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Deity Sylvanus ADC GUIDE

Carry Conquest
11 0 956
9.5
by TottiGR updated November 12, 2025

Smite God: Sylvanus

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Sylvanus Build

Attack Speed Starter

Notes I would always recommend Death's Toll with this god because you need as much mana regeneration as possible because of the skill Branching Bola and it will also provide you with strength and some lifesteal.

Axe will evolve into Devourer's Gauntlet.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Notes

I would always recommend Death's Toll with this god because you need as much mana regeneration as possible because of the skill Branching Bola and it will also provide you with strength and some lifesteal.

Axe will evolve into Devourer's Gauntlet.

Purification Beads will save you during early game giving CC immunity during 2 seconds.

Build Item Death's Toll Death's Toll
Build Item Axe Axe
Build Item Health Potion Health Potion
3
Build Item Purification Beads Purification Beads

FULL BUILD

Notes Death's Embrace it is a really good starter because provides you high strength, some lifesteal and mana regeneration that fits perfectly with your first skill!

Tyrfing, if you are winning early game and you want to snowball as much as possible, this item is perfect for that because of the strength that provides and the passive which adds more damage to your basic attacks!

Sun Beam Bow is one of the best ADC items right now, It provides you strength or intelligence depending which you have the most. You need to play wisely with the passive because It gives you a lot of attack damage as magical power but resting your mana at the same time.

Riptalon you should always buy this item because of its statistics and passive which allows you to have a really good survival and sustain kit.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Hastened Fatalis is a good mid/late game choice because of the passive effect, whenever you hit an auto attack to an enemy god your basic attack movement penalty is reduced which can make a huge difference in offensive situations like chasing an enemy.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Death's Embrace it is a really good starter because provides you high strength, some lifesteal and mana regeneration that fits perfectly with your first skill!

Tyrfing, if you are winning early game and you want to snowball as much as possible, this item is perfect for that because of the strength that provides and the passive which adds more damage to your basic attacks!

Sun Beam Bow is one of the best ADC items right now, It provides you strength or intelligence depending which you have the most. You need to play wisely with the passive because It gives you a lot of attack damage as magical power but resting your mana at the same time.

Riptalon you should always buy this item because of its statistics and passive which allows you to have a really good survival and sustain kit.

Titan's Bane provides you with with great amount of strength and penetration being a very cheap item.

Hastened Fatalis is a good mid/late game choice because of the passive effect, whenever you hit an auto attack to an enemy god your basic attack movement penalty is reduced which can make a huge difference in offensive situations like chasing an enemy.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3500 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Death's Embrace Death's Embrace
Build Item Tyrfing Tyrfing
Build Item Odysseus' Bow Odysseus' Bow
Build Item Sun Beam Bow Sun Beam Bow
Build Item Titan's Bane Titan's Bane
Build Item Hastened Fatalis Hastened Fatalis
Build Item Riptalon Riptalon

Situational Choices

Notes Dagger Of Frenzy is always a great option for early game because it provides you good strength, attack speed and a passive with attack speed and attack speed damage boost every 15 seconds only for 2400 gold (really cheap item).

A great choice for snowballing in laning phase or winning trades because of having a boost.

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Notes

Dagger Of Frenzy is always a great option for early game because it provides you good strength, attack speed and a passive with attack speed and attack speed damage boost every 15 seconds only for 2400 gold (really cheap item).

A great choice for snowballing in laning phase or winning trades because of having a boost.

The Executioner incorporating this item in an attack speed based build it is crucial because it will give you attack speed, strength and penetration to burn objectives and tanky gods.

Build Item Dagger Of Frenzy Dagger Of Frenzy
Build Item The Executioner The Executioner

Critical Choices

Notes In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

If you want to incorporate crit chances to the build you should always have Titan's Bane for the penetration.

Notes

In the case you want to go with crits in your build because you are feeling that you are not doing enough damage, you should do both of them to have good critical chances.

If you want to incorporate crit chances to the build you should always have Titan's Bane for the penetration.

Build Item Demon Blade Demon Blade
Build Item Rage Rage
Build Item Deathbringer Deathbringer

Situational Relics

Notes Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Notes

Phantom Shell should be bought if their set up doesn't have gods with much CC's and they have walls in their kits like Ymir or Cabrakan.

Aegis of Acceleration it is a really good option because it has low CD. You should always buy it in the games where the enemy gods don't have much CC's or in the case they have many burst skills.

Build Item Phantom Shell Phantom Shell
Build Item Aegis of Acceleration Aegis of Acceleration

Sylvanus's Skill Order

Verdant Growth

1 X Y
Verdant Growth
1 4 6 7 9

Wisps

2 A B
Wisps
2 8 10 11 12

Nature's Grasp

3 B A
Nature's Grasp
3 15 16 18 19

Wrath of Terra

4 Y X
Wrath of Terra
5 13 14 17 20
Verdant Growth
1 4 6 7 9

Verdant Growth

1 X
Throw a pod that deals Magical Damage, applies Protection Reduction, and Roots enemies hit.
  • If it lands on the ground without hitting an enemy, it grows into a Flower after 6s that grants nearby allies Mana Regeneration.
  • The pod can be destroyed by Basic Attacks, applying Protection Reduction to the destroyer.
Damage: 80 / 120 / 160 / 200 / 240
Damage Scaling: 50% Intelligence
Root Duration: 1.5s
Protections Reduced: 5 / 10 / 15 / 20 / 25 + 5%
Debuff Duration: 5s
Bonus Mana Regen: 4
Radius: 1.6m
Range: 7.2m
Cooldown: 15 / 14 / 13 / 12 / 11s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Grown Flowers wilt for 6s when destroyed, allowing them to still interact with Wisps and Nature's Grasp.
Wisps
2 8 10 11 12

Wisps

2 A
Release wisps that restore Health to allies or deal Magical Damage to enemies repeatedly over time. Allies gain Protections while healed.
  • The first Wisp tick deals twice the normal amount of damage and healing.
  • Wisps can revive Wilted Flowers or cause Living Flowers to grant their Protections in an aura.
Heal: 8 / 10 / 12 / 14 / 16
Heal Scaling: 3% Intelligence
Damage: 14 / 20 / 26 / 32 / 28
Damage Scaling: 10% Intelligence
Protection Buff Duration: 5s
Protections: 10 / 15 / 20 / 25 / 30
Cooldown: 14s
Cost: 60 / 65 / 70 / 75 / 80

Additional Notes:
  • Damage and Healing are reduced by 65% when affecting Minions. Seeds are not spawned when hitting Minions.
Nature's Grasp
3 15 16 18 19

Nature's Grasp

3 B
Extend a vine that Stuns the first enemy god hit and Pulls them toward you.
  • Sylvanus can pull Pods to him, granting a Mana aura for 30s. If Sylvanus drops below 40% Health, he consumes the Aura to gain Wisps.
Stun Duration: 1s
Range: 9.6m
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 70 / 65 / 60 / 55 / 50
Wrath of Terra
5 13 14 17 20

Wrath of Terra

4 Y
Slam the ground, Knocking Up enemies in the area and dealing Magical Damage repeatedly over time.
  • If a Pod has been grabbed, consume it to apply Verdant Growth's Protection Reduction.
Damage: 60 / 75 / 90 / 105 / 120
Damage Scaling: 25% Intelligence
Cooldown: 90s
Cost: 100

Additional Notes:
  • Deals damage 6 times over 5 seconds.

Sylvanus Threats

Tap each threat level to view Sylvanus’s threats

Max
1
Major
2
Even
0
Minor
0
Tiny
0

Sylvanus Synergies

Tap each synergy level to view Sylvanus’s synergies

Ideal
2
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Sylvanus as an ADC.


Here are my socials:

Abilities

Sylvanus' Abilities


NATURE'S BOUNTY (PASSIVE) - CLICK FOR INFO





VERDANT GROWTH (1) - CLICK FOR INFO




WISPS (2) - CLICK FOR INFO




NATURE'S GRASP (3) - CLICK FOR INFO




WRATH OF TERRA (ULTIMATE) - CLICK FOR INFO

HOW TO PLAY SYLVANUS ADC

Gameplay Start / Early Game:
  • Start at the purple buff then go to the wave with your support, push two waves so you will get level 2, you will level up your healing skill Wisps so it will be easier for your support and you to stay healthy during laning phase and then if you have won the pressure go to the central buff, do it and then comeback to lane.

  • In case you have lost the pressure try to contest the central buff fighting the enemies or play passively and go to the right neutral camp that will give you some experience and gold.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around the central buff camp or the experience camp in the right site of the duo lane and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can burst easily the the purple buff with your starter item).

  • This ADC has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). I need to clarify that if you don't wave any wards spotted on the map remember you should always take care of it. Just be confident during laning phase, your confidence will play a really good paper on succeeding, so just try it out. If you don't risk you will never achieve :p.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

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

  • As for Gold Fury opportunity 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 Pyromancer as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)

  • If you see there is a potential kill in solo lane and your team has the possibility to take the kill and go fire, you should take the background teleport and join the fight by teleporting to solo, after getting the kill you and your team will decide if it is a good option to do Fire Gigant or go back to your lane!


Late Game:
  • 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 midlaner 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.

  • Make sure you have able your actives: Purification Beads, Aegis of Acceleration or Phantom Shell before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • 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.

HOW TO WARD AS CARRY

Normal Early / Mid Game Warding:


I would always try to get this two wards (NORMAL WARDS -> White Colour) because with them you can easily control most of the jungle size around duo lane, avoiding enemy jungler ganks or even support ambushes. You can also control the Gold Fury objetive during the mid game phase of the game and communicate your team anything happening over the duo lane!

Defensive Warding:


Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Ward (GREEN COLOUR CIRCLE) your purple buff and make sure to call your teammates at least 1 minute before spawning.

Offensive Warding:



In case you have a high pressure duo set up (ADC with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade enemy purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared]

Fire Giant Warding:




These two maps are efficient ways to use ADC vision to help your team know the position of enemies before starting a fight around the objective.

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and MID) form what we call as "backlaners" (the roles who are supposed to deal DPS and damage to enemies), 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 and pressure.

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