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Sands of Time great item for early mana sustain that give us usefull cooldown.
Gem little amount of intelligence for early push and jungle camps.
Aegis of Acceleration this item will allow us to be save against high damage combos from enemy midlaners.
Sands of Time
Gem
Health Potion
Aegis of Acceleration
Pendulum of Ages grants one of the biggest ammount of intelligence in the late game, due to his passive that converts available mana into intelligence, appart from the great cooldown stats to spam abilities.
Chronos' Pendant its a great option on picks in which we want to be spamming abilities as
Morgan Le Fay because of his high cooldown stats.
Book of Thoth its our core in terms of late damage, his passive will help us to get great stats, helping us to deal the enough damage to one-shot in late game.
Gem of Focus gives
Morgan Le Fay the possibility to move faster while spamming a lot of abilities because its cooldown stats and passive, the best item for gods without dashes.
Rod of Tahuti its the core item for every mage build, its power spike due to his passive makes it impossible to think about any other option, after this item you should be able to one-shot enemy gods.
Obsidian Shard another mandatory item in every mage build as it grants the necessary penetration for every mage to be able to destroy either tanks and squishies.
Blinking Abyss makes
Morgan Le Fay safer, giving you the possibility to blink out from any fight, making your life much easier as you will be able to scape from assasins, this item is like giving any god a jump.
Pendulum of Ages
Chronos' Pendant
Book of Thoth
Gem of Focus
Rod of Tahuti
Obsidian Shard
Blinking Abyss
Aegis of Acceleration
Spear of Desolation instead of chronos'pendant for less cooldown but more intelligence.
Divine Ruin instead of
Spear of Desolation if the enemy has heavy healing (e.g.,
Aphrodite,
Baron Samedi, or high Lifesteal builds).
Soul Reaver instead of
Blinking Abyss for more damage against tanks but worst scape.
Time-Lock Aegis instead of
Blinking Abyss if you need a passive second relic against high damage combos.
Spear of Desolation
Divine Ruin
Soul Reaver
Time-Lock Aegis

We start upgrading
Shroud of Wildfire as its gonna be our main push and appart from that we will get more movement speed with it. After that, we go for
Sigil Mastery as our main CC ability to self-defense and aggresive combos and for the last
Dragonflight. Obviously, everytime we can we upgrade our ultimate
Consuming Power.
Tap each threat level to view Morgan Le Fay’s threats
Tap each synergy level to view Morgan Le Fay’s synergies
Hi, my name is Ragna and I started playing Smite 1 on PC in 2021. I started playing in little community tournaments and after a lot of training and work I manage to play professional tournaments on Atlanta as the Smite Content Cup in 2024.
Now, in Smite 2 I have reached Deity every single split and I have competed in tournaments like Smite Vegas Qualifiers (ending in 5th position of EU) and right now Smite Prime, so Im always getting updated about the best metas on the game.
Apart from that I have a Twitch channel Ragna_smite where we play Smite 2 every single day and we do coaching for the subs to help them to improve on Smite 2, answering questions, talking about the game, etc.
Hope you find this guide as a good starting point for the midlane and helps you improve your Morgan Le Fay skills and knowledge.
Here are my socials:
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Passive - Damaging enemy gods with abilities Marks them and activates a shared Symbol on your sword, providing Mana Regen. After gaining all 5 symbols, you become temporarily empowered, decreasing your Cooldowns and granting bonus Intelligence and Mana Regen. You also gain a permanent stack of Intelligence and bonus healing towards your Ultimate. This passive rewards you for hitting different abilities and cycling through your sigils. Keeping track of your symbols is key to maximizing your power and sustaining your mana in lane. The permanent Intelligence scaling makes you incredibly dangerous in the late game. |
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Ability 1 - Summons a crashing sword imbued with a chosen sigil, dealing Magical Damage in an area before exploding for additional Magical Damage. During targeting, you can choose between three sigils: Mark of Mind (Fears enemies away from the center), Mark of Body (creates a Slowing field), or Mark of Soul (spawns a clone at the enemy god location that inherits your Health and Attack damage). This is your most versatile tool. Use the Fear to peel for yourself or disrupt channeled abilities, the Slow field to control choke points or clear waves, and the Clone to deal extra damage and harass enemies from afar. |
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Ability 2 - Summons a dragon that deals Magical Damage and Knocks Up enemies in front of you. The dragon then flies forward, dealing Magical Damage and Knocking Back enemies hit, while applying the Mark of Spirit. It passes through walls and damages all enemies. This is your main self-peel and disruption tool. The double crowd control (Knock Up into Knock Back) is devastating if an Assassin or Warrior dives you. Since it passes through walls, it is also great for catching fleeing enemies in the jungle. |
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Ability 3 - Sends out Wildfire that explodes, dealing Magical Damage and afflicting enemies with a Debuff that deals damage over time. Debuffed enemy gods explode for extra damage when hit by your Attacks. If they use a Movement ability while Debuffed, they take a burst of damage and the Debuff is removed. Casting this grants you Movement Speed and applies the Mark of Matter. This ability is excellent for punishing highly mobile gods. Hit an enemy with this before they dash or leap to guarantee extra burst damage. The movement speed buff is also crucial for your own repositioning, as you lack a true escape leap or dash. |
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Ultimate - Consumes Marks from enemy gods, dealing Magical Damage and empowering you. You then fire 3 strikes of dark energy that deal Magical Damage and Heal you. The center of the final strike deals bonus Magical Damage based on the enemy's Max Health. You are CC Immune and ignore movement penalties during this ability. This is your massive team-fight finisher. Make sure to apply as many different Marks as possible before casting it, as unique marks consumed increase the width of the energy projectiles, making them much easier to hit on multiple targets. The CC immunity is also a lifesaver when you are about to be locked down by enemy ultimates. |
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