Stone
150 health, 20 magical power, 60 magical protection, passive aura (reduces the magical protection of enemies within 55 units by 15).

Viability, Usage & Status: High Viability. Aggressive mid-game anti-magical counter item for Guardians.

When picking up this item, you sacrifice a bit of potential power for a significant amount of magical protection, which can shift the advantage in a 1 v 1 fight. Usually picked up by aggressive Guardians for the utility.

Requires some proximity for the protection reduction effect, so consider this when choosing it. Remember though, that most abilities and basic attacks fall within the 55 units, so if you're attacking, it's probably applying the effect.


Physical Penetration Items


Physical penetration items are usually picked up in the middle to late sections of a build. There are a wide variety of options, with better effect at different stages of the game.


Flat Physical Penetration Items




Asi
20 physical power, 20% lifesteal, 25% attack speed, 15 flat penetration, passive (if you drop below 35% health, gain an additional 30% lifesteal for 5 seconds, CD 15 seconds).

Viability, Usage & Status: High Viability. Mid to late-game basic-attacker's lifesteal option with balanced stats and high sustain for effective boxing.

The combination of power, lifesteal, attack speed and penetration, makes this an extremely functional item for basic attackers. Perhaps the best mid-game item for lifesteal.


Brawler's Beat Stick
40 physical power, 15 flat penetration, passive (enemies hit by your abilities have 50% reduced healing and regen for 8 seconds).

Viability, Usage & Status: High Viability. Anti-heal for mid to late game ability-reliant gods.

High power and flat pen combined with an anti-heal effect is a great offensive counter to a self or group healer. Often a good choice for a Warrior, to counter an enemy Solo-Laner such as Amaterasu, Chaac, Guan Yu, Hercules, or any magical healer.


Jotunn's Wrath
40 power, 150 mana, 10 penetration, 20% CDR.

Viability, Usage & Status: High Viability. Early to mid-game CDR for ability-reliant gods.

People generally buy this for the CDR to help spam their abilities, not for the penetration it brings, which is just an added bonus.

Usually picked up in the early to mid game, and is not recommended for most basic attackers.


The Crusher
30 physical power, 15 flat penetration, 20% attack speed, passive (your abilities deal bonus damage over time equal to 20 + 15% of your Physical Power over 2 seconds.).

Viability, Usage & Status: High Viability. Mid to late-game damage option for basic attackers that also rely on abilities for some damage.

This is a mid to late-game pickup for basic attackers, providing a great combination of damage-focused stats. Due to its passive scaling, it's most effective in high-power builds.


Toxic Blade
100 health, 10 penetration, 30% attack speed, 7% move speed, passive (enemies hit by your basic attacks gain 20% reduced healing, stacking up to 3 times and lasting 5 seconds).

Viability, Usage & Status: High Viability. Anti-heal utility for basic attackers.

The anti-heal effect is applied via basic attacks, so only has utility function for gods that use basic attacks often. Without any power, this item is used only situationally, and is most viable in builds with high attack-speed Qin's Sais-based builds.


% Physical Penetration Items




Atalanta's Bow
25% attack speed, 25 Physical Power, 20% penetration, passive (if you receive a kill or assist on an enemy god you gain Atalanta’s Agility for 10s. This effect increases your Attack Speed by 20% and decreases the movement penalty for attacking, backpedaling, and strafing by 30%).

Viability, Usage & Status: High Viability. Mid to late-game option for basic-attacker's that adds mobility.

The combination of power, attack speed, high % penetration, and enhanced mobility makes this an appealing item for basic attackers.


Berserker's Shield
40 physical power, 30 physical protection, 20% attack speed, 10% penetration, passive (if you drop below 40% HP you become Berserk. Berserk provides 20 Physical Power and 20% Attack Speed. Lasts 5s, refreshes if healed and then re-damaged at the same threshold).

Viability, Usage & Status: High Viability. Strong item for basic attackers when boxing other physical gods.

The combination of stats are very helpful especially when boxing enemy physical basic attackers, due to the physical protection. This is an item you'll pick up if you like to commit to a fight; when your health is low, you gain additional power and attack speed to hopefully outlast the enemy.


Fail-Not
45 physical power, 20% crit chance, 10% penetration, 20% CDR, passive (when your ultimate ability has finished casting, your next ability or basic attack within 8s that damages an enemy god marks them, increasing the chance you and your allies can land a critical strike by 15% for 10 seconds. This can only occur once every 45 seconds).

Viability, Usage & Status: High Viability. Hunter-specific, late-game offensive utility for teamfights.

This item provides good power, along with high CDR, crit chance, and % pen, providing solid stats for ability-based hunters that want added basic attack damage potential.

The passive will find better use in a teamfight, as it creates a crit debuff on affected enemies, allowing ALL teammates the chance to deal critical strikes. However, the main draw will be for the main stats.


Heartseeker
65 physical power, 10% penetration, 200 mana, 20 MP5, passive (Your abilities deal an additional 2% of the targets maximum Health as Physical Damage. If you have over 200 Physical Power, your ability bonus damage scales up. This effect reaches a maximum of 5% Maximum Health damage at 400 Physical Power). Subsequent hits from the passive on the same target do 75% the bonus damage for the next 3s.

Viability, Usage & Status: High Viability. Strong aggression with burst damage potential, especially against high-health targets.

This is a strong item that is typically built late game, due to the high price and the stronger effectiveness against high-health targets. Best for gods that rely heavily on ability damage, and more effective with a full damage build.

However, it can be picked up by tankier gods as a single damage item to help increase overall damage output.


Serrated Edge
25 power, 10% lifesteal, 7% move speed, 20% penetration, passive (for every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 10 Basic Attack Power and 3% Physical Lifesteal.).

Viability, Usage & Status: High Viability. Strong item at almost any point of a build for basic attacking gods that use their abilities to dive an enemy, and then finish them with basic attacks.

This is an interesting new item that can be used well at most stages of a match. The cost is slightly on the expensive side, but comes with high power potential and good sustain support, with high % penetration that carries extremely well into the late-game. It has a great amount of offensive stats to help the user commit to a kill, and should be considered for any god that uses all of their abilities to go in for a kill.


Silverbranch Bow
30 physical power, 30% attack speed, 10% penetration, passive (for each 0.02 attack speed you go over cap (2.5) you gain 2 physical power).

Viability, Usage & Status: High Viability. Late-game, high attack speed item that provides benefit from overcapping attack speed.

This item should see the most benefit from builds building high attack speed and incorporating Qin's Sais, due to the attack speed and penetration. Gods that have strong attack speed steroids may also find use for this item when looking to get the most out of Qin's passive at all times.


Soul Eater
20 physical power, 10% lifesteal, 5% ability lifesteal, 10% penetration, 10% CDR, passive (each time anything dies within 80 units, you gain a stack. Gods, Large Jungle monsters, and Jungle bosses provide 5 stacks. At 75 Stacks Soul Eater Evolves, gaining +15 Physical Power, +5% Physical Lifesteal, and 20% ability lifesteal).

Viability, Usage & Status: High Viability. Power + lifesteal/sustain item for hybrid basic / ability attackers.

This is an interesting item that is generally meant for gods that utilize both basic attacks and abilities (e.g. ability-reliant hunters, some assassins), with specific intent to provide sustain from all attacks.

Although it's a stacking item, it won't take long to evolve, as ANY nearby death (friend or foe, including minions) will provide stacks.


Titan's Bane
40 physical power, 20% penetration, passive (Your first ability cast gains 20% Physical Penetration. This can only occur once every 10 seconds.).

Viability, Usage & Status: High Viability. Specific anti-tank function.

Against enemies with low physical protection, this item is less functional than most flat penetration items. The true benefit is for ability-users against tanks, where it will deeply cut through their protection. Best to pick up in the late-game.


Wind Demon
25 physical power, 15% crit chance, 15% attack speed, passive (crits increase your attack and move speed by 20%, and adds 10% penetration for 5 seconds).

Viability, Usage & Status: High Viability. Popular mid to late-game crit option.

The added attack and move speed has strong appeal, especially for Hunters that have built limited attack speed items, don't have steroids in their kit, or have no escape abilities.

Typically built late-game after other crit items have been built to help keep the passive refreshed.


Physical Protection Reduction Items




Physical protection reduction items are usually picked up in the middle to late stages of a build. There are a few options, with better effect at different stages of the game.



Stone Cutting Sword
50 physical power, 7% move speed, passive (melee basic attacks decrease an enemy's physical protection by 10, and increase your physical protection by 10 for 3 seconds, max 3 stacks).

Viability, Usage & Status: High Viability. Mid to Late-game utility option for basic attacking Assassins and Warriors.

Due to the high price, this should usually be picked up in the late game. This is a good counter to other physical gods in 1 v 1 situations.

Cannot be purchased by Hunters.


The Executioner
35 physical power, 25% attack speed, passive (basic attacks against an enemy reduce the target's physical protection by 7% for 3 seconds, max 3 stacks).

Viability, Usage & Status: Medium Viability. Late-game basic attacker's option.

With the 7.7 patch's significant nerf to this item, it is now much less used. It can still be considered when your team has at least 3 physical gods, and against extremely tanky comps, but it is no longer a core item for basic attackers. The current common replacement is Atalanta's Bow.


Void Shield
20 physical power, 60 physical protection, 150 health, passive aura (reduces the physical protection of enemies within 55 units by 15%).

Viability, Usage & Status: High Viability. Mid/late-game anti-physical bruiser item.

When picking up this item, you sacrifice high power for some anti-tank function, while also getting good physical protection. This can be picked up as early as the mid-game, as it can be effective against enemies that have built at least 1 physical protection item.

CDR: Item Combos and the Need (?) to Max



CDR (Cooldown Reduction) is a highly prized stat that is greatly appreciated by all gods that rely heavily on their abilities to be effective. The stat is capped at 40%, which means it's important to think ahead when planning your build...there are many choices, and simply getting two 20% CDR items (e.g. Breastplate of Valor + Jotunn's Wrath) means you block yourself from getting full effectiveness from other items that could potentially provide more function.

In addition, there are a couple of temporary buffs that increase your CDR for a short time: the Blue Mana buff and the Potion of Magical Might. If you regularly pick these up, you may not need to go beyond 30% CDR.

This chapter will go over CDR options, and provide some examples of item combinations to get the most out of the stat.


Universal Defensive / Utility CDR Items






Blackthorn Hammer
35 physical power, 350 health, 200 mana, passive (while over 25% Mana, you gain 10% Cooldown Reduction. While under 25% Mana, you gain +50 MP5).

Viability, Usage & Status: High Viability. Great early-game item for physical gods looking for survivability and ability use.

This is an incredibly solid early-game item providing high health and either CDR or high mana regen, to make sure you're able to use abilities often and efficiently. Popular with mana-hungry gods in the Solo lane, but can be used in a wide variety of situations.


Breastplate of Valor
65 physical protection, 300 mana, +10 MP5, 20% CDR.

Viability, Usage & Status: High Viability. Great anti-physical item with a huge boost in mana pool and CDR.

This is a highly popular physical protection item for all tanks, specifically for the mana pool and the highest CDR of all protection items. It is usually picked up fairly early in a build,
but is viable anytime.


Genji's Guard
150 health, 70 magical protection, +40 MP5, 10% CDR, passive (when you take magical damage from abilities, your CDs are reduced by 3 seconds. CD 30 seconds).

Viability, Usage & Status: High Viability. Great anti-magical item with great mana sustain.

This may be the most balanced anti-magical protection item. It provides some of everything...high protection, a bit of health, great mana sustain, and a passive that situationally gives you better than 20% CDR for some abilities. Never overlook this item.


Mail of Renewal
400 health, +10 HP5, 10% CDR, passive (gain 15% of your maximum health and mana over the next 3 seconds when you get a kill or assist against an enemy god or objective (Fire Giant, Gold Fury, etc.). Consecutive triggers of this passive refresh its duration, but do not stack).

Viability, Usage & Status: Low Viability. Although the very high health is great, the situational sustain is just not strong enough.

This item has little viability in a longer game mode like Conquest, though can be more effective in teamfight modes. It just doesn't have enough stats without the passive being in effect to provide enough functional utility. Also, the passive doesn't stack, it only refreshes upon getting multiple kills/assists.


Mantle of Discord
60 magical protection, 60 physical protection, 10% CDR, passive (if you take damage below 30% health, you unleash a shockwave that stuns all enemies within a range of 20 units for 1 second and gain CC immunity for 1 second. CD 90 seconds).

Viability, Usage & Status: High Viability. Expensive but effective protection item with utility survival function.

High balanced protections make this an expensive bigger brother (of sorts) to Spirit Robe.
The passive should be specifically noted...it only triggers when you're close to death, and has a long CD, so is designed to be effective more as a single protection item for some squishy gods to help them escape dangerous situations, rather than as a standard tank item.


Pridwen
20% CDR, 30 physical protection, 30 magical protection, passive (after casting your ultimate ability, gain a large shield equal to your protections for 5s. When this shield breaks, either by timing out or being depleted, it explodes and deals magical damage equal to 50% of the shield's health and slowing targets for 25% for 3s. Can only trigger once every 45 seconds).

Viability, Usage & Status: High Viability. Late-game protection option for tanks looking for a high boost to CDR.

This is a solid pickup for tanks looking for a large boost to CDR, while also getting protections. The shield gained upon ulting is very functional for teamfights. As it doesn't provide any health or mana sustain, it's better after some those are purchased.


Relic Dagger
300 health, 10% CDR, 7% move speed, passive (your relics receive 40 second CDR).

Viability, Usage & Status: High Viability. Popular with Supports wanting to use teamfight relics often.

Best and most common use of this item will be for gods that want to use Blink Rune as often as possible. Almost a core item in teamfight modes for gods like Odin and Ares, and also popular in Conquest due to the CDR and health.


Shield of Regrowth
300 health, 10% CDR, +15 HP5, +15 MP5, passive (after healing yourself from an ability, you gain +40% move speed for 4 seconds. CD 10 seconds).

Viability, Usage & Status: Medium / High Viability. High mobility utility item.

This item only works on gods that have healing in their kits. That said, it provides a great level of survivability due to the boost of high movement speed. With a very short CD that allows it to be used extremely often, it not only functions for chase / espape situations, but also to quickly traverse the large Conquest map.

