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This build example upgrades Sands of Time into Pendulum of Ages (upgrade when you hit level 20), which provides high CDR to help with ability use, as Freya is a weak melee god without her abilities. Also helps with more ult use for finishing and safety.
Replace Shoes with Elixir of Speed and another item of your choice. Rod of Tahuti is the typical suggestion.
This is the standard start for an Eye Of The Jungle based build. Eye provides Freya with some reliable early attack speed and some health sustain, and really helps with jungle camp clear.
It unfortunately doesn't functionally provide with mana sustain, so you may want to pick up more potions after first back.
*NOTE* Although you purchase an early Tiny Trinket, complete Shoes of the Magi before finishing the Trinket.
This build example upgrades Eye Of The Jungle into Protector Of The Jungle (upgrade when you hit level 20), which provides nice utility (attack speed, some physical protection, and strong jungle camp clear which is great for objective secure).
An early Typhon's Fang really helps with health sustain and boxing.
Replace Shoes with Elixir of Speed and another item of your choice. Telkhines Ring is a good option for maxing your attack speed, but if you want more lifesteal, consider Pythagorem's Piece for good offensive team utility.
This is the standard start for a Gilded Arrow based build. Arrow provides some mana sustain and the high attack speed boost (when securing targets) is appreciated. It may also help some with gold-gain, helping her get her core items online more quickly.
*NOTE* Although you purchase an early Ring, complete Shoes of the Magi before finishing the Ring.
This build example sells Gilded Arrow for a full T3 item rather than upgrading it, since Ornate Arrow's crit function doesn't work for Freya and Diamond Arrow's passive isn't reliable.
Replace Shoes with Elixir of Speed and another item of your choice. Pythagorem's Piece is the typical suggestion, though you can also consider Spear of the Magus.
These are your core items that should be built every match.
Hastened Ring (Boxing Mobility): The Haste effect this item provides is key in allowing Freya to stick to her enemies and out-box them effectively.
Demonic Grip (Main Penetration): This is the magical basic attacker's core penetration item, helping Freya punch through enemy protections.
Typhon's Fang (Strong Sustain): This item typically requires another high-lifesteal item before it to be effective, but Freya's passive Brisingamen's Blessing gives her a strong base, allowing Typhon's to provide effective lifesteal and a nice damage boost.
Choose as suits your playstyle or needs.
Rod of Tahuti (High Damage): Common 6th or 7th (Shoes replacement) item providing high power and some penetration.
Telkhines Ring (Max Attack Speed): Strong basic-attack item that fits all of Freya's core stats.
Pythagorem's Piece (High Lifesteal / Team Utility): Consider as a Shoes replacement to counter anti-heal and provide nearby teammates with additional power and lifesteal.
Toxic Blade (Anti-Heal): Freya shouldn't need much anti-heal as her damage should easily out-perform enemy healing, but if multiple enemies have healing function, this is a solid late-game item that also provides attack speed.
Spear of the Magus (Additional Lifesteal / Team Damage): This item can be considered in place of or in addition to Typhon's Fang, as it provides lifesteal. The draw here is for increased damage from teammates, which is great for later-game fights.
Mantle of Discord (Universal Protection): Defensive option with high protections and a passive stun.
Magi's Cloak (Anti-CC): Defensive option chosen to counter strong enemy CC.
This list of relics is short, but likely to be the only ones you'll ever really want/need.
When in doubt, the combination of Purification Beads (anti-CC) and Aegis Amulet (anti-burst) will help prolong your life or get you out of sticky situations.
Magic Shell is a great defensive utility pickup when you don't need both of the other two relics. Upgrade it to gain the "Block" effect to counter enemy basic attackers.
Heavenly Wings is a situational utility pickup, useful to counter lots of enemy slows. Upgrade it to gain the "Haste" effect when Hastened Ring's passive is on CD, and use it to chase or escape as needed.
Standard skill leveling sequence.
Option to level Irradiate at level 3 for early aggression / kill potential. Otherwise, put another point into Pulse for wave-clear.
If you find yourself boxing a lot and getting kills, you can prioritize maxing Irradiate before putting further points into Valkyrie's Discretion.
***NOTE*** Build itemization discussion is now only at the top of the guide.
2021/6/3: Guide is current as of Patch 8.5 Bonus Update. Builds updated.
Freya’s necklace grants her additional Magical Lifesteal. (10% + 0.25% per level, max 15%)|
Discussion: This is an ability you don't have to think about. Having built-in lifesteal is great, but keep in mind the individual lifesteal effect per each target is somewhat lessened when you're using an AOE ability (e.g. Pulse is activated without Irradiate).
