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Cookie-cutter Support build with aura items providing passive teammate assistance.
Gauntlet of Thebes is a solid early item for Ganesha, since even his minion kills count as assists, making it easier for him to stack than any other Support.
Sovereignty is optional but a strong pick for good HP5 and general physical protection.
Pridwen provides high CDR.
Oni Hunter's Garb balances protections while giving some pure mitigations when in teamfights.
Once you reach level 17, upgrade Sentinel's Gift to Sentinel's Embrace.
Replace Shoes late with Elixir of Speed and an item of your choice.
Shoes of Focus (Utility Via CDR): High ability use, due to the CDR it provides.
Reinforced Shoes (Early Tankiness): Great early protections can be considered when facing a strong early-game enemy team, and you anticipate high aggression.
Traveler's Shoes (High Move Speed / Mana Sustain): Best for rotations and helps to prevent you from running out of mana.
Standard Support items:
Sovereignty (Anti-Physical): Provides great physical protection and health sustain for you and nearby teammates. Choose before Gauntlet if highest incoming damage is physical and you want higher health sustain.
Heartward Amulet (Anti-Magical): The converse of Sov, and is good if facing 3 magical enemies, or both ADC & Support are magical and you're looking for an early counter. This is the item you can most easily substitute with other items.
Gauntlet of Thebes (Balanced Protections): Great balanced protections, with some health and health sustain. Needs stacking from minion & god kill assists. Can be picked up early, but is okay to pick up later in a build, as it shouldn't take long to stack and provides very solid stats.
Choose these items with intent to help secure early kills, provide increased team damage, and add offensive oomph.
Void Stone (Magical Team Damage Boost: Takes away 20 magical protections from nearby enemies. Best if you have more magical teammates, but you can make use of this in any situation.
Shogun's Kusari (Team Basic Attack Boost): Great if you have multiple basic attackers on your team. Also highly functional for taking down towers and phoenixes quickly.
Tanky items that also provide CDR; useful later in a match for higher ability use:
Pridwen (Moderate Dual Protections, High CDR): As a mid to late-game item after building earlier protections and health, this item is a solid addition that provides a high amount of CDR. The passive is perfect for dropping your ult at the beginning or the middle of a teamfight.
Spirit Robe (Anti-CC): Moderate Dual protections with high utility against a lot of enemy hard CC. Has added damage mitigation function for survivability.
Mantle of Discord (High Dual Protections, Situational Stun): High balanced protections and a situational stun that's great when in the midst of a teamfight.
Build these mid to late-game to counter specific enemy strengths:
Hide of the Nemean Lion (Anti-Physical, Anti-Basic Attack): Provides high physical protection and block stacks when building lots of protections.
Midgardian Mail (Anti-Physical, Anti-Basic Attack #2): When hit by basics, slows enemy attack and move speed. Great against multiple enemy basic attackers. Consider pairing with Witchblade for enhanced attack slow.
Witchblade (Anti-Physical, Anti-Basic Attack #3): Provides a more reliable attack speed slow function, whether enemies attack you or not. Great when paired with Midgardian Mail. Also provides CDR and physical protection.
Spectral Armor (Anti-Physical, Anti-Crits): Specifically used to counter critical strikes.
Contagion (Anti-Physical / Anti-Heal): Specific use to counter enemy healing and lifesteal of all types. Good physical protection and mana pool/sustain.
Pestilence (Anti-Magical / Anti-Heal): Specific use to counter enemy healing and lifesteal of all types. High magical protection and health are helpful.
Utility items with a variety of functions:
Emperor's Armor (Objective Aggression / Defense): Strategic objective-based item for the mid-game. Helps you take less damage if attacking objectives, and increases objective DPS against enemies.
Relic Dagger (High Utility / Relic Use): Great balanced stats for a Support, with CDR for relics. Choose those relics carefully so you can get the most out of them.
Talisman of Energy (Early / Mid Rotation Pressure): An option for enhanced group rotation speed, and great when you're with basic attackers.
Oni Hunter's Garb (Teamfight Damage Mitigation): When you're near enemies, it provides up to 9% damage mitigation. This is calculated BEFORE normal protections so is a great tank item, and is also the best defense against true damage.
Ethereal Staff (Health Steal): A nice item to provide base health, and also steal health from enemies. Health stolen is damage done. Also provides some decent power and CC reduction.
These are all relics helpful for Ganesha, with a variety of effects:
Heavenly Wings (Chase / Escape): 1st or 2nd relic option. Great function to counter slows, with a boost in move speed to help chase down fleeing enemies or escape a dangerous situation.
Magic Shell (Teammate Survival): 1st or 2nd relic option. Provides a 3 second shield and (upgraded) 2 stacks of Block, to absorb incoming enemy basic attacks. Great to counter expected burst.
Belt of Frenzy (Teamfight / Objective Offense): Provides an increase in damage and attack speed to help in teamfights or to quickly take down objectives.
Cursed Ankh (Anti-Heal): Specifically used to counter enemy healing and lifesteal of all types.