Great for gods such as Amaterasu, Artio, Chaac, Hel, Hercules, and Thanatos, to name a few.


Shogun's Kusari
60 magical protection, +20 MP5, 10% CDR, 20% CC reduction, passive AURA (allied gods within 70 units have their attack speed increased by 20%).

Viability, Usage & Status: High Viability. Anti-magical utility item to support multiple basic attackers.

Although a bit niche, it is extremely functional as a mid-game item to boost basic attack speed, not only for you, but for nearby teammates as well. I say mid-game, because late-game, most basic attackers have built up plenty of attack speed themselves, so it may be a bit less effective at that point. Due to towers only taking damage from basic attacks, it is also helpful in team pushes to take down objectives more quickly.

I suggest getting it on tanky gods (Supports and Solos) that also have some basic attack function in their kits, such as Bellona, Ymir, and Terra.


Spirit Robe
40 magical protection, 40 physical protection, 10% CDR, 20% CC reduction, passive (gain an additional 15% damage mitigation for 3 seconds whenever you are hit with a hard CC ability. CD 15 seconds).

Viability, Usage & Status: High Viability. Universal protection function.

This provides a great balance of stats for a tanky god with great anti-CC function, with the main draw being the passive's ability to mitigate a good portion of incoming damage. Note that damage mitigation comes into effect BEFORE protections are factored in, so is also effective against TRUE damage.

Should be basically a staple / core item for most tanks.


Witchblade
250 health, 10% CDR, 20% attack speed, 7% move speed, passive AURA (enemies within 55 units have their attack speed reduced by 20%).

Viability, Usage & Status: Medium Viability. Situational anti-basic attack utility.

Similar to the other items above that provide multiple functions, this is a direct counter item to basic attackers, while providing some added benefit for gods with basic attack function in their kits. You should probably only consider when facing multiple basic attacking enemies. Combines well with Midgardian Mail.


Magical CDR Items






Chronos' Pendant
100 magical power, +20 MP5, 20% CDR, passive (every 10 seconds the pendant activates, subtracting 1 second from all abilities currently on CD).

Viability, Usage & Status: High Viability. Highest CDR in an offensive magical item.

The somewhat high price makes it a better pickup in the mid to late-game. The CDR it provides is invaluable, and with the passive, provides better than 20% CDR equivalence.


Mage's Blessing
+10 bonus ability damage, 30 magical power OR 10 physical power, +3 MP5 per 10% mana missing.

ROLE QUEST (passive): killing or assisting on lane minions or enemy gods provide stacks. Lane minions are worth 1 stack and enemy gods are worth 5 stacks. At 75 stacks, this item evolves, gaining 10% Cooldown Reduction.


Viability, Usage & Status: High Viability. Starting choice for all gods focusing on ability damage.

This item provides help for early ability-based wave clear, poke, and mana sustain. Mostly picked up by mages, it can also be the best starting item choice for hunters who rely more on their abilities than basic attacks.

Note that the CDR doesn't come into effect until all stacks are built.


Potion of Power
Unlocks at level 10. This consumable increases your Physical Power by 40, Magical Power by 70, and Cooldown Reduction by 10% for 5 minutes or until you are killed.

Viability, Usage & Status: High Viability. Reasonably-priced consumable (500 gold) for mid and late-game boost.

If you're able to play it reasonably safe and have good teamwork, getting this 5 minute consumable can provide a good payoff. At the 10-minute mark (when this item unlocks), you won't have maxed CDR, and the power boost is helpful, especially for gods with high-scaling abilities.

The availability of this item means you don't necessarily have to get a full 40% CDR from items if you're okay with this consumable.


Shoes of Focus
55 magical power, 250 mana, 10% CDR, 18% move speed.

Viability, Usage & Status: High Viability. Main movespeed item that provides CDR for ability-spamming. Best in teamfight modes such as Arena, Assault, and Clash. Can replace Shoes of the Magi late-game.

This is an option for gods looking to use their abilities as often as possible. The additional mana really helps early ability use.

Some foresight should be used when choosing this item. If you like to build other CDR items (e.g. Breastplate of Valor, Chronos' Pendant, Spirit Robe, Mantle of Discord), make sure you won't overcap CDR (cap is 40%).

Most functional in teamfight modes, where you'll have many opportunities to spam your abilities.


Soul Gem
80 magical power, 150 health, 12% magical lifesteal, 10% CDR, passive (successful hits of an ability gains 1 stack. At 4 stacks your next ability that damages an enemy god will deal bonus damage equal to 30% of your magical power, and will heal yourself and allies within 20 units for 40% of your magical power and will consume the 4 stacks).

Viability, Usage & Status: High Viability. Utility lifesteal item for burst damage, survivability, and minor team healing.

This is an interesting new item for S5, strongly focused on utility use rather than pure damage output. The burst damage it provides at full stacks is helpful, but to get enough healing out of it, it's better for gods that have low CDs on their damaging abilities.


Specialist's Blessing
+20 MP5, +10 HP5, 10% CDR.

ROLE QUEST (passive): damage enemies or heal allies to gain stacks. Each time an enemy is damaged or an ally god is healed by your abilities, gain 1 Stack. Each ability can only trigger up to 3 stacks. At 75 stacks, this item evolves, gaining +10% Movement Speed.


Viability, Usage & Status: High Viability. Solid starter providing CDR and eventual enhanced movespeed, with increased stacking ease for team healers. Non-Conquest modes only.

This item provides a lot of potential utility in all non-Conquest modes. The 10% CDR is very nice for the cost. Combined with the increased movespeed once evolved, it can possibly retain value until late-game, where it would be sold for a full T3 item.

Due to the eventual movespeed gained, interesting starts may be possible. Example: Kali. Instead of choosing Boots as her first main item, consider moving directly into Hastened Katana for a total 20% MS. Late-game, sell Blessing for Stone Cutting Sword or other item with added movespeed, negating the need for shoes at all.


Spear of Desolation
110 magical power, 15 flat penetration, 10% CDR, passive (earning a kill or assist subtracts 2 seconds from all abilities currently on CD).

Viability, Usage & Status: High Viability. Mid-game early pen option for damage boost.

The combination of power and flat penetration is useful for basically any mage looking for extra damage, especially in the earlier stages of a match. It's not a core CDR item, though, and you might consider skipping this item if you need to counter a healer (in which case, you'd probably consider Divine Ruin).


Staff of Myrddin
110 magical power, 10% CDR, 10% magical penetration, passive (after casting your ultimate ability, your next ability non-ultimate ability cast within the next 10s will have no cooldown, but will only hit for 70% of its normal damage and heal for 70% of its normal healing. Can trigger once every 45 seconds).

Viability, Usage & Status: Medium Viability. Mid to late-game burst item for mages, niche use for guardians with strong CC.

This item provides some well-balanced stats, but the passive interaction with the ultimate means it's not going to be extremely effective for all gods. It's better if the god has CC combined with damage, to provide extra control. The cost is also fairly high (2,800 gold).


Stone of Fal
80 magical power, 40 magical protection, 10% CDR, passive (you gain 20% of the Magical Protections of the nearby allied god with the highest Magical Protections within 70ft.).

