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Grandmaster Cliodhna Jungle

19 3 30,009
9.4
by AutoSpeed updated April 21, 2024

Smite God: Cliodhna

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Cliodhna Build

Starting Items

Notes Bumba's Spear is the best jungle starter for our style during the late game, as it will deal the highest ability damage.
Golden Shard will save our mana in the early game, as we will only need 1 ability per jungle camp this way.

Notes

Bumba's Spear is the best jungle starter for our style during the late game, as it will deal the highest ability damage.
Golden Shard will save our mana in the early game, as we will only need 1 ability per jungle camp this way.

Build Item Bumba's Dagger Bumba's Dagger
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
3
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes You have a deceptive amount of healing with this build. It allows for you to haunt your enemies without needing to return to fountain

Notes

You have a deceptive amount of healing with this build. It allows for you to haunt your enemies without needing to return to fountain

Build Item Bumba's Spear Bumba's Spear
Build Item Soul Eater Soul Eater
Build Item Jotunn's Vigor Jotunn's Vigor
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Heartseeker Heartseeker
Build Item The Crusher The Crusher
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Judgement Aegis of Judgement

Optional Items

Notes Bluestone Pendant would replace Bumba's Spear. This would severely hurt your farming and buff secure in the early game, but will do by far the most damage late game. If you feel confident you can pull it off, feel free to give it a shot.

Notes

Bluestone Pendant would replace Bumba's Spear. This would severely hurt your farming and buff secure in the early game, but will do by far the most damage late game. If you feel confident you can pull it off, feel free to give it a shot.

Build Item Bluestone Brooch Bluestone Brooch

Cliodhna's Skill Order

Banshee's Wail

1 X Y
Banshee's Wail
2 4 6 7 10

Flickering Visions

2 A B
Flickering Visions
3 15 16 18 19

Lurching Claw

3 B A
Lurching Claw
1 8 11 12 14

Tearing the Veil

4 Y X
Tearing the Veil
5 9 13 17 20
Banshee's Wail
2 4 6 7 10

Banshee's Wail

1 X
Cliodhna wails at enemies before her, causing damage 3 times, with the final hit being the strongest. The final hit will also cause enemies to be silenced and deafened for 1.5s. While channeling this scream Cliodhna is immune to knockups. While inside a wall Cliodhna will cause a spectral face to appear and wail in her stead that damages enemy gods in a wider cone.

Ability Type: Cone
Scream Damage: 30 / 45 / 60 / 75 / 90 (+40% of your Physical Power)
Final Hit Damage: 60 / 100 / 140 / 180 / 220 (+60% of your Physical Power)
Range: 30
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 12s
Flickering Visions
3 15 16 18 19

Flickering Visions

2 A
Cliodhna fires a distorting bolt of energy that explodes on contact with a living soul. Enemy gods hit by this explosion lose the ability to perceive Cliodhna for 4s. If Cliodhna attacks or is hit she flickers back into vision before fading back out. As long as one enemy god is debuffed Cliodhna gains a Movement Speed Buff.

Ability Type: Line AoE
Bolt Damage: 70 / 125 / 180 / 235 / 290 (+80% of your Physical Power)
Movement Speed: 25%
Radius: 15
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s
Lurching Claw
1 8 11 12 14

Lurching Claw

3 B
Cliodhna dashes forward, damaging enemies she passes through. At max range, if she cancels this dash, or upon refiring the ability she will unleash a claw swipe that deals heavy damage. Cliodhna can cast this while inside a wall, resulting in the dash traveling further.

Ability Type: Line/Cone
Dash Damage: 35 / 60 / 85 / 110 / 135 (+30% of your Physical Power)
Claw Damage: 90 / 140 / 190 / 240 / 290 (+80% of your Physical Power)
Range: 45/55
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Tearing the Veil
5 9 13 17 20

Tearing the Veil

4 Y
Cliodhna tears the veil between life and death, unleashing banshees in a line in-front of her after a brief delay. When it first opens it deals heavy damage before dealing rift damage rapidly to targets in the area and slowing them. Enemies hit by subsequent hits take less damage. This ability has 2 charges. Cliodhna can use this ability while inside a wall. When used this way the veil is weakened but not fully torn, instead activating when a target gets too close.

Ability Type: Tampered Line
Opening Damage: 150 / 225 / 300 / 375 / 450 (+60% of your Physical Power)
Rift Damage: 60 / 95 / 130 / 165 / 200 (+30% of your Physical Power)
Slow: 6%
Slow Stacks: 6
Range: 70
Cost: 30 / 35 / 40 / 45 / 50
Cooldown: 55s

Cliodhna Threats

Tap each threat level to view Cliodhna’s threats

Max
0
Major
4
Even
12
Minor
5
Tiny
2

Cliodhna Synergies

Tap each synergy level to view Cliodhna’s synergies

Ideal
1
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, my name is AutoSpeed and I have been a Grandmaster + 3500 (MMR cap) in Conquest, Joust, and Duel in every recent season. I'm happy to share my knowledge of the game with everyone, and I appreciate any and all feedback!

Here are my channels:

Cliodhna Basics

Cliodhna's Abilities


Passive - Relentless

Cliodhna can walk into walls every 13 seconds, with up to two charges. She looses an increased % of her health overtime inside a wall, and cannot enter a wall below 25% health or when crippled.

Phantasmal lets you avoid damage freely, and it also empowers some of your abilities to do bonus effects. You want to hang near walls to be able to quickly hit enemies.


