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Freya - Overwhelming Damage

0 0 10,148
by vinylghost updated December 8, 2015

Smite God: Freya

Build Guide Discussion 8 More Guides
Choose a Build: None Shall Pass Alive (Joust)
None Shall Pass Alive (Joust) Lady Luck's Champion (Assault) Spellsword Gladiator (Arena)
Tap Mouse over an item or ability icon for detailed info

Freya Build

Core

Build Item Shoes of Focus Shoes of Focus
Build Item Divine Ruin Divine Ruin
Build Item Demonic Grip Demonic Grip
Build Item Hastened Fatalis Hastened Fatalis
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Tahuti Rod of Tahuti

Situational

Build Item Spirit Robe Spirit Robe
Build Item Bancroft's Talon Bancroft's Talon
Build Item Telkhines Ring Telkhines Ring

Actives

Build Item Greater Purification Greater Purification
Build Item Greater Meditation Greater Meditation
Build Item Aegis Pendant Aegis Pendant
Build Item Weakening Curse Weakening Curse

Freya's Skill Order

Irradiate

1 X Y
Irradiate
2 6 8 11 14

Pulse

2 A B
Pulse
1 3 7 10 12

Banish

3 B A
Banish
4 15 16 18 19

Valkyrie's Discretion

4 Y X
Valkyrie's Discretion
5 9 13 17 20
Irradiate
2 6 8 11 14

Irradiate

1 X
Freya activates a Buff that makes her Basic Attacks do bonus Magical damage. Freya may cancel this ability early to put it on cooldown.

Ability Type: Buff, Damage
Damage per Attack: 40 / 55 / 70 / 85 / 100 (+25% of your Magical Power)
Duration: 5s
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Pulse
1 3 7 10 12

Pulse

2 A
Freya activates a Buff that makes her Basic Attacks ranged, dealing bonus Magical damage and Slowing the target and all nearby enemies. The area effect and slow are lost when Irradiate is active.

Ability Type: Area, Buff, Damage
Damage Per Attack: 30 / 40 / 50 / 60 / 70 (+15% of your Magical Power)
Duration: 6s
Slow: 15 / 17.5 / 20 / 22.5 / 25%
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 11s
Banish
4 15 16 18 19

Banish

3 B
At her ground target location, Freya Banishes her enemies into the air for a short time. The enemies can't be hit or take action while in the air.

Ability Type: Circle, Banish
Banish Duration: 1.5s
Radius: 10
Cost: 70 / 65 / 60 / 55 / 50
Cooldown: 19 / 18 / 17 / 16 / 15s
Valkyrie's Discretion
5 9 13 17 20

Valkyrie's Discretion

4 Y
Freya uses her Cloak of Feathers to fly above the battlefield where she fires down blasts of Magical damage up to 4 times while flying. Freya can't be hit when at full ascension and can cancel it anytime.

Ability Type: Circle, Damage
Damage Per Blast: 90 / 125 / 160 / 195 / 230 (+35% of your Magical Power)
Duration: 3.6s
Radius: 12
Cost: 90 / 95 / 100 / 105 / 110
Cooldown: 100s

Build Summaries

ALL MODES

  • You will probably never use melee combat except against minions/creeps with these builds.
  • Never use Irradiate alone; always focus on using Pulse first.
  • Pulse used alone has an AoE Slow, so use it if you're chasing a fast character or trying to clear a lane.
  • Remember to build protections if the match is going sour.

JOUST
  • You will always stick with your tank and spread death as much as possible.
  • Early-game, you'll be very weak, but mid-game is when you begin to shine heavily.
  • Be careful around anything physical: Assassins are as squishy as you, but will often destroy you easily; Hunters are your largest threat, due to their pure DPS; Warriors can generally tank your damage and distract you long enough for others to come into the picture.

ASSAULT
  • You will play as much Support as you will ADC. Since healing is so important in Assault, only use Salvation when the team needs it most.
  • Play more carefully than in other modes, since Freya is squishy. Hit-and-run is my suggested tactic.

ARENA
  • Due to the openness of Arena, Banish is harder to hit and therefore less useful. Don't use it unless you can guarantee a hit.
  • Focus fire on enemy DPS to relieve your teammates; never focus tanks unless your team is assisting.

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1
Bullfrog323 (27) | December 9, 2015 7:08am
That's also why Demonic Grip and Spear of the Magus is a good combo on her.

With Pulse or Irradiate activated, with 3 basic attacks, you just removed 41% + 35 of their protections.
With the added 15 penetration, you deal true damage against gods that have lesser than 85 magical protection and still deal decent damage against tanky enemies.
1
DeanOMiite (1) | December 8, 2015 9:35pm
Good to know, thank you for the replies to my questions. It's interesting to me that Pulse counts as an ability so it can apply the passive of a divine ruin while ALSO applying effects from both Hastened Fatalis and Demonic Grip. Seems pretty crazy.
1
GameGeekFan (50) | December 8, 2015 6:00pm
vinylghost wrote:


I understand the sentiment here, but I don't use it for the anti-healing or even the lifesteal. Freya's innate lifesteal is enough for me. It's cheaper, and the bonus mana is a nice plus. Besides, so far I've found it helpful against tanks with self-heals and lifesteal-dependent builds.



