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Recent updates:
2023/1/31: Guide is current as of Patch 10.1, "The Fire Giant."
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ADC (Carry) Starters
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Jungler Starters
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Mid Starters
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Solo Starters
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Support Starters
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Early Level Movement Scaling
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Universal Movement Speed Items
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Viability, Usage & Status: High Viability. While it requires using a god that has healing in their kit, it provides strong physical protection a huge boost to movement speed that can be used quite often. This provides the same base % penetration as ![]() | |
Viability, Usage & Status: Situational Viability. Only functions well for gods that are able to heal others, but provides some helpful protections that should make it a supportive consideration. Definitely an item you can consider for select gods with teammate healing, such as ![]() ![]() ![]() | |
Viability, Usage & Status: Medium Viability. While it's very cheap and has high health, the passive functions only for relics so you need to be a god that's utilizing a specific relic or two very often. Popular for gods that use ![]() | |
Viability, Usage & Status: Medium Viability. It has good health and protections, but it requires kills / assists for temporary stacking of MS and AS, making it better for laning stages than late-game situations. This item is not currently in favor, due to an influx of new items and a revamp of other items that saw their effectiveness increase. This could see a buff to bring it more in line with other items. Can be useful in non-Conquest teamfight modes like Slash or Arena. | |
Viability, Usage & Status: Medium Viability. Utility option for basic attackers to add anti-heal function. This is an item that can be used situationally to counter enemy healing and lifesteal. It comes with a bit of health, flat pen and attack speed, but no power, so you're mostly trading damage out for the anti-heal. However, there's a boxing aspect here, where your hits decrease the enemy's attack speed while increasing your own fairly significantly, so you might consider this as an alternative to an item like ![]() | |
Viability, Usage & Status: Medium Viability. Considered a support starter but its stats are somewhat mediocre. Possibly more functional in teamfight modes. This item provides some decent gold gain and health/mana sustain, but is touted for the movement and attack speed it can provide situationally. It's meant for aggressive play but when minions aren't being cleared, it's not providing much benefit. The upgrades for this starter also have an offensive focus, which are often overshadowed by more defensive options. | |
Viability, Usage & Status: Medium Viability. One of the upgrade options for War Flag, it provides enhanced stats of the base item but comes with the same issues. If you like what War Flag brings in the early game, you might feel the same about this upgrade. If you find War Flag's passive benefits too situational, you'll feel the same about this as well. | |
Viability, Usage & Status: High Viability. Defensive utility option for Tanks or Bruisers, as a counter to slows. Picked up late for added utility, especially in teamfights. For a low price, you get added movespeed and some tankiness to enemy slows. The new passive feature that shares MS with nearby teammates makes it quite helpful. |
Magical Movement Speed Items
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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 ![]() | |
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. | |
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 ![]() ![]() ![]() ![]() | |
Viability, Usage & Status: Situational Viability. Optional item for healers to enhance group healing. Not only does this item enhance healing, but the added move speed and health provide good survival utility for healing mages, since they usually don't have escapes. Usually picked up after movement speed and CDR items, but can be purchased late if other items are preferred earlier. |
Physical Movement Speed Items
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Viability, Usage & Status: High Viability. Mid to late-game AS and pen option for basic-attackers that adds situational mobility. The combination of power, attack speed, % penetration, and enhanced mobility makes this a functional item for basic attackers. | |
Viability, Usage & Status: Medium Viability. Crit item that provides situational (possibly inconvenient) added buffs. While the general stats are helpful, the passive requires you to pick up a deployable to gain the added benefits (MS and more crit chance), which can be difficult or annoying while in the middle of a fight. | |
Viability, Usage & Status: High Viability. Formerly called Wind Demon, this is a well-rounded item for crit builds. This item provides well rounded offensive stats with added % penetration and movement speed for a time when you critically strike. | |