Viability, Usage & Status: Low / Medium Viability. Protection for mages against high magical burst.

This is a unique item for mages that provides them with protection...something many mages don't usually build. The protection is low and only against magical damage, so is best purchased when facing a particularly difficult mage with high single-hit burst potential, such as Scylla, Thoth, Ra, and Poseidon.

Best considered in the late-game when you group up with the rest of your team, so you can get as much out of the passive protection boost as possible.


Physical CDR Items






Ancile
40 physical power, 50 magical protection, 10% CDR, passive (whenever you take magical damage from an enemy ability you unleash a shockwave that Silences all enemies within a range of 30 units for 1 second. CD 30 seconds).

Viability, Usage & Status: Medium / High Viability. Anti-magical protection for gods in the midst of a fight.

Functional if the majority of the enemy threat is magical. Due to the low range, the passive is only helpful if you're in the midst of a fight.


Arondight
75 physical power, 10% CDR, passive (when your ultimate ability has finished casting, reveal all enemies within 120 units of you for 8s. While moving towards revealed enemies, you gain 30% increased movement speed. When first striking a revealed target, they take damage equal to an additional 40 + 30% of your physical power. This can only occur once every 45 seconds).

Viability, Usage & Status: High Viability. Unique offensive utility for offensive gods (e.g. Conquest Jungler) looking for easier ganking potential after ulting.

This item provides high power and some CDR. The passive is best used to track and kill retreating enemies, or to surprise an unsuspecting enemy. Great for gods that start a fight with their ults.


Blackthorn Hammer
35 physical power, 350 health, 200 mana, passive (while over 25% mana, gain 10% CDR. While under 25% mana, gain +50 MP5).

Viability, Usage & Status: High Viability. Offensive utility item for physical tanks and bruisers.

This is a very strong item for the price, providing some power, while giving a large chunk of health and mana. The CDR and situational mana sustain are great for gods with mana issues.


Fail-Not
45 physical power, 20% crit chance, 20% CDR, passive (when your ultimate ability has finished casting, your next ability or basic attack within 8s that damages an enemy god marks them, increasing the chance you and your allies can land a critical strike by 15% for 10 seconds. This can only occur once every 45 seconds).

Viability, Usage & Status: High Viability. Hunter-specific, mid/late-game offensive utility for teamfights.

This is a new item that provides good power, along with high CDR and crit chance, providing solid stats for hybrid hunters that rely a decent amount on ability use.

The passive will find better use in a teamfight, as it creates a crit debuff on affected enemies, allowing ALL teammates the chance to deal critical strikes. However, the main draw will be for the main stats.


Gladiator's Shield
25 physical power, 200 health, 40 physical protection, 10% CDR, passive (any enemy god who is under 60% health takes bonus damage for your abilities equal to 15 +35% of your total protections from items and abilities. Triggers only once per enemy per ability).

Viability, Usage & Status: High Viability. Bruiser item for physical ability users.

A major shift to this item means it no longer provides sustain. Instead, it's a mid-priced item providing bruiser stats (some offense, some defense), with a offensive-focused passive.


Hydra's Lament
40 physical power, 10% CDR, +10 MP5, passive (for 8 seconds after using an ability, your next basic attack will deal an additional 40% damage. Also, grants 2.5 MP5 per 10% of your missing mana).

Viability, Usage & Status: High Viability. Great damage booster for gods that use basic-attack canceling.

This item's passive damage boost is activated via basic attacks used after activating an ability. This means it's important to use basic attack canceling (attacking with basics in-between ability use) when stringing multiple abilities together.

Great for gods such as Arachne, Awilix, Loki, Susano, and Thanatos.


Jotunn's Wrath
40 physical power, 150 mana, 10 physical penetration, 20% CDR.

Viability, Usage & Status: High Viability. Core CDR item for offensive physical gods.

Providing the single highest CDR for offensive physical use, it is a key early to mid-game pickup. Note that it's strictly for offensive use, so it's more effective and recommended for Assassins, rather than Warriors.


Potion of Power
Unlocks at level 10. This consumable increases your Physical Power by 40, Magical Power by 70, and Cooldown Reduction by 10% for 5 minutes or until you are killed.

Viability, Usage & Status: High Viability. Reasonably-priced consumable (500 gold) for mid and late-game boost.

If you're able to play it reasonably safe and have good teamwork, getting this 5 minute consumable can provide a good payoff. At the 10-minute mark (when this item unlocks), you won't have maxed CDR, and the power boost is helpful, especially for gods with high-scaling abilities.

The availability of this item means you don't necessarily have to get a full 40% CDR from items if you're okay with this consumable.


Soul Eater
20 physical power, 10% lifesteal, 5% ability lifesteal, 10% penetration, 10% CDR, passive (each time anything dies within 80 units, you gain a stack. Gods, Large Jungle monsters, and Jungle bosses provide 5 stacks. At 75 Stacks Soul Eater Evolves, gaining +15 Physical Power, +5% Physical Lifesteal, and 20% ability lifesteal).

Viability, Usage & Status: High Viability. Power + lifesteal/sustain item for hybrid basic / ability attackers.

This is an interesting item that is generally meant for gods that utilize both basic attacks and abilities (e.g. ability-reliant hunters, some assassins), with specific intent to provide sustain from all attacks.

Although it's a stacking item, it won't take long to evolve, as ANY nearby death (friend or foe, including minions) will provide stacks.


Transcendence
35-98 physical power, 300-1050 mana, +10 MP5, passive (Permanently gain +15 mana per stack, and receive 5 stacks per god kill and 1 stack per minion kill. Max 50 stacks, at which you gain 10% CDR. *Additionally, 3% of your Mana is converted to Physical Power.*).

Viability, Usage & Status: High Viability. Standard pick for an ability user looking for a huge mana pool. Cannot be used in Assault.

Picking this item requires planning, and should be picked up early to start stacking ASAP. Discussed in more detail in the Stacking Items chapter, but overall provides a very high amount of power and mana to support ability use.

In a mode where backing often is common (e.g. Arena & Joust), the huge mana pool isn't needed as much, and other, non-stacking items might be suggested. However, it's difficult to pass up the extremely high power offering.


Item Combos and Maxing CDR


When looking to build high CDR (usually 30-40%), it's important to combine the right items together for the specific god and situation. A lot of build progression is covered in Chapter 2, but we'll talk specifically here about the focus on maxing CDR.

A lot of people are set on hitting that 40% mark, and doing so as quickly as possible. However, in many cases, you should understand that 30% CDR is already quite high, and other, non-CDR items may provide more utility in your full build. It is also a bit more important to build more CDR in teamfight modes such as Arena, Clash, and Joust, where you're constantly engaged with the enemy.

In any case, here are some general suggestions for CDR item combinations for the various classes.


Assassins



Most Assassins focus on offense. In Conquest, you can find them both as Junglers with an emphasis on offense, but can also build them tanky (similar to Warriors) in Solo-lane roles. This section targets offensive Assassins. If you're building tanky, reference the Warrior section below.
  • Universal Offense: Jotunn's Wrath, Hydra's Lament.

