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Definitive Agni Conquest Mid Lane Guide

21 5 41,662
8.1
by Kriega1 updated March 24, 2024

Smite God: Agni

Build Guide Discussion 2 More Guides
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Agni Build

Start for Pendulum Build

Notes Go for the Sands build if you want a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Myrddin from the Sands build and rely on Sands/Pendulum for lone CDR without needing to invest in other CDR.

Notes

Go for the Sands build if you want a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Myrddin from the Sands build and rely on Sands/Pendulum for lone CDR without needing to invest in other CDR.

Build Item Sands of Time Sands of Time
Build Item Spellbook Spellbook
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Pendulum Ability Build

Notes Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds, and you'll also need Divine Ruin most games.

If Anti-Heal isn't needed, you can trade Divine Ruin for Spear of Desolation.

Notes

Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds, and you'll also need Divine Ruin most games.

If Anti-Heal isn't needed, you can trade Divine Ruin for Spear of Desolation.

Build Item Pendulum of Ages Pendulum of Ages
Build Item Book of Thoth Book of Thoth
Build Item Divine Ruin Divine Ruin
Build Item Staff of Myrddin Staff of Myrddin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Start for Focus Build

Notes Go for the Conduit build if you want stronger early clear. Both the Conduit and Sands builds have a similar lategame. Gem of Focus buffs Soul Reaver proc damage, which can give a *slight* boost to damage to very high HP targets.

However, you are forced into Chronos' Pendant with this build somewhat, as Spear of Desolation is your only real early game option otherwise for CDR as Soul Gem is both weak/out-of-meta and lategame focused, and Staff of Myrddin is mid to late focused as well.

Notes

Go for the Conduit build if you want stronger early clear. Both the Conduit and Sands builds have a similar lategame. Gem of Focus buffs Soul Reaver proc damage, which can give a *slight* boost to damage to very high HP targets.

However, you are forced into Chronos' Pendant with this build somewhat, as Spear of Desolation is your only real early game option otherwise for CDR as Soul Gem is both weak/out-of-meta and lategame focused, and Staff of Myrddin is mid to late focused as well.

Build Item Conduit Gem Conduit Gem
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Focus Ability Build

Notes If Anti-Heal isn't needed, swap out Divine Ruin for Book of Thoth / Spear of Desolation.

Can alternatively go Rod of Tahuti (either glyph) over Staff of Myrddin.

Can swap Charon's Coin for Obsidian Shard.

Notes

If Anti-Heal isn't needed, swap out Divine Ruin for Book of Thoth / Spear of Desolation.

Can alternatively go Rod of Tahuti (either glyph) over Staff of Myrddin.

Can swap Charon's Coin for Obsidian Shard.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Divine Ruin Divine Ruin
Build Item Staff of Myrddin Staff of Myrddin
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver

Relics and Shard

Notes Replace Horn Shard at level 12 for Aegis Amulet.

Upgrade relics to their upgraded versions once you're full build. Temporal Beads especially is the more important relic upgrade to prioritise.

Notes

Replace Horn Shard at level 12 for Aegis Amulet.

Upgrade relics to their upgraded versions once you're full build. Temporal Beads especially is the more important relic upgrade to prioritise.

Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Horn Shard Horn Shard

Alternative Items

Notes Spear of Desolation - Solid flat pen option with a passive that works great on Agni, more often seen when Divine Ruin is not needed.

The Alternate Timeline - Defensive alternative to Pendulum of Ages that can be strong in some scenarios. Can be considered if getting focused.

Calamitous Rod of Tahuti - More direct damage glyph option compared to Perfected Glyph.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Ethereal Staff - Niche anti-tank bruiser option.

Tablet of Destinies / Breastplate of Determination - Viable for a alternative Book of Thoth proc damage build path.

Notes

Spear of Desolation - Solid flat pen option with a passive that works great on Agni, more often seen when Divine Ruin is not needed.

The Alternate Timeline - Defensive alternative to Pendulum of Ages that can be strong in some scenarios. Can be considered if getting focused.

Calamitous Rod of Tahuti - More direct damage glyph option compared to Perfected Glyph.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Ethereal Staff - Niche anti-tank bruiser option.

Tablet of Destinies / Breastplate of Determination - Viable for a alternative Book of Thoth proc damage build path.