Viability, Usage & Status: High Viability. Strategic item to aid minion clear for gods that have otherwise weak clearing abilities or want to save their abilities for fighting gods. Core for certain Assassins in the Jungle, and is also seen in the Solo lane. Not typically recommended for teamfight modes. This is a specialized item for Assassins in the Jungle, allowing for quick and efficient camp clear without the need to use abilities. This can ease mana consumption and allow abilities to be ready for enemy god encounters, and is essential for some gods whose abilities don't clear camps well (e.g. ![]() Solo-laners also pick this up situationally in the early game for quicker camp clear and early pressure. WARNING: Assassins & Warriors only! Cannot buy for Hunters! | |
Viability, Usage & Status: Medium 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 ![]() ![]() ![]() WARNING: Assassins and Warriors only! Cannot buy for Hunters! | |
Viability, Usage & Status: High Viability. High % pen option for gods that utilize both abilities and basic attacks. This item provides well-rounded stats in a main option for % pen. Provides some lifesteal, with a boost of power and lifesteal the more abilities you have on cooldown. This makes it great for continuing to engage with basics after using a lot of your abilities. | |
Viability, Usage & Status: Medium Viability. Utility item for Assassins that are looking to jump from target to target without being detected. The power is good, but the flat pen isn't that high, so you're picking this item specifically for the passive, which gives you a stealth and MS boost effect for a short time after killing an enemy. Requiring you to get the last hit in a teamfight might make this niche for late-game use, but it can allow you to sneak around without getting targeted. |
Magical Stacking Items
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PASSIVE: You permanently gain 10 Mana per Stack, and receive 5 Stacks for a god kill and 1 Stack for a minion kill (max 75 Stacks). 7% of your Mana from items is converted to Magical Power. At 75 Stacks this item Evolves, gaining 10 Magical Penetration and 3% extra Mana to Power conversion.
Viability, Usage & Status: High Viability. Helpful for gods looking for good power and a huge mana pool. Cannot be used in Assault. This is a popular pick for almost any Mid-Lane / Damage Mage looking for high power and a mana pool that essentially guarantees they won't run out. It should be built early to build stacks. Paired commonly with a later ![]() ![]() *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 over 200 power. In modes where backing often is common, the huge mana pool isn't needed quite as badly, and other, non-stacking items might be suggested. | |
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 75 stacks.
Viability, Usage & Status: High Viability. Interesting set of stats, especially for a stacking item. The power is nice but the added health isn't quite enough to make it a true bruiser item. Cannot be used in Assault. This item sits in an interesting spot, providing high power and some health. Being a stacking item, you typically want to purchase it early, but it's currently overshadowed by ![]() |
Physical Stacking Items
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Killing an enemy god or minion gives you stacks of +0.7 Physical Power and +0.2 Physical Lifesteal. You receive 5 stacks for a god kill and 1 stack for a minion kill. At 50 stacks this item Evolves, gaining 10 Physical Penetration.
Viability, Usage & Status: Medium / High Viability. Early option for sustain (via lifesteal) and good power as stacks are built. Lacks attack speed. Cannot be used in Assault. "Devo's" is most commonly built on Hunters as the 1st main item in a build. For the basic-attacking hunter, this provides good stats for the cost. It's not usually suggested on more ability-reliant hunters or other classes. While this is a strong option for early health sustain, the current meta looks like ![]() | |
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. At 50 stacks this item Evolves, gaining 10% Cooldown Reduction.*
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, or hybrid gods that use both basic attacks and abilities often. Seen in both the Carry (ADC) and Jungler roles, as well as for strong scaling Solos such as ![]() 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 and mana use is potentially high. It's also the item that provides the highest power contribution of all physical items upon gaining full stacks. The true power contribution of this item depends on the total mana of the god and items chosen. You will generally see at least 67 additional power coming at full stacks (a total of 102 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 later, such as ![]() ![]() ![]() |
Universal Protection / Health Items
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Magical Protection Items
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Physical Protection Items
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Pros
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Cons
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Pros
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Cons
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Magical Penetration Items
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Viability, Usage & Status: High Viability. Utility offensive item that is often built in the mid portions of a build. Building earlier helps gain stacks. This item provides strong % pen and is best considered as a higher-utility version of ![]() You typically want to build it before the late stages of a build for the stacks. Gives offensive gods some level of added sustain and survivability, while also being great at damaging tanks. | |