    The 1-2 punch of a offensive physical ability user is Jotunn's + Hydra's. In most cases, Assassins are pretty adept at weaving basic attacks in-between ability use. I'll emphasize that I feel in most cases that 30% CDR is plenty. In some cases, consider adding Transcendence as an early/mid-game item specifically for the high power. It will also get you to max CDR, and the very high power is great for abilities with high scaling.

  • Bruiser (added protection): Add Mantle of Discord.

    If you want to max CDR, getting 1 protection item is an absolutely viable option. Unless faced with only magical or physical threats, universal protections provided by Spirit Robe and Mantle of Discord are suggested.

  • High Mobility (for healers): Add Shield of Regrowth.

    Great for gods like Thanatos, who appreciate the added health and movespeed to secure kills on fleeing enemies.

  • Gank Potential: Add Arondight.

    The reveal and MS boost are great for catching up to fleeing enemies, or going in for a surprise gank attempt.

Guardians



Guardians will typically build tanky as they are most often played as Supports, with more emphasis on protections and counter items, and less emphasis on damage (at least in Conquest). While some bruiser builds may incorporate items such as Ethereal Staff, we'll only be talking about protections. If you're using a Guardian in a more offensive role, you can reference the Mage section below to check various offensive options.

Mages



Almost all mages benefit greatly from CDR. Remember also that at the 10-minute mark, Potion of Magical Might becomes available for an easy (albeit temporary) power and 10% CDR boost.

Unless you're focusing on basic attacks (e.g. Freya), consider the following combos.
  • Universal Mage Build: Mage's Blessing or Specialist's Blessing (non-Conquest), Shoes of Focus, Chronos' Pendant, replace Shoes and Blessing late-game with Staff of Myrddin, Spear of Desolation, or Mantle of Discord.

    Early game, if you're intent on CDR, pick up the appropriate Blessing (for the mode) for the cheap CDR. Most gods early game will go Shoes of the Magi for the early poke potential, especially if they want to rush Chronos' Pendant. Spear of Desolation is a solid item for the CDR and flat penetration, but isn't essential. Late game, you can replace your Blessing or Shoes with additional CDR. Both Staff of Myrddin (offensive) and Mantle of Discord (defensive) are good options. oul Gem is another CDR option with lifesteal and situational added burst damage.

  • Teamfight / Burst Function: Add Soul Gem.

    You'll usually pick this up mid-game, for the health sustain you'll get from the lifesteal. Very beneficial for gods like Isis who want to remain in the midst of teammates and thus will provide benefit to others with the utility this item provides. You can sub out any of the other CDR items from the Universal Offense list as needed.

  • Anti-Magical: Add Stone of Fal.

    Pick up the Stone late-game, specifically to counter magical enemies that have proven to be troublesome with their burst damage. You can sub out any of the other CDR items from the Universal Offense list as needed.

Warriors



Most Warriors build fairly tanky. In Conquest, you can find them both as tanks in the Solo-lane, but can also build them for damage (similar to Assassins) in Jungler roles. This section targets tanky Warriors. If you're building for damage, reference the Assassin section above.

Lifesteal



Lifesteal is a direct means to help sustain in lane, or outlast an opponent in a fight. Magical and physical lifesteal work differently, though, so the individual sections will discuss their best uses.


Magical Lifesteal Items




Magical lifesteal items are generally picked up by Mages. Guardians almost never pick up lifesteal items, though Polynomicon can be seen on the occasional Ymir, specifically for the extra damage it provides.

Magical lifesteal is gained by both abilities and basic attacks. It is usually picked up in the early to middle stages of a build, after movement speed items are obtained.




Bancroft's Talon
100 magical power, 15% lifesteal, 150 mana, passive (gain additional magical power and lifesteal from missing health. Caps at +100 power and 20% additional lifesteal at 25% health).

Viability, Usage & Status: High Viability. Lifesteal item for aggressive gods, and those with short-range damage abilities and high exposure.

Why short-range? The added benefit from this item is seen when your health is reduced. Other options provide utility...this is pure damage. Thus, it is an aggressive option for Mages that expect to take some damage due to vicinity, but expect most matchups to end in their favor, such as Anubis and Hades.

Due to the high power to cost ratio, this is also a popular sustain pickup for a variety of Mages in the early game to aid aggression.


Polynomicon
75 magical power, 12% lifesteal, 300 mana, passive (using an ability gives your next basic attack within the next 8 seconds +75% of your Magical Power as additional magical damage. The effect can only apply once every 3 seconds).

Viability, Usage & Status: Medium / High Viability. Added basic attack damage for builds with high magical power and some added measure of control.

The passive requires you to get a basic attack in after using an ability to apply the added damage. Also, the added damage is directly tied to magical power. Thus, this is an option for a high magical power build where they can easily follow up ability use with a quick basic attack. Abilities with CC are extremely helpful to confirm basic attack hits.

Popular users include Kukulkan and Ymir.


Pythagorem's Piece
40 magical power, 12% magical lifesteal, 200 mana, 10% magical penetration, passive aura (you and all allies within 70 units gain 12% magical lifesteal and 30 power OR 10% physical lifesteal and 20 power).

Viability, Usage & Status: High Viability. Utility guardian team-wide sustain choice for teamfights, functional use for mages.

Has highest functionality in the presence of teammates, providing everyone within range with additional power and lifesteal to help outlast the enemy team.

Although it sacrifices some power compared to other options, utility Mages and aggressive Guardians can make great use of this item in teamfights due to the spread of stats.


Ring of Hecate
80 magical power, 25% attack speed, 15% lifesteal, passive (each successful basic attack applies a hex to enemies and empowers you. Enemies receive 5% decreased power per stack, you receive 5% increased power. Effect stacks up to 3 times, and stacks last 5s).

Viability, Usage & Status: High Viability. Basic attacking mage option providing well-rounded stats.

This item provides all of the key stats a basic attacking mage prefers. Good option for Freya.


Shoes of the Magi
75 magical power, 8% lifesteal, 18% move speed.

Viability, Usage & Status: High Viability. Provides the highest power of all Shoes, but no longer provides flat penetration. Gives some early health sustain through the lifesteal.

This is a good choice for gods that have very high scaling and don't need much CDR, or plan to get CDR from other items and don't need it immediately. It now comes with a small amount of lifesteal to help with early sustain.


Soul Gem
65 magical power, 150 health, 12% magical lifesteal, 10% CDR, passive (successful hits of an ability gains 1 stack. At 4 stacks your next ability that damages an enemy god will deal bonus damage equal to 30% of your magical power, and will heal yourself and allies within 20 units for 30% of your magical power and will consume the 4 stacks).

Viability, Usage & Status: High Viability. Utility lifesteal item for burst damage, survivability, and minor team healing.

This item is strongly focused on utility rather than pure damage output. The burst damage it provides at full stacks is helpful, but to get enough healing out of it, it's probably better for gods that have low CDs on their damaging abilities.


Typhon's Fang
80 magical power, 15% lifesteal, 200 mana, 10% penetration, passive (your magical lifesteal from items is increased by 30%. Your magical power is increased by 200% of the magical lifesteal you have).

Viability, Usage & Status: High Viability. Late-game 2nd lifesteal item for possible lifesteal stacking and a significant power boost.

