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Alternate Support start with Benevolence, T1 Glowing Emerald (building into Gauntlet of Thebes), potions, and Hand of the Gods (use on 2nd Void camp).
Benevolence provides a unique healing mechanic for teammates and small but steady health and mana sustain. You choose this starter with the intention of upgrading to Compassion later.
If you want more early sustain, you can replace HoG w/ more potions.
Support build with Benevolence upgraded to Compassion at level 15. Good for consistent XP gain and more helpful against magical enemies.
Balances protections, CDR and health with a variety of situational but helpful items to support your teammates and counter enemy gods.
Pridwen is shown here immediately after Thebes to provide a boost in CDR, with good synergy in the passive with his ult. It can be subbed for BoV or one of the cloaks if preferred.
While Ganesha is great at preventing ability use, other than his 3 he's fairly helpless against basic attacks, so Midgardian Mail is shown here to reduce some of that incoming basic attack damage. If the enemy ADC is building into crits, Spectral Armor should be used instead.
Standard Support start with Sentinel's Gift, T1 Glowing Emerald (building into Gauntlet of Thebes), potions, and Hand of the Gods (use on 2nd Void camp).
Sentinel's provides very strong early sustain and is the safest choice for universal defensive support function throughout a match.
If you want more early sustain, you can replace HoG w/ more potions.
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.
Tanky items that also provide CDR; useful later in a match for higher ability use:
Breastplate of Valor (Anti-Physical, High CDR): this is your main source of physical protection that also provides high CDR. Typically upgrade to Breastplate of Determination.
Genji's Guard (Anti-Magical, Mana Sustain): incredible mana regen which means you'll never run out. This is a very balanced item that can be considered especially when facing 3 magical enemies.
Shogun's Kusari (Teamfight / Objective Push): Works well when your team has multiple basic-attacking gods. Generally preferred magical protection item over Genji.
Spirit Robe (Balanced Protections, Anti-CC): one of the most well-rounded protection items, and the passive's damage mitigation works very well when facing lots of CC.
Magi's Cloak (Anti-CC): Helpful against lots of enemy CC, consider the upgrade Magi's Shelter to provide CC protection to nearby teammates.
Prophetic Cloak (Constant Mitigations): Best to build earlier to start building stacks and get the passive mitigations up.
Pridwen (Late-game CDR): Solid pickup if you're looking for CDR and are looking to play a bit more aggressively after you've ulted.
Build these mid to late-game to counter specific enemy strengths:
Midgardian Mail (Anti-Physical, Anti-Basic Attack #2): When hit by basics, slows enemy attack and move speed. Great against multiple enemy basic attackers.
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.
Winged Blade (Anti-Magical / Anti-Slow): If you're finding yourself slowed constantly, this can give you the added mobility you need to get to the place you're needed ASAP.
Most of these have some offensive teamfight function (except Oni Hunter's Garb). They can be picked up anytime, but some are fairly situational, so consider with some caution.
Divine Ruin (Offensive Anti-Heal): Strong offensive item if you need anti-heal and your team is consistently on the offensive.
Ethereal Staff (Health Steal): Nice passive effect in stealing health from others and giving it to you. Comes with CC reduction and pretty good power as well.
Relic Dagger (Relic Utility): Specifically beneficial when you've picked up good teamfight relics, as the relic CDR means you can utilize the added effects more often.
Stone of Binding (Offensive Support): This is an item that provides additional offensive potential for your team.
Oni Hunter's Garb (Defensive Teamfight Mitigations): This has magical protection, but the passive mitigates ALL incoming damage in a teamfight when multiple enemies are near.
Emperor's Armor (Structure Siege / Defense): Useful in the mid game, allows for strong defense of structures or diving offensively under enemy towers to secure a kill.
Manticore's Spikes (Team Offense): Good support stats combined with a passive that Ganesha easily gets use out of with easily-applied hard CC abilities.
These are all relics helpful for Ganesha, with a variety of effects:
*NOTE* Writeup on items are all contained in the notes in the build at the top!
2023/2/3: Guide is current as of Patch 10.1, "The Fire Giant." 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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