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. | |
Viability, Usage & Status: High Viability. Main penetration / anti-tank function. This can be used as a main penetration item for ability-users against tanks, where it will deeply cut through their protection. Best to pick up in the late game. | |
Viability, Usage & Status: High Viability. Mid to late-game damage item for mages, functional boost for healers with low health teammates. This expensive item provides high power, with a significant boost in power application toward low health targets. This power converts to bonus damage to help finish low health enemies off, while on the flipside, it can boost heal scaling for low health teammates. Due to the strength of the stats, it can be purchased fairly early in a build, but due to the high cost, is easier to purchase later. | |
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. | |
Viability, Usage & Status: High Viability. Provides good base stats for the user, with added lifesteal and a damage increase for all teammates that attack an affected target. Best in the middle of a build. Strong universal item that provides bonus damage that's especially helpful in teamfights. | |
Viability, Usage & Status: High Viability. Mid to late-game CDR + burst item for mages. 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. Great for gods that initiate with ults and immmediately follow up with other damaging abilities. | |
Viability, Usage & Status: Medium Viability. Utility option for basic attackers to add anti-heal function. This is an item that can be used situationally to counter enemy healing and lifesteal. It comes with a bit of health, flat pen and attack speed, but no power, so you're mostly trading damage out for the anti-heal. However, there's a boxing aspect here, where your hits decrease the enemy's attack speed while increasing your own fairly significantly, so you might consider this as an alternative to an item like ![]() | |
Viability, Usage & Status: High Viability. Functional as the 2nd lifesteal item for select gods, and as a 1st lifesteal items for gods that have lifesteal in their kits. Is often seen in the middle to late portions of a build. There are specific gods that will get the best use out of this item. Magical ADCs can use this, but the most popular user of this item is [[Anubis], who relies on lifesteal to stay alive in most engagements. The passive lifesteal boost can partially counteract anti-heal. | |
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
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Viability, Usage & Status: High Viability. Huge mid-game damage for basic-attacking Mages. This is an essential penetration item for Mage ADCs focusing on basic attack damage, such as ![]() ![]() ![]() ![]() | |
Viability, Usage & Status: High Viability. Aggressive item for tanks with lots of CC to apply protection reduction to their targets. Solid tank item with offensive function, providing health, balanced protections and some mana sustain. This item now scales fairly well into the late-game due to the passive decreasing protection reductions to affected enemies. |
Physical Penetration Items
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Viability, Usage & Status: High Viability. Mid to late-game AS and pen option for basic-attackers that adds situational mobility. The combination of power, attack speed, % penetration, and enhanced mobility makes this a functional item for basic attackers. | |
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 ![]() ![]() ![]() ![]() | |
Viability, Usage & Status: High Viability. Formerly called Wind Demon, this is a well-rounded item for crit builds. This item provides well rounded offensive stats with added % penetration and movement speed for a time when you critically strike. | |
Viability, Usage & Status: High Viability. Strong penetration item for gods that rely on basic attacks. This builds off the same tree as ![]() ![]() ![]() ![]() | |
Viability, Usage & Status: Medium / High Viability. Hunter-specific, offensive utility for teamfights. This item provides good power, along with high CDR, some crit chance and % pen, providing solid stats for hunters that want CDR that's especially helpful for more ult 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. | |
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. | |
Viability, Usage & Status: High Viability. Great damage boost for gods that attack cancel. Provides bonus damage on basic attacks performed immediately after using abilities. Along with CDR and penetration, it makes this a key damage booster for select gods that use both basics and abilities (mainly Assassins such as ![]() ![]() ![]() ![]() | |
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. | |
Viability, Usage & Status: High Viability. High % pen option for gods that utilize both abilities and basic attacks. This item provides well-rounded stats in a main option for % pen. Provides some lifesteal, with a boost of power and lifesteal the more abilities you have on cooldown. This makes it great for continuing to engage with basics after using a lot of your abilities. | |
Viability, Usage & Status: Medium Viability. Utility item for Assassins that are looking to jump from target to target without being detected. The power is good, but the flat pen isn't that high, so you're picking this item specifically for the passive, which gives you a stealth and MS boost effect for a short time after killing an enemy. Requiring you to get the last hit in a teamfight might make this niche for late-game use, but it can allow you to sneak around without getting targeted. | |