By itself, you'll actually receive 14% lifesteal and 114 power, due to the passive. The passive basically suggests that you stack with an additional lifesteal item to further enhance total lifesteal, so consider this as a 2nd (late-game) lifesteal addition to provide yourself with incredible sustain in fights.

Note that magical lifesteal caps at 65%, and that certain gods have inherent lifesteal function (e.g. Freya, Anubis). Best lifesteal to combine Typhon's with are probably Polynomicon, Pythagorem's Piece, or Soul Gem. However, the passive's bonus healing can exceed this cap.


Physical Lifesteal Items




Physical lifesteal items support sustain and boxing. They are mainly picked up by Assassins, Hunters, and occasionally by basic-attacking Warriors whose builds focus strongly on damage.

Beware: physical lifesteal only works with basic attacks, so should only be picked up by basic attackers.

*NOTE* Lifesteal is reduced to 33% for each connecting hit for Izanami, as well as for AOE abilities that trigger basic attack effects.




Asi
20% lifesteal, 25% attack speed, 10 physical penetration, passive (if you drop below 35% health, gain an additional 25% lifesteal for 5 seconds, CD 15 seconds).

Viability, Usage & Status: High Viability. Cheap mid-game bridge option with balanced stats.

The combination of low price, attack speed, and penetration makes this an extremely functional item for basic attackers and is probably the most popular physical lifesteal item in most modes. Perhaps the best mid-game item for lifesteal, as long as enough power has been built beforehand, since it doesn't provide any itself.

Pairs well with Hunter builds incorporating Transcendence, which provides the high power. Since it's technically a tier 2 item, consider replacing late-game.


Bloodforge
75 physical power, 15% lifesteal, passive (killing an enemy god forges a shield equal to 200 +10 per player for 20 seconds. While the shield is active you gain +10% move speed.

Viability, Usage & Status: High Viability. Late-game luxury lifesteal option. Early Hunter option for Assault.

The high power is wonderful, but the cost is not. In most game modes, it's important to consider not only stats, but price as well. Waiting to complete this item in the mid-game can be disadvantageous, as enemies will have completed at least one item, with a solid start on another. Can be very effective for an Assassin looking to get in, secure a kill, and get out alive.

Generally only consider this as a late game replacement to Asi or Devourer's Gauntlet, depending on the rest of your build.

This is my suggested first item for pretty much all basic-attacking hunters (not Neith) in Assault, for sustain purposes.


Devourer's Gauntlet
30 physical power, 15% lifesteal, passive (permanently gain +0.5 physical power and +0.2 lifesteal per stack. Receive 5 stacks for a god kill, and 1 stack for a minion kill, max 70 stacks).

Viability, Usage & Status: High Viability. Early sustain option for Hunters. Cannot be used in Assault.

At full stacks, this item provides 65 physical power and 29% lifesteal. Although it takes a while to build stacks, it is still the best option for early sustain, and pros such as BaRRaCCuDDa use it fairly often. Needs to be picked up as the 1st or 2nd item, in order to build the stacks and keep you competitive in lane.


Serrated Edge
25 power, 10% lifesteal, 7% move speed, 20% penetration, passive (for every non-ultimate ability on cooldown you gain a stack of Cruelty. Each stack provides 10 Basic Attack Power and 3% Physical Lifesteal).

Viability, Usage & Status: High Viability. Strong item at almost any point of a build for basic attacking gods that use their abilities to dive an enemy, and then finish them with basic attacks.

This is an interesting new item that can be used well at most stages of a match. The cost is slightly on the expensive side, but comes with high power potential and good sustain support, with high % penetration that carries extremely well into the late-game. It has a great amount of offensive stats to help the user commit to a kill, and should be considered for any god that uses all of their abilities to go in for a kill.


Soul Eater
20 physical power, 10% lifesteal, 5% ability lifesteal, 10% penetration, 10% CDR, passive (each time anything dies within 80 units, you gain a stack. Gods, Large Jungle monsters, and Jungle bosses provide 5 stacks. At 75 Stacks Soul Eater Evolves, gaining +15 Physical Power, +5% Physical Lifesteal, and 20% ability lifesteal).

Viability, Usage & Status: High Viability. Power + lifesteal/sustain item for hybrid basic / ability attackers.

This is an interesting item that is generally meant for gods that utilize both basic attacks and abilities (e.g. ability-reliant hunters, some assassins), with specific intent to provide sustain from all attacks.

Although it's a stacking item, it won't take long to evolve, as ANY nearby death (friend or foe, including minions) will provide stacks.

Basic Attack Progression / Physical Damage Spikes (Qin's Sais / Critical Strikes)



This section discusses the general mechanics and variation of basic attacks, as well as itemization for physical, basic-attacking gods, and discusses the merits and disadvantages of choosing specific damage enhancement items, namely Qin's Sais and critical damage options.

First, let's establish base of knowledge on basic attacks and attack progression.


Basic Attacks: General Information and Attack Progression


Basic attacking, from god to god, can be vary drastically, based on their stats and functions. The main areas of differentiation are as follows:
  • Physical / Magical Damage: Every god has a base value for basic attack damage. This value increases by a static amount per level. Power gained from item purchases will increase damage potential.

    For physical gods, power provides 100% scaling. This means if you build physical 100 power, your base damage (before mitigations/protections are calculated) will increase by 100...at least for attack progressions of 1 (more on that in a bit).

    For magical gods, power provides 20% scaling. If you build 100 magical power, your base damage will increase by only 20.

  • Single Target / Cleave: Most basic attacks, when no abilities are considered, are single target. Whichever target it hits first, it damages, and the attack is over. However, some attacks can cleave (hit multiple targets in range). Cleaves can affect the base damage stat in select cases, and also affects lifesteal amount.

  • Attack Progression: Attack progression is a much more complex stat. For reference, look on the individual god pages on the Official SMITE Wiki. You'll find progression information in the Summary section. It refers to both attack speed and the damage multiplier, which I will explain shortly.

    0 Progression: The easiest to understand are gods with no progression, or rather, no variation in their attack speed. Hunters are a prime example. Each basic attack will be timed equally apart from each other. The only variant that will change the basic attack is the attack speed stat. Reference Neith as an example. All basic attacks will deal the same damage, given the same target and no change in protection values of the target.

    Variable Progression: Many gods attack differently and at different speeds if you basic attack multiple times in a row. The easiest way to see this is to hold down your basic attack button.

    The attacks can vary by being sped up (values below 1), or slowed down (values above 1). They will typically have different animations, so you can see a visual difference. In addition, and it's important to note...attack damage is affected by the progression value.
Let's put all of this information into some examples I will discuss in more detail. If you're learning about progression, read in order, as I cover some basic info with Ratatoskr, but employ different points in the others.

Ratatoskr - Range of Attack Progression + General Breakdown

Kali - Quick Attack Progression

Guan Yu - Slow Attack Progression, Cleave, Range Variance

We'll discuss build strategies with this knowledge in a bit. But it'll be good to cover those damage spike items that are most commonly involved first.


Qin's Sais & Critical Strike Items


Now we'll get into a closer look at Qin's Sais and the critical strike item options. In most cases, as a single item, Qin's Sais will increase a physical basic attacker's DPS more than any other item. However, for appropriate gods with a proper accompaniment of items, crit builds can be extremely effective. People will typically build either into either Qin's OR crit, but usually not both.