Build Item Spear of Desolation Spear of Desolation
Build Item The Alternate Timeline The Alternate Timeline
Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Ethereal Staff Ethereal Staff
Build Item Tablet of Destinies Tablet of Destinies
Build Item Breastplate of Determination Breastplate of Determination

Experimental Timeline Build

Notes Get glyph for Rod of Tahuti once you're full build.

Notes

Get glyph for Rod of Tahuti once you're full build.

Build Item The Alternate Timeline The Alternate Timeline
Build Item Spear of Desolation Spear of Desolation
Build Item Divine Ruin Divine Ruin
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Staff of Myrddin Staff of Myrddin
Build Item Soul Reaver Soul Reaver

Agni's Skill Order

Noxious Fumes

1 X Y
Noxious Fumes
3 15 16 18 19

Flame Wave

2 A B
Flame Wave
2 4 6 7 10

Path of Flames

3 B A
Path of Flames
1 8 11 12 14

Rain Fire

4 Y X
Rain Fire
5 9 13 17 20
Noxious Fumes
3 15 16 18 19

Noxious Fumes

1 X
Agni summons a cloud of noxious fumes at his ground target location, doing damage every second. Firing any of Agni's abilities into the fumes detonates the gas, Stunning and damaging all enemies in the radius.

Ability Type: Circle, Stun, Damage
Damage (per Tick): 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Damage (Bonus): 20 / 40 / 60 / 80 / 100 (+20% of your Magical Power)
Fumes Duration: 10s
Stun Duration: 1s
Range/Radius: 55/20
Fumes Duration: 10s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Flame Wave
2 4 6 7 10

Flame Wave

2 A
Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.

Ability Type: Line, Damage
Damage: 100 / 155 / 210 / 265 / 320 (+65% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Path of Flames
1 8 11 12 14

Path of Flames

3 B
Agni blazes a path forward in a quick dash, leaving flames trailing behind him. Any enemies passing through the flames catch fire and burn for damage every .5s for 2s. Ignites Noxious Fumes. Agni is immune to Knockback while dashing.

Ability Type: Dash, Damage
Damage per Tick: 20 / 30 / 40 / 50 / 60 (+15% of your Magical Power)
Path Duration: 3s
Range: 60
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
Rain Fire
5 9 13 17 20

Rain Fire

4 Y
Every 18 seconds, Agni gains a flaming halo that can be expended to summon a giant meteor at his ground target location. He can summon 1 every .8 seconds. Ignites Noxious Fumes.

Ability Type: Circle, Damage
Damage: 140 / 180 / 220 / 260 / 300 (+65% of your Magical Power)
Max Halos: 3
Range/Radius: 65/20
Cost: 10
Cooldown: Dependent on Halos

Intro

Hi, this guide is brought to you by Kriega1, I started playing Smite on PS4 in 2016 around Erlang Shen's release in Season 3, and eventually long term migrated to PC Smite around mid Season 7. I have peaked GM/Masters on PS4 and Masters in Ranked Conquest on PC. I also am a Mentor on the Official Smite Discord where I focus on general building for each role. I hope you find this guide as a useful learning resource for playing Agni in the Mid lane.

Abilities

Agni's Abilities

Note: Agni's kit, especially his Noxious Fumes benefits highly from instant cast.


Passive - Combustion

Stacked by hitting auto attacks on enemies, gods give 2 stacks. This ability will also proc item on-hit effects (e.g. Soul Reaver, Soul Gem).

Try to keep this ability stacked up as much as possible as it's a important source of extra damage.


Ability 1 - Noxious Fumes

Not generally a good burst ability or wave clear ability, but is used mostly in combination with Agni's other abilities to activate it's stun.

In some scenarios it still offers ok damage if you can let the target stay inside it for it's full duration but this is very niche.

Can be useful for proccing item on-hit effects but it is not generally used for this purpose.


Ability 2 - Flame Wave

Agni's main safe wave clear ability pre level 5. Often can be used to setup the stun from Noxious Fumes at the ability's projectile endpoint, especially in scenarios where you know you're not close enough to guarantee Flame Wave's damage but can use the opportunity to activate Flame Wave's stun to confirm hits of Rain Fire.


Ability 3 - Path of Flames

Agni's level 1 camp clear. Offers great damage output if used aggressively, and can be used to punish chasing enemies.


Ultimate - Rain Fire

Agni's main wave clear ability post level 5 alongside his Flame Wave, and main ranged poke ability.

Pairing Noxious Fumes with Rain Fire gives great confirmed burst damage, ideally casting Noxious Fumes when the opening Rain Fire bomb has been cast but not reached the ground yet.