Viability, Usage & Status: Medium 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 ![]() With starter items and their upgrades often finding a permanent place in builds, as well as a nerf to ![]() ![]() | |
Viability, Usage & Status: Medium / 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. That said, it's used very situationally and mainly in the Solo lane. Without providing any protections, it's used early for the sustain and to maintain pressure. | |
Viability, Usage & Status: High Viability. Mid to late-game damage option for hybrid gods that provides strong bonus damage. This is a mid to late-game pickup for gods that use both basics and abilities, providing a great combination of damage-focused stats. Due to its passive scaling, it's most effective in high-power builds. | |
Viability, Usage & Status: High Viability. Specific anti-tank function. The main benefit is for ability-users against tanks, where it will deeply cut through their protection. The passive can allow for penetration past the 40% cap. Best to pick up in the late-game. | |
Viability, Usage & Status: Medium Viability. Utility option for basic attackers to add anti-heal function. This is an item that can be used situationally to counter enemy healing and lifesteal. It comes with a bit of health, flat pen and attack speed, but no power, so you're mostly trading damage out for the anti-heal. However, there's a boxing aspect here, where your hits decrease the enemy's attack speed while increasing your own fairly significantly, so you might consider this as an alternative to an item like ![]() |
Physical Protection Reduction Items
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Viability, Usage & Status: High Viability. Mid / late-game basic attacker's option. Popular penetration-type item for basic attackers. Requires stacking from basic attacks to gain full function. | |
Viability, Usage & Status: High Viability. Aggressive item for tanks with lots of CC to apply protection reduction to their targets. Solid tank item with offensive function, providing health, balanced protections and some mana sustain. This item now scales fairly well into the late-game due to the passive decreasing protection reductions to affected enemies. |
Universal Defensive / Utility CDR Items
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Viability, Usage & Status: High Viability. Functional protection and CDR option for tanks that heal. This item is similar to BoV, providing good physical protection and mana, but while it trades off a bit of CDR, it gains high utility via a boost in MS triggered by your healing. | |
Viability, Usage & Status: High Viability. Anti-physical item with a huge boost in mana pool and CDR. This is a physical protection item for tanks, specifically for the mana pool and the CDR. It is usually picked up fairly early in a build. In extreme situations, can be considered by Mages as an alternative to ![]() | |
Viability, Usage & Status: Medium Viability. Can provide helpful, additional healing support to teammates. Gods picking this up need to be able to easily heal other teammates. Provides pretty good general stats including high MP5 and CDR, but the passive effect has situational function, due to the need to pick up the drops, which can be inconvenient in the middle of a fight. | |
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. | |
Viability, Usage & Status: High Viability. Strong early / mid item for ability users to counter physical enemies. The bonus damage the passive provides allows this to be a functional item for boxing, both reducing damage intake and increasing damage output. Helpful early game in the Solo lane. | |
Viability, Usage & Status: Situational Viability. Only functions well for gods that are able to heal others, but provides some helpful protections that should make it a supportive consideration. The stats aren't bad, but the protections provided to you and teammates you affect are not very high. Can still be helpful and comes at a low price so can see situational use for gods such as ![]() | |
Viability, Usage & Status: High Viability. Expensive but effective late-game protection item with utility survival function. High balanced protections make this an expensive bigger brother (of sorts) to ![]() The passive should be specifically noted...it only triggers when you're fairly close to death, and has a long CD. It can be effective as a single protection item for some squishy gods to help them escape dangerous situations. It also sees use by tanks in the late-game for the passive's potential to disrupt enemies in a teamfight. | |
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. | |
Viability, Usage & Status: Medium / High Viability. Mid / 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 some 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. Note the functionality of when the ult activates; it only activates when the ult has ended. This can create weird, non-synergistic function for certain gods. | |
Viability, Usage & Status: High Viability. Strong option providing balanced protections, CDR, and a constant mitigation effect. Note that the max stacks make this item very strong, but it requires stacking to reach there, which can be a while depending on the situation. At full stacks, and especially with a high protection build, can give you great damage mitigation. | |