The self heals are basically negligible when compared to your burst damage, a 10HP5 wont matter against your 2 and 1 combo. Also lifesteal is not as good for "healing" per say, its just basic sustain. Which is still isnt much compared to your damage.

What you have to look out for is burst healing from gods. Mainly Hel and Aphrodite, possibly Guan Yu. Zhong Kui counts too. Divine Ruin should be taken if you see Hel since she is the best one, but your mid should do that job for you (in arena or something they should still do it.)

Also Pulse does count for that passive, cause its still an ability, cause its a buff. To use anything on the database, put two brackets between the item, god, or ability.
1
vinylghost | December 8, 2015 5:59pm
DeanOMiite wrote:

Continuing on the Divine Ruin topic...I agree with GameGeekFan that Divine Ruin should only be used against healers. Bancroft's Talon is double the power of Divine Ruin for ALMOST the same lifesteal, and that's before you count Divine Ruin's passive. And Bancroft's Talon is only 600 more gold. Seems like a sound investment, especially in Joust, which this does say it's a Joust guide, where you get gold at 8g/s and get tons of farm. I think it's a significantly better investment than Divine Ruin...again, provided you're not against healers.


Again, I understand the sentiment. However, I still prefer the lower price and the reduced healing brought by Divine Ruin instead.

DeanOMiite wrote:

Also...honest question here...the description of Divine Ruin says that you only get the passive on your damaging ABILITIES, but I believe Pulse actually counts as a basic attack, which would mean you wouldn't get that healing reduction passive...right? I could be wrong, I've only been playing Smite for a few months so some of the finer points are lost on me, but I would think that Pulse wouldn't give you the benefit of any ability based passive.


No. Activating Pulse makes it an ability, and an ability only. Not sure about Irradiate, though.

DeanOMiite wrote:

P.S. How do I hyperlink names of gods/abilities/items with the little icons? I feel like such a nub when I reply to these.


Irradiate+ Pulse OP
Code:
[[Irradiate]]+[[Pulse]] OP
1
DeanOMiite (1) | December 8, 2015 5:42pm
Continuing on the Divine Ruin topic...I agree with GameGeekFan that Divine Ruin should only be used against healers. Bancroft's Talon is double the power of Divine Ruin for ALMOST the same lifesteal, and that's before you count Divine Ruin's passive. And Bancroft's Talon is only 600 more gold. Seems like a sound investment, especially in Joust, which this does say it's a Joust guide, where you get gold at 8g/s and get tons of farm. I think it's a significantly better investment than Divine Ruin...again, provided you're not against healers.

Also...honest question here...the description of Divine Ruin says that you only get the passive on your damaging ABILITIES, but I believe Pulse actually counts as a basic attack, which would mean you wouldn't get that healing reduction passive...right? I could be wrong, I've only been playing Smite for a few months so some of the finer points are lost on me, but I would think that Pulse wouldn't give you the benefit of any ability based passive.

P.S. How do I hyperlink names of gods/abilities/items with the little icons? I feel like such a nub when I reply to these.
1
vinylghost | December 8, 2015 5:10pm
GameGeekFan wrote:

Ehh not really.

If Divine Ruin is a constant pick then its not as good. It should only be used against healers only. I suggest a Bancroft's Talon for lifesteal, hell even damage.


I understand the sentiment here, but I don't use it for the anti-healing or even the lifesteal. Freya's innate lifesteal is enough for me. It's cheaper, and the bonus mana is a nice plus. Besides, so far I've found it helpful against tanks with self-heals and lifesteal-dependent builds.

GameGeekFan wrote:

Spear of the Magus can be good with Freya as well, combined with Demonic Grip, your'e almost doing true damage (unless support).


Spear of the Magus might be a good secondary item, actually. I'll update the build later.

GameGeekFan wrote:

boots of focus should be enough CDR alone, Freya should be about that burst damage. Although I get where you are coming from.


The most important part of the build, in my opinion, is being able to stay constantly ranged and continue doing damage. Burst damage is nice, but continuous damage is also nice.
1
GameGeekFan (50) | December 8, 2015 3:56pm
Ehh not really.

If Divine Ruin is a constant pick then its not as good. It should only be used against healers only. I suggest a Bancroft's Talon for lifesteal, hell even damage.

Spear of the Magus can be good with Freya as well, combined with Demonic Grip, your'e almost doing true damage (unless support).

boots of focus should be enough CDR alone, Freya should be about that burst damage. Although I get where you are coming from.
1
FxkBoiiXpress | December 8, 2015 6:19am
First good build ive seen on this damn site today. Whoever made this knows how to play/buuild a Freya.
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League of Legends Build Guide Author vinylghost
Freya - Overwhelming Damage
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