Qin's Sais
40 physical power, 20% attack speed, passive (on basic attacks, deal physical damage equal to 3% of the target’s maximum health. If the target has over 2000 health, your basic attack bonus damage scales up, capping at 5% max health on 2750 hp targets. This only affects gods).

Viability, Usage & Status: High Viability. Mid to late-game damage spike for basic attackers.

This item is often picked up in the mid/late-game as the centerpiece of a basic-attacker's build targeted against high-health/tanky comps. Pairs well with penetration items. Requires fast attack speed to be effective, and effectiveness is increased the higher the enemy's max health.

This is an item that works extremely well for gods that have short attack progression, such as Kali, Osiris and Erlang Shen, and basic attackers that don't have AS steroids. More in the next spoiler.


Deathbringer
40 physical power, 25% crit chance, passive (crit damage is increased by 30%).

Viability, Usage & Status: High Viability. Late-game, practically essential crit item for standard crit builds, with specific exceptions.

With high single-item crit chance and a passive that further increases bonus damage from crits, this is an essential item when building into crits.

Typically built as a 2nd or 3rd crit item, due to the high cost.

Specific examples where gods might choose this as a first crit item, and even build as early as the mid-game, include gods that have crit function built into their kits or abilities, such as Jing Wei and Ne Zha.


Fail-Not
45 physical power, 20% crit chance, 20% CDR, passive (when your ultimate ability has finished casting, your next ability or basic attack within 8s that damages an enemy god marks them, increasing the chance you and your allies can land a critical strike by 15% for 10 seconds. This can only occur once every 45 seconds).

Viability, Usage & Status: High Viability Hunter-specific, mid/late-game offensive utility for teamfights.

This item provides good power, along with high CDR and crit chance, providing solid stats for hybrid hunters that rely a decent amount on ability use.

The passive will find better use in a teamfight, as it creates a crit debuff on affected enemies, allowing ALL teammates the chance to deal critical strikes. However, the main draw will be for the main stats.


Malice
40 physical power, 25% crit chance, 10% CDR, passive (successfully hitting an enemy with a critical strike will subtract 3 seconds from all of your abilities currently on CD, except your ultimate ability. This effect can only happen once every 5 seconds).

Viability, Usage & Status: High Viability. Unique 1st or 2nd crit item.

A reduced cost gives this relevance, as it also carries good power and crit chance. The passive makes it most useful for gods that rely at least partially on abilities, but with some crit function in their kits.

Possible crit option for gods such as Hun Batz, Mercury, Ne Zha and Serqet.


Poisoned Star
35 physical power, 10% crit chance, 15% attack speed, passive (critical hits on enemy gods slow them by 20% and reduce their damage output by 15%).

Viability, Usage & Status: Medium / High Viability. Crit item built for boxing potential.

Unique item that is best suited for those expecting to take damage while boxing, and looking to outlast their opponents. Probably most functional as either a 1st or situational 3rd crit item.

Perhaps a key crit item in duel matches.


Rage
20 physical power, 30% crit chance, passive (Killing or getting an assist on an enemy god gives you 1 stack. Each stack provides 3% Critical Strike Chance. Stacks are permanent and stack up to 5 times (total 45% in its evolved state).

Viability, Usage & Status: High Viability. Mid-game 1st crit option for increased crit chance.

The price makes this item appealing, along with the passive's effect at increasing chance overall. This can be a great pairing with Deathbringer following it.


Shadowsteel Shuriken
30 physical power, 10% attack speed, 20% crit chance, passive (enemies hit by your critical strikes have 40% reduced healing and regeneration for 8 seconds).

Viability, Usage & Status: Medium / High Viability. Crit item built for anti-heal purposes.

New item providing a better anti-heal option for crit builds than Toxic Blade (no power) or Brawler's Beat Stick (applied by abilities). However, the general stats are mediocre and - more importantly - crit builds are typically built for burst damage and quick kills, where enemy healing shouldn't be that impactful.


Wind Demon
25 physical power, 15% crit chance, 15% attack speed, passive (crits increase your attack and move speed by 20%, and adds 10% penetration for 5 seconds).

Viability, Usage & Status: High Viability. Popular mid to late-game crit option.

The added attack and move speed has strong appeal, especially for Hunters that have built limited attack speed items, don't have steroids in their kit, or have no escape abilities.

Typically built late-game after other crit items have been built to help keep the passive refreshed.



Employing Build Strategies with Consideration of Attack Progression


So the question is, with the higher damage potential of a crit build, when would one choose Qin's Sais, and when are crit builds better? And how can we utilize our knowledge about attack progression to improve our build choices?

Choosing Qin's Over Crit

Choosing Crit over Qin's

Why Not Qin's AND Crits???

References



Here are some references you might find helpful.

Some Of My Guides



If you liked this guide, check out my other ones below!


The Overarching Series


The
Overarching
Arena Guide

The
Overarching
Assault Guide

The
Overarching
Conquest Guide



Individual God Guides



Bacchus:
An Alcoholic's Chugging Guide

Freya:
Pulsing to
the Beat

Ganesha:
Selflessly
Gifting Kills

Shifu Guan Yu:
The Battle
Master

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned

Conclusion



So that's it. Let me know if you think I've missed a major topic, provided some incorrect information, or anything else that comes to mind. Hope this helps your understanding of items!


Brandon / PC IGN: Muffinman17


Special thanks to KingScuba of the official Smite forums for feedback, suggestions, and reference material.

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1
[-]
Kriega1 (118) | July 26, 2020 8:41am
You need to mention that percent pen from magical / physical items (not Titan’s or shard passive), as in the base item stat, does actually effect structures this season.
1
[-]
Branmuffin17 (329) | July 26, 2020 10:26am
Wait when did they reinstate that? I don't remember them mentioning.
1
[-]
Kriega1 (118) | July 26, 2020 10:41am
Reinstated for magicals at start of season and physicals with mid season patch. And they haven’t directly mentioned it, that’s just how it functions now.
Load more comments (1 more replies) →
1
[-]
AcidicBeholder | July 19, 2020 9:32pm
Should the section on Bridge Items be changed since the Prices for Beserker's Shield and Gladiators shield have changed now?
1
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Branmuffin17 (329) | July 20, 2020 8:46am
Hi Acidic,

I actually removed the Bridge Items chapter due to those changes...but it looks like I missed further mention within the guide. I spotted at least one, so I'm changing now, thanks for noticing and letting me know!
1
[-]
fekihd | July 14, 2020 8:27am
Is it appropriate to change asi or boots for the serrated edge? knowing that you will lose movement speed and also some life steal when you have low hp?
1
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Branmuffin17 (329) | July 14, 2020 8:53am
First thing I'd say is that, as of right now, it seems Serrated Edge is acceptable to purchase at almost any stage of the game. Let's break down the stats a bit more:
  • Cost: 2,400 gold (average cost, similar to other items often picked early game (e.g. The Crusher)
  • 30 base power
  • 10% lifesteal (nice for early sustain, good anytime)
  • 20% penetration (% pen more effective later in a match when protections are higher)
  • 10% movement speed (great anytime)
  • Passive pretty easily activated (have to be willing to unload your entire non-ult kit, so doesn't suit all gods all the time)
  • Passive bonus of 40 power and another 10% lifesteal (up to 70 power is really nice)
So firstly, understand unless they nerf this item more, it seems suited to almost any spot in a build, as long as the god in question will get regular use of the passive. Some are building it right after boots, or mid-build.