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 are looking for a lot of added utility, due to the high health, CDR, CC reduction, and movement speed. The passive takes a significant amount of cooldown time off of relics, which can provide some great function late-game in teamfights. Almost a core item in teamfight modes for gods like ![]() ![]() ![]() | |
60 magical protection, 150 health, +20 MP5, 10% CDR, passive AURA (allied gods within 70 units have their attack speed increased by 30%). Viability, Usage & Status: High Viability. Anti-magical utility item to support multiple basic attackers. Very functional as a mid-game item to boost basic attack speed, not only for you, but for nearby teammates as well. Due to towers only taking damage from basic attacks, it is also helpful in team pushes to take down objectives more quickly. | |
Viability, Usage & Status: Low Viability. Increases max CDR limit at the expense of other stats. This is an interesting item that allows you to increase your CDR past the cap of 40%. 10% extra isn't all that much, and you have to invest so much into CDR items that you likely miss out on other helpful stats. Not typically recommended except for funsies. | |
Viability, Usage & Status: High Viability. Universal protection function. This provides a great balance of stats with great anti-CC function, useful for almost any tank. A big draw is the passive's ability to situationally mitigate a good portion of incoming damage. |
Magical CDR Items
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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. | |
Viability, Usage & Status: High Viability. Well-rounded item for basic attacking mages, providing hybrid functionality due to the added CDR along with added burst damage function. A new item for Year 10, this item is great for later portions of a match for mages that want added attack speed. It counts as a hybrid item due to the CDR, and it also has burst damage potential from the passive, stacked and applied by basics. | |
Viability, Usage & Status: Medium/ High Viability. Utility CDR item for group lifesteal and power. This and ![]() | |
Viability, Usage & Status: High Viability. Utility lifesteal item for burst damage, survivability, and minor team healing. This item, like ![]() | |
Viability, Usage & Status: High Viability. Mid-game 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 due to the flat penetration. Many will want to pick this up, but you might consider skipping this item if you need to counter a healer (in which case, you'd ![]() | |
Viability, Usage & Status: High Viability. Mid to late-game CDR + burst item for mages. 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. Great for gods that initiate with ults and immmediately follow up with other damaging abilities. | |
Viability, Usage & Status: High Viability. Popular starter item for early CDR. Both upgrades provide CDR plus other benefits.![]() ![]() ![]() ![]() |
Physical CDR Items
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Viability, Usage & Status: Medium 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. | |
Viability, Usage & Status: Medium / High Viability. Hunter-specific, offensive utility for teamfights. This item provides good power, along with high CDR, some crit chance and % pen, providing solid stats for hunters that want CDR that's especially helpful for more ult 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. | |
Viability, Usage & Status: High Viability. Great damage boost for gods that attack cancel. Provides bonus damage on basic attacks performed immediately after using abilities. Along with CDR and penetration, it makes this a key damage booster for select gods that use both basics and abilities (mainly Assassins such as ![]() ![]() ![]() ![]() | |
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. | |
Viability, Usage & Status: High Viability. Functional Glyph version of Deathbringer that gives you some CDR when critting. While many people building Deathbringer will opt for the ![]() | |
Viability, Usage & Status: Medium / 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. That said, it's used very situationally and mainly in the Solo lane. Without providing any protections, it's used early for the sustain and to maintain pressure. | |
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 is usually suggested to 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 with some CDR to support ability use. |
Item Combos and Maxing CDR
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Magical Lifesteal Items
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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 ![]() ![]() 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. | |
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 ![]() ![]() | |
Viability, Usage & Status: Medium / High Viability. Utility team-wide sustain choice for teamfights. 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. | |
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. | |
Viability, Usage & Status: High Viability. Provides enhanced function as a team-based alternative to other lifesteal items, allowing teammates to deal bonus damage to affected targets. This is a solid mid-game lifesteal option that is focused on helping your team burst down enemy gods due to the bonus damage it can apply. Provides very well-rounded offensive stats. | |
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, at a very good cost. Good early option for ![]() | |
