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Bellona Solo

2 0 5,077
by BrutalBelly updated February 6, 2024

Smite God: Bellona

Build Guide Discussion 0 More Guides
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Bellona Build

Start

Build Item Warrior's Axe Warrior's Axe
Build Item Round Shield Round Shield
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
Build Item Golden Shard Golden Shard

Full Build

Build Item Axe of Animosity Axe of Animosity
Build Item Berserker's Shield Berserker's Shield
Build Item Envenomed Executioner Envenomed Executioner
Build Item Phalanx Phalanx
Build Item Qin's Sais Qin's Sais
Build Item Glorious Pridwen Glorious Pridwen

Relics

Notes These relics are generally picked up right now.

Persistent Teleport is my go to as pressure is important and there is generally always something to fight about in lane.

The next relic you choose is up to you. Each has pros and cons, just play around with it and find what works for you.

Notes

These relics are generally picked up right now.

Persistent Teleport is my go to as pressure is important and there is generally always something to fight about in lane.

The next relic you choose is up to you. Each has pros and cons, just play around with it and find what works for you.

Build Item Persistent Teleport Persistent Teleport
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Temporal Beads Temporal Beads
Build Item Thorns of Judgement Thorns of Judgement

Alternative Items

Notes [[Death's Embrace is better sustain, but you are very squishy late game.
Shogun's Kusari for more magical defense, can also be a Spirit Robe
You can go Spectral Armor, I usually don't have a problem with crit adcs as Bellona.

Notes

[[Death's Embrace is better sustain, but you are very squishy late game.
Shogun's Kusari for more magical defense, can also be a Spirit Robe
You can go Spectral Armor, I usually don't have a problem with crit adcs as Bellona.

Build Item Spectral Armor Spectral Armor
Build Item Death's Embrace Death's Embrace
Build Item Shogun's Kusari Shogun's Kusari
Build Item Spirit Robe Spirit Robe

Bellona's Skill Order

Shield Bash

1 X Y
Shield Bash
3 14 15 18 19

Bludgeon

2 A B
Bludgeon
1 4 6 7 9

Scourge

3 B A
Scourge
2 8 10 11 12

Eagle's Rally

4 Y X
Eagle's Rally
5 13 16 17 20
Shield Bash
3 14 15 18 19

Shield Bash

1 X
Bellona dashes forward and bashes with her shield, dealing damage and Slowing enemies. Bellona gains 1 Stack of block for each enemy god hit. Block absorbs all damage from a single Basic Attack and reflects a portion of the damage around her.

Bellona then makes Basic Attacks with sword and shield until she has not taken or dealt damage in the last 7s. Every 3 successful basic attacks she gains another Stack of block (max. 3).

Ability Type: Dash, Slow, Damage
Damage: 90 / 130 / 170 / 210 / 250 (+50% of your Physical Power)
Block Reflect: 30%
Slow: 20% for 2s
Range: 45
Cost: 60
Cooldown: 14s

*NOTE* Basic attack progression in this stance is 0.5/1/1x damage and swing time.
Bludgeon
1 4 6 7 9

Bludgeon

2 A
Bellona summons a hammer and spins, hitting every enemy around her and then smashing forward in an overhand attack. Each enemy god hit in the spin increases the damage of the overhand attack.

Bellona now makes Basic Attacks with her hammer until she has not taken or dealt damage in the last 7s. Every hammer attack hits all enemies in melee range and only benefits from 33% of Bellona's total Lifesteal.

Ability Type: Circle, Damage
Spin Damage: 35 / 65 / 95 / 125 / 155 (+25% of your Physical Power)
Slam Damage: 70 / 130 / 190 / 250 / 310 (+60% of your Physical Power)
Slam Damage Increase: 25% Per Enemy God Hit
Radius: 25
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14 / 13 / 12 / 11 / 10s

*NOTE* Basic attack progression in this stance is 1.5/1/1.5x damage and swing time, with each attack hitting all enemies in melee range.
Scourge
2 8 10 11 12

Scourge

3 B
Bellona summons a scourge, dealing damage to all enemies in a line. Enemies hit are Disarmed, and cannot make Basic Attacks.

