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Go for the Sands build if you want more CDR before your first full item and a stronger mid game build spike. Both the Sands and Conduit builds have a similar lategame, though you can ditch Deso from the Sands build and rely on Sands/Pendulum for lone CDR without needing to invest in other CDR.
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 late focused as well.
Divine Ruin - Standard Anti-Heal option, can still be bought for the on-hit passive and for more squishy focused burst if desired.
Book of Thoth - Another standard damage option that can be considered, more raw power compared to an item like Spear of Desolation or Divine Ruin but offers less utility and spikes slower due to the need to stack.
Calamitous Rod of Tahuti - More direct damage glyph option compared to Perfected Glyph.
Staff of Myrddin - Brings extra burst within a specific time window when the passive is active but is more mediocre outside of that period. Could be considered as a more lategame focused alternative to Spear of Desolation, especially when substituting Deso for Divine Ruin.
Warlock's Staff - Offers solid stats when stacked, but is a bit too slow to go early and a bit awkward to stack at times later on so not really seen.
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.
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.
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.
Must be careful when casting as the ability self roots you in place during the initial cast animation.
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