This built-in lifesteal allows her to build Typhon's Fang as a standalone main lifesteal item and still get great sustain.
Freya activates a Buff that makes her Basic Attacks do bonus Magical damage (40/55/70/85/100 per attack). Duration 5 seconds. CD 11 seconds. 25% scaling.|
Leveling Priority: Max this 2nd.
General Use: Burst Damage
Discussion: This is an ability you'll use situationally, to provide extra damage to your basic attacks. Typically, it will be activated after Pulse, to provide bonus damage to your ranged attacks when fighting enemy gods or other individual targets (such as the Gold Fury or Fire Giant).
Tips: Consider using this without Pulse when fighting smaller jungle camps or to finish off a small remainder of minions from a wave. You'll use less mana than comboing with Pulse while still doing solid damage, and saving Pulse in case an enemy shows up.
Freya activates a Buff that makes her Basic Attacks ranged, dealing additional Magical damage (20/30/40/50/60 per attack) and Slowing the target (25%) and all nearby enemies. The area effect and Slow is lost when Irradiate is active. Duration 6 seconds. CD 11 seconds. 15% scaling.|
Leveling Priority: Max this 1st for minion clear and overall damage output.
General Use: Wave Clear / Ranged Damage
Discussion: Activate for efficient minion clear and ADC ranged boxing function. Use alone to provide control on an enemy (via the Slow). Combine with Irradiate for max damage output on a single target.
Tips: It may be tempting to always use Pulse when clearing camps or minion waves. However, if there's no rush to push a wave or clear a camp, consider saving this, and use regular basic attacks or Irradiate instead. This keeps Pulse available in case you suddenly can use the ranged ability to fight enemy gods.
Warning: The AOE from Pulse can backfire. Early game, enemy minions can deal a TON of damage to you, and if an enemy steps in range of the AOE, taking one hit can be worthwhile if it turns minion focus onto you. Be cautious of this possibility.
At her ground target location, Freya "banishes" her enemies into the air for 1.5 seconds. Enemies can't be hit or take action while in the air. CD 19/18/17/16/15 seconds.|
(Banish, followed by Pulse and then Irradiate)
Leveling Priority: Max this last.
General Use: Initiation / Escape / Control
Discussion: This can be used as an initiation, continued attack, or escape tool. The small affected area means it's slightly difficult to land consistently, but when it does, it allows you and/or teammates to close the gap or run to safety. You can use more aggressively to initiate when your main "escape" tool, Valkyrie's Discretion, is up.
Tips: Banishes make the affected enemy untargetable. This means you should use the ability with discretion, as untimely use can cause teammate abilities or ults to completely miss.
Although the enemy is untargetable at the height of the banish, as they fall back to the ground, you can hit them, so you can get in an easy hit before they can even do anything about it.
Freya flies above the battlefield, where she fires down AOE magical damage blasts up to 4 times. She can't be targeted or hit while at full ascension, and can cancel anytime. CD 90 seconds. 30% scaling.|
Leveling Priority: Level this as it becomes available.
General Use: Escape / Teamfight AOE Damage / Finisher
Discussion: Many players will just consider this for its offensive capabilities, which are impressive...the large AOE blasts can hit multiple enemies for good damage, and have longer range than her ranged Aurora Blade, helping her finish enemies just out of normal reach. However, Freya doesn't have a low CD teleport or jump, so this is the only ability she has that can get her out of some dangerous situations.
Tips: It provides her with CC immunity and allows her to escape from player-made obstacles, making it a great, easy counter to abilities such as Ares' No Escape or Odin's Ring of Spears. When facing these types of enemies, it's suggested to save the ult until absolutely needed.
So that's it! If you like what I've done and how I try to improve the guide, anyone is welcome to suggest a god for me to work on next...preferably a god without a solid guide...and of course, I have to own him and/or want to play him =P but I'll let you know...
Thanks for reading, and I appreciate any and all comments, suggestions, etc. Feel free to add me/invite me if you want to play!
Brandon / PC IGN: Muffinman17 / PS4 IGN: Branmuffin17
Thanks to the following people:
|For helping with Conquest builds and some tips|
|For general Arena knowledge and in-depth help with builds / calculations|
|For multiple suggestions for better presentation!|
|For aesthetic ideas and templates to make the guide prettier|
|For suggestions for build options and missing info|
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