Late-game, it can be seen also as a replacement to boots. And when you replace boots, you're not losing MS at all, because you're getting 2 things to replace boots: Elixir of Speed + another full item. The elixir provides the same MS as all boots except Talaria Boots, which inherently has higher than standard MS. Then you consider Serrated has MS on it, and the net change is an MS gain.

You wouldn't really replace Asi, though. Asi is a solid item at all points of a match, has flat pen to help against squishies, and really high lifesteal especially when the passive activates. It also has attack speed, which Serrated does not. It would have to be a pretty specific situation where you'd replace Asi w/ Serrated.
1
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silentshell (5) | July 14, 2020 1:18pm
Branmuffin17 wrote:
First thing I'd say is that, as of right now, it seems Serrated Edge is acceptable to purchase at almost any stage of the game. Let's break down the stats a bit more:
  • Cost: 2,400 gold (average cost, similar to other items often picked early game (e.g. The Crusher)
  • 30 base power
  • 10% lifesteal (nice for early sustain, good anytime)
  • 20% penetration (% pen more effective later in a match when protections are higher)
  • 10% movement speed (great anytime)
  • Passive pretty easily activated (have to be willing to unload your entire non-ult kit, so doesn't suit all gods all the time)
  • Passive bonus of 40 power and another 10% lifesteal (up to 70 power is really nice)
So firstly, understand unless they nerf this item more, it seems suited to almost any spot in a build, as long as the god in question will get regular use of the passive. Some are building it right after boots, or mid-build.

Late-game, it can be seen also as a replacement to boots. And when you replace boots, you're not losing MS at all, because you're getting 2 things to replace boots: Elixir of Speed + another full item. The elixir provides the same MS as all boots except Talaria Boots, which inherently has higher than standard MS. Then you consider Serrated has MS on it, and the net change is an MS gain.

You wouldn't really replace Asi, though. Asi is a solid item at all points of a match, has flat pen to help against squishies, and really high lifesteal especially when the passive activates. It also has attack speed, which Serrated does not. It would have to be a pretty specific situation where you'd replace Asi w/ Serrated.



Only arena but so far, in limited testing I have been having mostly fun on Bellona with some of the new items. Ninja Tabi The Sledge Berserker's Shield Bulwark of Hope Hide of the Urchin Serrated Edge(against healer comps Pestilence 3rd and berserker's 4th. going to do some more testing with that build but also going to switch out serrated with Atalanta's Bow at the 6th spot. I am also going to be looking at putting together a build where my first pen item when i run it would be The Executioner and then end build would be serrated or atalanta's. going to see what i can put together, but like i said, it's been fun so far.
1
[-]
Kriega1 (118) | July 14, 2020 8:39am
On which gods?
1
[-]
xmysterionz (61) | June 14, 2020 1:18pm
@Bran, your Mage's Blessing is displaying less power than it should.
1
[-]
Branmuffin17 (329) | June 15, 2020 1:01am
Fixed, thanks.
1
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boogiebass (44) | June 6, 2020 8:02am
Do u need to update viability of talaria due to its nerfs?
1
[-]
Kriega1 (118) | June 6, 2020 8:10am
No. He only has it put in medium viability. Plus it still has the passive kept the same, only the base movement was nerfed.
1
[-]
boogiebass (44) | June 6, 2020 10:43am
So wouldn't it be low viability now with more preference going to shoes of focus?
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1
[-]
xmysterionz (61) | May 5, 2020 4:47pm
Bran, does Khumba stun the enemies? Didn't you mean root?
1
[-]
Gulfwulf (76) | May 5, 2020 5:03pm
His yawn stuns enemies.
1
[-]
ThePerfectPrism (53) | May 5, 2020 6:20pm
yawn mesmerizes, and bran did forget Khumba's root and called it a stun.
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1
[-]
Revenant7755 (1) | March 29, 2020 11:59am
Is it a good idea to build Tyrannical Plate Helm early in a support build? I wanna know what you think, I feel like it offers quite a bit of power and protections against the enemy ADC, with the passive being pretty good.
1
[-]
Devampi (100) | March 29, 2020 12:35pm
Gonna agree with Kriega if you get this on a support you will gain 2 thing:

not much use from it as you will be roaming a lot and not be in lane a lot (and most lanes you will be at will be able to clear them quite easily)

or

an annoyed adc as the lane automatically pushes, having them miss last hits if really unlucky. meanwhile in trades you have to body block better as the opponent has more protections (cause sov or heartward) and sicne the lane pushes you will be playing quite a bit more gankable
1
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Revenant7755 (1) | March 30, 2020 12:01pm
Makes sense. Too bad it is only for magical gods.
1
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Kriega1 (118) | March 29, 2020 12:01pm
No, also it’s more of a solo laner item than a support item.
1
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Revenant7755 (1) | December 21, 2019 7:52am
This isn't really relevent, but how should you build Set for arena/joust? I'm having a hard time figuring out if i should go for basic attack or ability-based items. Also is it a wise idea to run a brusier build with him? I know he has an escape but I find the process of creating a spawn and teleporting to it slow compared to other assassin's escape such as Loki's vanish or Bakasura's take down.
1
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Kriega1 (118) | December 21, 2019 9:17am
Arena Bruiser Build: Warrior Tabi, Gladiator's Shield, Blackthorn Hammer, Void Shield, Runic Shield, Mantle of Discord.

Arena Damage Build: Warrior Tabi, Jotunn's Wrath, The Crusher, Titan's Bane/Runeforged, Mantle of Discord, Bloodforge.
1
[-]
Revenant7755 (1) | December 21, 2019 9:51am
That looks like a ability based build.
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1
[-]
FootFetish (4) | July 20, 2019 8:32am
Hi again bran, if you see in magical cooldown reduction items, Spear of Desolation has not 20 pen and 80 power anymore. You should correct that. Very complete guide, though. wow.
1
[-]
Branmuffin17 (329) | July 21, 2019 9:44am
Oops! That's a miss from multiple patches ago. Thanks for catching.
0
[-]
Kriega1 (118) | June 30, 2019 3:01pm
Under hastened katana listing please remove Erlang and Osiris as valid options for users of that item (as they both have haste in their kit). Bellona could be added instead. Also for Dynasty plate mention it’s usefulness for Mage ADC’s.
1
[-]
Technotoad64 (46) | May 5, 2019 2:00pm
Your mention of Berserker's Shield in the "Price" subsection under "Build Progression for[...]" is missing a bracket.
1
[-]
Branmuffin17 (329) | May 5, 2019 4:15pm
Thanks for the catch, Tech; fixed it.
1
[-]
xmysterionz (61) | February 27, 2019 7:02am
Hey Bran,
I know nobody cares about Rangda's Mask, however the stats are not updated on your guide, just advising.
1
[-]
Branmuffin17 (329) | February 27, 2019 1:41pm
Thanks for catching that, myst. Fixed.
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