Viability, Usage & Status: High Viability. Functional as the 2nd lifesteal item for select gods, and as a 1st lifesteal items for gods that have lifesteal in their kits. Is often seen in the middle to late portions of a build. There are specific gods that will get the best use out of this item. Magical ADCs can use this, but the most popular user of this item is [[Anubis], who relies on lifesteal to stay alive in most engagements. The passive lifesteal boost can partially counteract anti-heal. |
Physical Lifesteal Items
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Viability, Usage & Status: High Viability. Strong balanced stats for basic attackers. The combination of power, attack speed, and lifesteal makes this an extremely functional early game item for basic attackers and is probably the most popular physical lifesteal item for them in most modes. | |
Viability, Usage & Status: High Viability. Early or late-game lifesteal option. The high power is wonderful, and some hunters may choose this early game as an alternative to ![]() | |
Viability, Usage & Status: Medium Viability. Early sustain option for Hunters. Cannot be used in Assault. At full stacks, this item provides high physical power and good lifesteal. Although it takes a while to build stacks, it is a very strong option for early sustain. Needs to be picked up as the 1st or 2nd item, in order to build the stacks and keep you competitive in lane. | |
Viability, Usage & Status: High Viability. High % pen option for gods that utilize both abilities and basic attacks. This item provides well-rounded stats in a main option for % pen. Provides some lifesteal, with a boost of power and lifesteal the more abilities you have on cooldown. This makes it great for continuing to engage with basics after using a lot of your abilities. | |
Viability, Usage & Status: Medium / 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. That said, it's used very situationally and mainly in the Solo lane. Without providing any protections, it's used early for the sustain and to maintain pressure. |
Basic Attacks: General Information and Attack Progression
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Qin's Sais / Critical Strike Items
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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 and requires high attack speed for maximum effect. This is an item that works extremely well for gods that have short attack progression, such as ![]() ![]() ![]() ![]() | |
Viability, Usage & Status: Medium Viability. Crit item that provides situational (possibly inconvenient) added buffs. While the general stats are helpful, the passive requires you to pick up a deployable to gain the added benefits (MS and more crit chance), which can be difficult or annoying while in the middle of a fight. | |
Viability, Usage & Status: High Viability. Late-game 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. The glyphs upgrade the utility: - ![]() - ![]() | |
Viability, Usage & Status: High Viability. Formerly called Wind Demon, this is a well-rounded item for crit builds. This item provides well rounded offensive stats with added % penetration and movement speed for a time when you critically strike. | |
Viability, Usage & Status: Medium / High Viability. Hunter-specific, offensive utility for teamfights. This item provides good power, along with high CDR, some crit chance and % pen, solid stats for hunters that want CDR that's especially helpful for more ult 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. | |
Viability, Usage & Status: Medium Viability. Late-game starter upgrade that can provide high DPS. Not the popular starter for hunters, as this crit upgrade only comes to full power in the late-game. However, it can offer higher DPS than most other upgrades, and it allows you to build only 1 or 2 other crit items if preferred, opening the build to greater flexibility. | |
Viability, Usage & Status: High Viability. Mid-game 1st crit option for huge increase in crit chance. Due to the need for stacking, you'll want to purchase this mid-game rather than late, but the crit chance you get from this is significantly higher than any other option. |
Employing Build Strategies with Consideration of Attack Progression
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I know it's been a long time since I've updated this guide. I'm currently in process of updating my Conquest guide, but I'll probably get to this immediately after =)
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!
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:
You wouldn't really replace
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:
You wouldn't really replace
Only arena but so far, in limited testing I have been having mostly fun on Bellona with some of the new items.
The passive was left untouched, which should be good for Solo laners picking it up and skipping teleport.
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
Arena Damage Build: Warrior Tabi, Jotunn's Wrath, The Crusher, Titan's Bane/Runeforged, Mantle of Discord, Bloodforge.
Also hydra's is ok on him if you're going ability based.
If you want to go basic attack based you would go something bruiser like: Ninja Tabi, Stone Cutting Sword, Frostbound, Runeforged, Mantle of Discord, Masamune or something along those lines. But im not a fan of it myself.
You don't really ever build executioner, qins or hastened on him. They're not really that good on him or worth it. Though Asi can be sometimes ok.