Bellona now makes Basic Attacks with a scourge until she has not taken or dealt damage in the last 7s. Basic Attacks have extended range (+4) and every third attack heals Bellona.

Ability Type: Line, Disarm, Damage
Damage: 90 / 130 / 170 / 210 / 250 (+50% of your Physical Power)
Disarm Duration: 1.4 / 1.6 / 1.8 / 2 / 2.2s
Healing: 20 / 24 / 28 / 32 / 36
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 18 / 17 / 16 / 15 / 14s

*NOTE* Basic attack progression in this stance is 1/0.5/1x damage and swing time.
Eagle's Rally
5 13 16 17 20

Eagle's Rally

4 Y
Bellona plants a Roman flag, granting Protections and increased Physical Power to allied gods. Enemies directly under where the flag is placed take damage and are Stunned for 1.25s.

Ability Type: Circle, Stun, Damage
Damage: 150 / 250 / 350 / 450 / 550 (+50% of your Physical Power)
Protections: 15 / 20 / 25 / 30 / 35
Physical Power: 20 / 30 / 40 / 50 / 60
Magical Power: 35 / 45 / 55 / 65 / 75
Flag Duration: 8s
Radius: 40
Cost: 100
Cooldown: 90s

Introduction

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

Bellona's Abilities

Bellona's Abilities


Passive - Master of War

This passive allows you to stay tanky throughout the game, while also being able to keep up with any opponents trying to run away. Fighting under your flag with passive up is the most ideal.


Ability 1 - Shield Bash

Probably the least impactful in lane against most opponents, but late game against adcs this can help win fights.
The shield absorbs auto attacks from the front, up to 3 if you have max block stacks and is usually the follow up to your 3.


Ability 2 - Bludgeon

One of the best lane clearing abilities in solo lane, turns your autos into an AOE cleave. Good burst damage throughout laning phase as well. Not the best late game as the windup allows the enemies to get damage off, can be used to confirm kills.


Ability 3 - Scourge

This ability allows you to deal with adcs and auto attackers alike the most effectively. This sets up your shield bash, disarm from range to then get autos off prolonging how many autos you can get off before taking damage. In lane allows you to heal up and poke from range on the opposition.


Ultimate - Eagle's Rally

Very good team fight ultimate, basically providing a massive stim in prots and power to anyone on your team within. Is very useful for initiating fights. A good 3-4 man plant under the ultimate stuns and allows heavy follow up.

Start


Start at XP camp near red, you are going to solo this. Afterwards you go to blue, you solo this as well. Then you head to lane lvl 2 and start your gameplay.

Solo Lane Objectives


Your main priority is in your lane.

Your objectives are as follows:
  • Wave: This is number one, this is your main source of xp and gold.

  • Totem: Very beneficial to the whole map and solo right now is about pressure. Securing totems helps the whole map out very much.

  • Cooldown camp: This one is important as well since controlling the neutral farm is the best way to snowball without directly getting kills.

  • TP harpy: This one is still a decent source of xp, but cooldown camp and totem should be prioritized if you have to pick.

  • Comet: This one is random, but when it does land on your side it is very nice to have. It gives passive aura damage (kind of like a mystical mail) and some xp. Having pressure in solo really helps you secure this when it lands.

  • Blue Buff: This one is a given, you need to defend this (not to the death).

  • Enemy Blue Buff: If you can safely invade and try to steal it, do it. If there are lane objectives up go for them as walking into the enemy jungle is unpredictable.

  • Back XP Camp/Shaman: If your jungle is neglecting this you can steal it, especially if they are on the other side of the map. I've seen a lot of jungles on duo side when this camp and blue are spawning so it is important to get the shamans on the camps as soon as they spawn.

  • Teleporter: This is a good way to get over to duo side without having to sacrifice your TP relic (or way to get back after TPing over duo).

Ward Spots



Common spot to control during laning phase.




When fighting for objectives, you want to have general vision of these areas.



When sieging/defending having vision here allows your team to cast over the wall and lineup accordingly. Also helps to spot traps and split pushers.

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