Phantom Veil (Escape though Obstacles): Niche 2nd relic that YOU should not need this yourself. However, your teammates may rely on you to help them out against Ymir or Odin.
Example aggressive build with early offense potential.
Reinforced Shoes sets the tone for absorbing damage you'll take being aggressive in your positioning, and offsets the somewhat mediocre protections you'll get from Stone of Binding, which Ganesha can easily apply to promote early aggression.
Gauntlet of Thebes after Binding provides health and balanced protections for general tankiness. It's followed by Pridwen for CDR
The 6th item shown here is optional: to continue aggression, consider Ethereal Staff for the health steal. You can also consider Void Stone to help your magical teammates' damage output, or choose any other item as preferred.
Once you reach level 17, upgrade Sentinel's Gift to Sentinel's Embrace.
Replace Shoes late with Elixir of Speed and an item of your choice. You will also replace Stone of Binding.
*NOTE* Writeup on items are all contained in the notes in the build at the top!
2021/2/5: Guide is current as of Patch 8.1, "Season 8." Builds updated.
Quick note on skill leveling: Early game, you'll usually focus on getting your wave-clear ( Turn of Fate) leveled. You don't necessarily have to max it first, because leveling Ohm provides lower CD and a very nice protection aura buff (albeit for less than 2 seconds) that you might appreciate.
Any time Ganesha deals a killing blow, the nearest Friendly God receives credit for the kill (Ganesha receives the rewards for an assist instead). In addition, his assist range is increased by 20 and time before he loses assist credit is increased by 5s.|
Discussion: This is a passive that really changes how you can play as a Support. Granting kills (and getting assists yourself) allows you to ignore the typical "avoid last hitting" rule...yes, you even grant MINION kills to nearby teammates.
As such, you don't have to worry about "kill stealing," especially with gods that rely on kills to get unique bonuses (e.g. Kali's Marked for Death, Thanatos' Harvester of Souls, Xbalanque's Dead of Night). This also allows you to continually help clear the wave, which can give you an early advantage in-lane.
In addition, your assist range is larger than any other god, so you can be further away and still get credit.
Ganesha curses his Enemies, damaging them. For each Enemy he hits (up to a maximum of 5), all Allied Gods within 55 units of Ganesha gain bonus Damage for 4 seconds (2% per stack, up to 5 stacks). CD 14 seconds.|
Leveling Priority: Max this 1st / 2nd to help with wave clear.
General Use: Wave Clear / Poke / Bonus Team Damage
Discussion: This is your main WAVE-CLEAR ability. Use this on the enemy minions BEFORE your ADC uses their wave clear to have them get the bonus damage.
In teamfights, use on the team's main target to increase the damage they take.
Ganesha begins chanting and rises into the lotus position, where he is slowed slightly but can travel freely in all directions. While chanting, he silences Enemy gods in a cone in front of him and increases Protections (20/30/40/50/60) for all nearby Allied Gods. CD 14/13/12/11/10 seconds.|
Leveling Priority: Max this 1st or 2nd for the reduced CD and increased protections it grants.
General Use: Control / Peel
Discussion: Use as a PREVENTATIVE by silencing enemies (possibly forcing Purification Beads) and preventing them from using abilities.
Use as a COUNTER to channeling or multi-activation abilities to either interrupt their flow, or completely cancel their abilities mid-use.
Combines very well in combination with Remove Obstacles or Dharmic Pillars (more in the Ability Combos section).
Ganesha charges forward, holding them in place and damaging the enemy before knocking them up. While dashing, Ganesha passes through player-made deployables. CD 15 seconds.|
Leveling Priority: Max this last.
General Use: Initiation / Escape / Kill Secure
Discussion: Use to INITIATE and SET UP KILLS, by holding enemies in place and then knocking them up, making them an easy target for teammates.
Use as secondary WAVE CLEAR in combination with Turn of Fate, only when you know enemies aren't close.
Use to PEEL for teammates that need to retreat.
Use to ESCAPE when you need to save your own bacon. Remember it GOES THROUGH ENEMY DEPLOYABLES (such as Odin's Ring of Spears and Ymir's Ice Wall). Combines well with Ohm and Dharmic Pillars (more in the Ability Combos section).
Ganesha summons the Four Great Pillars of Righteousness to imprison his Enemies. Between each pair of pillars a magical field is created, and Enemies who pass through the field take Damage, are Slowed, and have their Protections reduced for 3s.|
Enemy Minions and Jungle Monsters only take 40% of this Damage.
Leveling Priority: Level this as it becomes available (generally).
General Use: Zoning / Damage
Discussion: This is mainly a CONTROL and ZONING tool. Drop it anytime you need to control an area, focus enemies, etc. You can also use it defensively (due to the potential damage and the slow) to try to create distance between the enemy and yourself / teammates.
It can also provide a surprising amount of DAMAGE, if you can keep enemies in the field. Combines well with Ohm and Remove Obstacles (more in the Ability Combos section).
For general tips on how to play Supports, please visit the Support section of The Overarching Conquest Guide.
So that's it! 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
(I hope you're satisfied, boogie. This took me hours to write. XD)
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