1. Known for & his Strengths
8. Leveling Order
9. Agni’s Counters
10. Tips and Tricks
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 apply Spear of Magusfor maximum damage.
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 (3rd) 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 combo would be (1st) Path Of Flames into (2nd) Noxious Fumes, into (3rd) Flame wave
*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.
With Agni having a little slower early game build up, I feel like it’s a sin to not rush Bancrofts Talonor at least build it second item to make sure you can get that snowball rolling. If you rush to a Book of Thothor Warlock’s Staff, you can kiss your early game goodbye, it’s not a bad way to go and might even pay off later if you get your stacks done around mid game, but I feel like in this meta if you let your enemy snowball over you in early game then you’re done for, unless you can get some perfect ganks, but I digress. So I recommend either starting with a bancrofts rush start, or a safer early sustain start, starting with Mage’s Blessing, first item boots, and potions (would only do in conquest). Whichever you prefer works, I just like getting bancrofts online earlier for higher burst potential at level 5.
So your first two items will always be Bancroft’s Talonand Shoes of the Magi. 3rd Item should be penetration, and you should almost always pick up Spear of Magus, the only time you wouldn’t is if the person you’re facing already has bought high magical defense (then get Obsidian Shard), or if they’re a healer (then get Divine Ruin). 4th Item I personally choose Chronos Pendant, the MP5, Power, and 20% Cooldown (technically 30%) is fantastic to keep your Ultimate’s charges up as frequent as possible and have a faster dash cooldown just Incase you get in a pinch. 5th and 6th Item are just two more power boost items that are up to your preference and from here you can really decide for yourself, and I made a tab up in the builds section called “Extra Items” specifically to give you different items for you to try out and see what you’d prefer. Although of course I’ll still give you my suggestions. I recommend a Soul Reaver5th Item for that extra burst damage, unless the enemy team doesn’t have any guardians/warriors and nobody has built health items, then I’d recommend a Soul Geminstead. 6th Item I will always pick up a Rod of Tahudibecause if you hit someone that’s in kill range, your job is to make sure they die, plus more MP5 sustain. As your very last item since now we can sell boots and buy a permanent speed potion, it’s again up to you to go to the extra items tab to see what you wanna try, but my personal preference is either a Shaman’s Ringfor more movement and burst damage, or Spear Of Desolationto recover back some penetration you lost from selling boots, and get more power, and cooldown.
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 here on the more important levels.
Outside of conquest I always get all three abilities first, although when it comes to Agni’s Level 1 in conquest, I see a lot of people getting Path Of Flames first to have the speed buff camp sit in the trail of fire for max damage and try to run through wave in mid, and I think it’s not bad but I just prefer the safeness of grabbing your Flame Wave first and utilizing your passive with it. I guess it’s really up to personal choice however you’d like to start your level 1 in conquest, but I recommend getting Flame Wave. 2nd level should be Path Of Flames so you can escape any early ganks and you get more aggressive wave clear if you do choose to. 3rd level I’d recommend just getting Noxious Fumes to start setting up CC for more reliable poke and ganks. From here on out you should be looking to max out your Flame Wave first, then Path Of Flames, and last Noxious Fumes. Of course put a point in your Ultimate Rain Fire every time you can.
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 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.
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 :)
You need to log in before commenting.
[-] Collapse All Comments
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved