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This is by far the safest and easiest way to play Agni’s early game, I know some people prefer the early true damage by getting Conduit Gem instead, and that’s a fine alternative, but again for the easiest early game (and late game too) the few physical protections and great sustain you get from Vampiric Shroud will greatly help you out-stay your opponent to get your Bancroft’s Talon faster, which in turn gives you even better sustain, and also the Sacrificial shroud late game will boost your damage output so high you’ll practically 100 to 0 every squishy god you come across.
Agni can easily be played with a laid-back play style pretty much all game just sitting back lobbing out Ult charges whenever needed for fights when they do occur, so you don’t have to play or build aggressive to keep up with your opponent’s level or to even get a lead. That being said, if you’re playing game modes where there’s more farm available and playing aggressive can be done safer (pretty much every game mode other than conquest) then it can be very advantageous to build straight into a Tier 2 Bancroft’s Talon, skipping a starter item, and getting a big early burst damage increase by buying a full Tier 3 Bancroft’s Talon by level 5. But obviously you can always just play it safe by sticking to the starter build route.
These three items have actually consistently been what Agni wants almost in every build he’s had just about since the beginning. Of course these items have had plenty of changes over the years, but honestly I think they’ve only gotten better over time. Agni is fantastic and much safer when playing with Bancroft’s Talon, it’s one of the biggest power and sustain spikes he can get. Then we have Chronos Pendant- Cooldown Cooldown Cooldown… for as hot headed Agni is, he needs that cooldown (heh…kms) anyways yeah you’re dropping bombs and stuns left and right, so you need to always have at least 1 Ult charge with you at all times. Lastly, Spear of Magus, this item was debatably better back in the day, but with it’s current passive, and the added lifesteal (plus the other stats) this item makes Agni’s combos hit like a truck every time you get your passive on anyone. Not to mention it allows your teammates to dump enhanced damage on your targets too!
Honestly some of the most damage I’ve ever seen Agni do right here. As you can see we’re opting in for a “lifesteal is damage” kind of build, much like Anubis, but you have better mobility and your damage is confirmable from even further away. Making you basically immortal if you keep your distance, and you have enough penetration and additional damage bonuses that guarantees kills if you full combo anyone with your passive up.
Divine Ruin would replace Spear of Magus if needing anti-heal.
Staff of Myrddin would replace Rod of Tahuti if needing more peel from double stuns, cooldown and penetration over raw power. Personally I only get this when my team comp has too low CC.
Charon’s Coin replaces Spear of Magus if specifically multiple enemies are building 3+ magical defense items each, this really doesn’t happen that often, and even then most of the time people like to build hybrid defense items, so they usually don’t have enough defense to really need 40% Penetration, unless they hate being bombed by you lmao.
Lastly, Breastplate of Valor and Genjis Guard are pretty much going to never be used on a Mage unless you’re in ranked duel. So if you’re in duel and your enemy is magical or physical, replace Chronos Pedent with the corresponding incoming damage.
Most notably, Agni is a fantastic beginners god, and is at a discount price of 2000 worshipers. Being one of the first few mages to the game, Agni is a strongly consistent A to A+ Tier god of smite, and is generally considered to be the pinpoint of balance. Agni is a generic burst style mage with mid-long range attacks, an Aoe stun that can be added on top of any attack, and is great at applying dots/burns. Agni can be the center focus of a team comp, or he can be a good side support to the team due to his fairly often CC.
Agni is a well rounded typical mage, although this leaves him vulnerable to your typical mage counters: Hard CC due to having no CC immunity in his kit, Burst damage, and anyone with longer range than him. Also Cripples and Silences are a huge detriment to him, if he can’t dash or his dash gets stopped right after casting it, he’s probably dead or has to use his Beads. Agni realistically only has 2 damage options if being used in a more defensive manner, Agni players would prefer to save the dash for an escape, and if caught without his dash up, he’s a much easier kill to lock down. Additionally, it’s not the worst flaw but you can actually look at the halo on top of Agni’s heads and see specifically how many Ultimate charges he has left according to how many meteors are left on the halo.
Passive Combustion - After landing 4 basic attacks, Agni will gain a buff. On the next cast of Flame Wave or Rain Fire, all enemies hit by those abilities will be additionally set ablaze, taking damage every .5s for 3s.
First ability: Noxious Fumes - Agni summons a cloud of noxious fumes at his ground target location, doing damage every second. Firing any of Agni's abilities into the fumes detonates the gas, stunning all enemies in the radius.
Second ability: Flame Wave - Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.
Third ability: Path Of Flames - Agni blazes a path forward in a quick dash, leaving flames trailing behind him. Any enemies passing through the flames catch fire and burn for damage every .5s for 2s. Ignites Noxious Fumes. Agni is immune to knockback while dashing.
Fourth (Ultimate) ability: Rain Fire - Every 18 seconds, Agni gains a flaming halo that can be expended to summon a giant meteor at his ground target location. He can summon 1 every .8 seconds. Ignites Noxious Fumes.
You should always look to have your passive Combustion up before trying to burst someone down because it’s the best way to reach maximum damage in one combo. Trust me, that “small” tick damage adds up really fast.
Start with firing a (1st) Rain Fire charge, quickly putting (2nd) Noxious Fumes under your opponent’s feet for the stun, then you can do 1-2 more (3rd) Rain Fire charges.
Alternatively you can again start with (1st) Rain Fire, into a (2nd) Noxious Fumes stun, and then while they’re stunned you can walk up into mid range and (3rd) Flame Wave.
A closer range option is (1st) Flame Wave, while the wave travels to its end and dies down you can throw out (2nd) Noxious Fumes at the end for the stun, then throw 1-3 (4th) Rain Fire charges.
