In SMITE, Skadi is a burst hunter. She has tools that help deal lots of Damage Per Second (DPS) with her autos, get in and out of fights, apply CC for single target and multiple enemies, and overall just shred. With easy to learn combos, she can wreak havoc with cold precision.
Health: 470 (+78)
Mana: 220 (+35)
Speed: 375 (+0)
Range: 55 (+0)
Attack/Sec: 0.95 (+1.6%)
HP5: 8 (+0.69)
MP5: 4.5 (+0.32)
Physical: 11 (+2.8)
Magical: 30 (+0.9)
Damage: 35 (+ 2.5)+ 100% of Physical Power
- Great early game clear
- Powerful slow
- High damage
- Two Movement Speed buffs
- Unique CC
- AoE Root
- One of the best split pushers
- No escape
- Needs some prior setup for her damage
Passive: Kaldr, the Winter Wolf
Kaldr is the selling point of Skadi
. This passive states that he has a passive and active state. He can only be activated by Rune Of The Hunt
. While passive, he will heal his hit points, for a maximum of 5 hit points.
Kaldr, while active, loses 1 hit point for each tick of an ability or tower shot that hits him. Minions must deal five hits to Kaldr for him to lose 1 point.
If Kaldr is active and he loses all 5 hit points, he will be forced into passive state. 1 hit point takes 7 seconds to heal back, for 35 seconds to regain all points.
Lastly, Kaldr moves 110% faster than Skadi
, but attacks at half of Skadi
's attack speed.
Clear: Piercing Cold
This is a line projectile that damages and slows all hit. Kaldr will deal double damage to any enemies affected by this ability's slow. Can go through walls.
This is your main clear, as it is able to hit the whole wave. Level it first.
Pet: Rune of the Hunt
This is how you activate Kaldr. You choose a target that he will rush to attack. He will chase the enemy until you get too far away from him. If his target dies, he will attack the nearest enemy. If no nearby enemies, he will return to, becoming passive as he comes back. The healing does not start until he has fully returned to your side.
This ability is available at level 0. As you level him, his bites get more powerful and he gains new abilities.
- At level 1, he gains a dash attack. This dash happens every 5 seconds, and can be doubled by Piercing Cold.
- At level 3, Kaldr's kills will heal him. He heals for 2 hit points.
- at level 5, Kaldr's attacks give Skadi 10% more movement speed. Remember that Kaldr's movement speed scales off of Skadi's, so this in turn makes him faster as well.
Put one point into it before you reach level 5, than level it last. His bite and dash is based off of your own basic attack damage, so increase your own before increasing his scalings.
Be mindful of how you use Kaldr, as he can die rather quickly. Any tick damage on the field renders him useless. Don't send him into a big minion wave by his lonesome. And he can target towers, so use him as a decoy to buy time for the minions to come, and then call him back.
Crowd Control: Permafrost
This is an Area of Effect that lasts 5 seconds. It deals damage initially to all who enter the area, as well as tick damage for those who stay in the area, 10 times over 5 seconds. Enemies who stay on it will also be slowed, as well lose control of their movement as they slide across the area in the direction they were already going.
steps into the area, she will gain a movement speed buff that lasts for 3 seconds after she has left the area. The area's radius increases as you level it.
This is her unique CC, and there is no other like it in the game. It is also great as a escape mechanic, as you can place it under yourself if being chased, giving yourself a movement speed buff while slowing the enemy.
You can alternatively use it as a chase mechanic for Kaldr, by increasing your own movement speed so he can move faster.
Ultimate: Winter's Grasp
Upon activation, both Skadi
and Kaldr get surrounded by snowstorms that deal tick damage 8 times over 4 seconds. Any enemies hit by its activation will get rooted. The activation also fully heals Kaldr.
This can be used as self peel, rooting any enemies chasing you, or as a kill secure for Kaldr.
In terms of tower damage, you can use the earlier tip of using Kaldr on towers, and when he has 1 point left, activate this ability to restore him to full, if you find that you can safely secure the tower. The same can be done on jungle bosses.
Note: have all abilities on Quick Cast, except for Winter's Grasp
, which should be on Instant Cast.
This is your main combo. You can use this to clear in the early levels. It is also used for poking your enemy hunter. Start with Permafrost
to slow them and have them slide in a direction. While they are sliding, hit them with the Piercing Cold
to slow them even more. After that, basic attack them if you are in range. This is meant for quick poke to apply pressure, not to kill yet.
This is when you start to get Kaldr into the equation. Start by selecting your target for Kaldr, and before Kaldr reaches them, use Piercing Cold
to apply damage, slow, and the doubling effect. At that point, Kaldr will have already hit them with a dash, so use Permafrost
to have them slowed even more and sliding across the lane, to which you can get in range for basic attacks. You can also use the Permafrost
movement speed buff to boost yourself and Kaldr, and go in for the kill, or at the least, they will use either Purification Beads
or Aegis Amulet
to escape death.
Alright, time to put them 6 feet under. Target someone for Kaldr to attack, moving with him so you can get in range for your other abilities and basics. As soon as Kaldr reaches them, press 4 to activate Winter's Grasp
and its root. Once they are rooted, you could either basic them until the root is over, or use Piercing Cold
to slow them, making your basics and Kaldr hit even harder. Once the root is over, use Permafrost
while they are running away so their escape is rendered futile. That is, if they don't die during the root.
You are immobile, you will get chased. If you are, use a Permafrost
under yourself to give yourself a movement speed buff while they are slow and sliding. Once they get back on you, use your Winter's Grasp
to root them in place. And dodge in unexpected patterns.