Example Combos:

Main Ranged combos:

Rain Fire > Noxious Fumes > Rain Fire x 2

Flame Wave (used for crowd control purpose since we're assuming the ability is not hitting the target anyway) > Noxious Fumes (at end point of Flame Wave) > Rain Fire x 3

Other combos:

Path of Flames > Noxious Fumes > Flame Wave > Rain Fire x 3

Rain Fire > Noxious Fumes > Rain Fire x 2 > Flame Wave > Path of Flames

Flame Wave > Path of Flames > Noxious Fumes > Rain Fire x 3

Essentially Rain Fire is your main confirmable damage (paired with Noxious Fumes in most scenarios), while being able to get off Flame Wave (not much range) and Path Flames (often needed as an escape) is situation dependent.

I highly recommend if you've not already done so to have Noxious Fumes on Instant Cast (personally I like having his whole kit on Instant Cast).

How to Play

Gameplay Start / Early Game:
  • Start at the Fire Giant side Speed/Red buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the intersection (towards mid lane) between the Speed and Red buff camps, at the same time your Jungler will have leashed the Red/Speed buff towards the intersection.

  • As the 2 camps position together use Path of Flames to clear the camps making sure the camps are standing inside it's flame trails. Make sure to pickup the Red buff once it has dropped. After these camps are cleared you will be level 2.

  • Now quickly make your way to the Gold Fury side Speed buff, if your jungler has not reached it yet (they should be) then leash the camp yourself towards the mid lane while you use Flame Wave to clear the camp. Avoid pulling the camp into tower range if possible. After this you will immediately head to lane while your jungler will typically clear the xp camp to the side of the green buff.

  • From here you will usually meet the enemy mid in lane on the first wave. Depending on yours and their early pressure/clear and positioning you will decide whether you'll be able to fight or not and whether you'll be able to use Flame Wave on the whole wave or just be able to hit the front melee minions.

  • How it goes from here will determine: if it's just a stalemate, you or your jungler has kill potential, if you will have mid camp pressure or if you'll have to back towards your tower line and safe clear.

  • From here you'll mainly be looking to clear waves, contest mid camps, clear the damage buff, assist support with health buff clear (once they rotate over from duo), and being aware of rotation opportunities.

  • In some cases you may be able to steal enemy side jungle farm but it is risky and not that generally beneficial for direct farm compared to your own side's farm and controlling neutral farm, but can be useful to put the enemy further behind.


Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to control the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury and Pyromancer objectives.

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. In 1vs1 cases you'll have to decide whether you or the other enemy has more kill potential and who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it.

  • As for Gold Fury and Pyromancer opportunities they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...


Late Game:
  • At this stage you'll mainly be looking at wave pushing, contesting Fire Giant, and Phoenix sieging / Phoenix defense, though Pyromancer and Gold Fury (especially Oni variant) will still be somewhat relevant but less important.

  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your ADC to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

Warding

Mid Warding:

Here are your regular warding spots for mid, to help your team be aware of the enemy team's general rotations especially when you're not in mid lane. Generally with good map awareness you shouldn't need to rely on wards much yourself for safety.


  • Green: Placing wards at these locations on both sides of the lane give you good general vision of the nearby jungle, giving vision of the entrances to your lane so you can see incoming ganks.

  • Purple: You can place a ward directly in front of the enemy tower (but not within its range), which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps.


Late-Game Warding:

Over here is shown the ideal lategame warding spots around Fire Giant, though often you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes.



  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward.

    The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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1
DV-8 (35) | September 14, 2023 10:11am
Great guide, Kriega. Thanks for sharing.

By the way, I don't know if you've ever noticed how Spear of Desolation passive interacts with his ultimate. Historically, I have noticed the item interact differently with certain ultimates, such as Tiamat (Deso only reduces her ultimate cooldown by 3 seconds). For Agni, it seems that a "charge" of his ultimate also only gets reduced by 3 seconds UNLESS it is the first charge. Meaning that if all 3 charges are on cooldown at the time of the Deso proc, only then will you get the benefit of the 6 second cooldown.
1
Kriega1 (143) | September 15, 2023 1:43am
That is a weird interaction but it's still worth building on him regardless. If you find it a deal breaker then just go Divine in Deso's slot and go Myrddin over Shard/Tahuti.
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League of Legends Build Guide Author Kriega1
Definitive Agni Conquest Mid Lane Guide
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