A good escape option is to use (1st) Path Of Flames to get away, and while the enemy runs past your trail of flames, throw (2nd) Noxious Fumes on top of them and the fire trail for a stun.
Last (and not safe) combo would be (1st) Path Of Flames into (2nd) Noxious Fumes, into (3rd) Flame wave, then dump 1-3 (3rd) Rain Fire charges.
*The only exceptional way you should use Path Of Flames aggressively is if you know it’s a guaranteed kill, or if you know you won’t be in a bad position after using it*
But even then be careful about it because people want to bait you into using it so they can secure an easy kill on you.
Just read the notes on the build portion for a more elaborate description on how you can start your Agni games, whether Conquest or not Conquest.
As most mages, you’ll just about always want to go with Beadsand Aegisas your two relics, easy as that. The only time you’d really need to get anything else is if you’re playing duel or you’re specifically trying to counter your enemy. If you need to replace one for a different relic, hands down you need to keep beads, Agni has no CC immunity in his kit. Although if all the gods you’re fighting have no hard CC at all, then you might be safe without it.
I’m just going to elaborate on the first few (and most important) levels.
As for gamemodes outside of conquest, start with 2 points in your Flame Wave and 1 point in your Path of Flames, at level 4 get get 1 point in Noxious Fumes, level 5 put your first point into your Ultimate- Rain Fire. From here on out max your Flame Wave with every point you can, and give your ultimate priority to receive points everytime you can level it up.
As for Conquest, (u)start with your 1 point in Path of Flames,(/u) wait at red buff and sit on the side of buff that’s furthest from mid lane (facing mid lane). When your buff spawns, use an auto to take agro of the buff and dash through the buff, lighting it on fire. Just keep autoing it down till you get your buff and run to mid lane. You can either run through the minion wave by dashing from the archer’s side or the warrior minion’s side, but just make sure either way you go, you get away from your enemy’s tower side because depending on your enemy jungler’s rotation, they could already be trying to score a gank on you since you just put your Path of Flames (dash) on cooldown. Safely clear your wave, and get your 2nd level’s point into your Flame Wave.
From here when you hit level 3 just put a 2nd point into your Flame Wave for better damage. level 4 of course get your noxious fumes. And at level 5 grab your Ult. From here leveling is the exact same as your other non-conquest games. Max your 2 as fast as possible and put levels into your Ult every chance you get, after you max your Flame Wave, max your Path of Flames next, and your Noxious Fumes last.
With Agni being a mid-long range mage with high burst, highly applicable CC, AND an escape, who could counter such a well rounded god? Well I wouldn’t call them hard counters but there are some helpful picks that can give you a leg up in a fight.
Before I go off listing the gods that work best against Agni, I think I should explain the specific intricacies that make them good against him. The best thing you can do against Agni is stop/prevent his Path Of Flames so he can’t escape when put in a bad situation. The most reliable way to do this is by using Cripples, Silences, or Walls. Outside of countering his Path Of Flames, the only other way to counter him is by out-ranging him. Obviously if you don’t get hit, you don’t take damage. Unfortunately there’s only one god in my experience that can reliably out-range an Agni, which is Thoth.
Now that you know what counters Agni, here’s a list of gods that have exactly what I just talked about^
Thoth : Thoth has longer range than Agni, so he wins in lane with poke. Also he’s got a great dash and ultimate with huge range too.
Poseidon : Whirlpool’s Cripple and Kraken completely stops Agni’s Path Of Flames unless he uses beads. Also poseiden’s 2 allows him to move fast enough to dodge Agni’s Fire Rain.
Janus : Janus’ portal can stop Agni’s Path Of Flames, and has more mobility than him.
Nox : Nox’s infamous 2 & 1 combo will always get Agni and even stop his Path Of Flames unless he has beads.
Isis : Idk how much I believe Isis is a great counter against Agni seeing as he can stun her out of her Wind Gust, but with the proper usage she’s great at catching his Path Of Flames with the silence, then bursting him down with the rest of her kit.
Thor : Thor is great at catching Agni’s Path Of Flames by either using his 2 to wall him off from escaping or stunning him mid-dash, also if Agni’s beads are down then Thor gets a guaranteed full combo on him.
Ares : Ares’ Chains can Cripple Agni, not allowing him to use Path Of Flames, and either forces him to beads or possibly die to Ares’s triple chain damage. Also if Agni’s beads are down, Ares’ Ultimate guarantees another triple chain combo along with setting up anyone else around to burst Agni down.
Cabrakan : Cabraken’s Ultimate wall forces Path Of Flames to only be used in one direction, danger.
Odin : Odin’s Ultimate, Ring Of Spears, completely traps Agni in all directions, rendering Agni completely helpless unless he or one of his teammates have the relic Phantom to bust him out.
Ymir : A good Ymir wall can absolutely demolish an Agni if used to block off Path Of Flames or any escape route. Also Ymir’s stun is devastating if Agni doesn’t have beads up.
Just a couple things I thought might be worth mentioning to the inexperienced Agni players of smite.
1) All of Agni’s abilities (besides Path Of Flames) can be used through/over walls
2) If you’re in need of leaving lane for a rotation and you don’t want to lose the Xp and gold, You can leave Noxious Fumes on top of a minion wave to use as a lingering damage pool, which will count you to be “in combat” with the minions, so at any range away from lane you’ll still catch the Xp and gold when the minions naturally die by fighting each other.
I took recommendations in the comments to make the guide with BBcode, and I hope it was helpful! If anyone wanted to know how I learned so they can too, here’s a link to the Examples page I used and the Playground page to check if the coding was correct. Thanks for reading and leave me your criticism in the comments so I can improve this guide with your feedback! I may do a Ymir full god guide next since he’s also one of my favorite gods in smite and I really enjoyed making this one :)
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