Ability 1 - Banshee's Wail

Cliodhna wails, dealing damage 3 times to enemies in front of her. The final wail does extra damage, and silences enemies hit.

She is knockup immune while channeling. If Cliodhna is inside a wall, the ability appears outside the wall with a wider radius.

Banshee's Wail is your main damaging ability, used to clear camps and hit enemy gods. All of Cliodhna's abilities are fine to rank up first, but Banshee's Wail is the best because of the damage it can do from inside a wall. Use it whenever possible from inside a wall.


Ability 2 - Flickering Visions

Cliodhna fires a bolt of energy which explodes on contact. She then gains movement speed, and enemies hit loose vision of her for a short duration.

Flickering Visions is used to hit enemies from afar, and is a solid ability for stopping blinks.

It can also be used to disengage, as it gives you movement speed and stealth if you hit an enemy god.


Ability 3 - Lurching Claw

Cliodhna dashes forwards, damaging enemies she passes through. She then swipes, dealing greater damage to enemies within a cone of the direction she's facing.

This ability can be cancelled to deal the cone damage early. If she's inside a wall, the dash travels a longer distance.

Lurching Claw deals a solid amount of damage, and should be used as a finisher. If Banshee's Wail wasn't a confirmed hit while inside a wall, you would level this ability to max first as it does a large amount of burst damage.


Ultimate - Tearing the Veil

Cliodhna summons a portal, exploding for massive burst damage in a straight line, and doing continuous damage to enemies within it's radius.

This ability has two charges. If used while inside a wall, it remains dormant until an enemy comes close, in which case it explodes and does the effect in the direction Cliodhna chose.

Tearing the Veil does a massive amount of damage, and is her signature zoning ability. You use this ability to hit enemies from afar, while also cutting off chokepoints from them.

It has great synergy with cooldown and proc items, as it has 2 charges.


Ability Rotations:

Initiation:

Phantasmal > Banshee's Wail > Lurching Claw > Auto Attack > Flickering Visions > Auto Attack > Tearing the Veil

Melee Range:

Flickering Visions > Banshee's Wail > Auto Attack > Lurching Claw

Ultimate:

Tearing the Veil > Flickering Visions > Lurching Claw > Auto Attack > Tearing the Veil > Banshee's Wail

Cliodhna Jungle Basics

Early Game:
  • Star at the Fire Giant side Speed Buff (or Red Buff), and group up the jungle camps with your mid laner. Once the Red and Speed buff jungle camps are cleared together, head towards your remaining speed buff. Your mid laner should help you clear this buff camp. Finally, head towards the exp camp near the Tier 1 Mid tower, presume you will clear this alone.

  • You now have 2 choices. You can stay in the Jungle towards the mid lane, looking for a gank on the enemy mid laner or clear the Mid-Harpies. The second option is to head straight to duo lane, and look for a gank on the enemy duo lane (and clear Scorpion). Heading to Duo lane has a greater risk, but much greater reward if successful.

  • Cliodhna has decent wave/camp clear, but a poorer fight compared to other junglers due to a lack of CC. It's okay to let the enemies pressure you at the start.

  • Duo lane may be your easiest gank, as your support can solve the problems of your lack of CC. Fish for opportunities over in the duo lane, and if nothing occurs, follow the pattern of Buff Camps > Rotations > Harpies.

  • When you've unlocked your ultimate Tearing the Veil, you receive a massive damage upgrade. It is a difficult ability to hit, but it is very strong at zoning. Cliodhna is very strong at counterrotations, as you can hit multiple people at once and run them down. Think of your job as preventing ganks, secondary to ganking enemies yourself.

Mid Game:
  • Begins around ~14 minutes, or when most people have hit Level 12 and unlocked their Second Relic. Most enemy teams have gotten around to warding by now, and team fights become increasingly common. Most builds have started to show effectiveness.

  • Start taking advantage of your passive Phantasmal to go inside walls. You give your team a powerful amount of vision, cannot be hit, and can hit the enemies while inside. Use Banshee's Wail and a charge of Tear the Veil to fish for damage, and hop out of the other side of the wall towards safety.

  • Keep showing up to team fights and poking the enemy team in the same way, you can rack up player damage by repeating this process.

  • When the enemies become low enough, use Lurching Claw to jump out and finish the job.

Late Game:
  • Almost everybody has hit Level 20, Fire Giant is the most important objective on the map. Starter items become unlocked at Level 20, which results in a damage/defensive spike. This means that everybody dies faster, and Team Fights are the most important thing.

  • Learn the geometry of the Fire Giant side of the map. Certain rocks go a long distance and give many opportunities, others are dead ends and turn into traps. Your job is to give your team vision from an unhittable position, and harass unexpecting enemies.

  • If the fight has already started, initiate with Tearing the Veil and Phantasmal Claw.

  • During the siege fights, go inside of the wall by the phoenix and try to hit someone with Banshee's Wail and Tearing the Veil. If you successfully hit an enemy with both of these, they almost surely have to back to base, and your team can push the phoenix for free.

Warding


Green = Early/Rotational wards, you don't go out of your way to place these wards. Place them while already in the area, they are used to prevent blind spots while you rotate. They also double as objective wards

Blue = Late game wards, you want to place them as high as possible without getting caught by the enemy doing so. They cut off chokepoints on the enemies side, which lets you know which side of the map they are on. Good wards for a Fire Giant fight

If you find yourself at an enemy buff camp, feel free to drop a ward for the timer if you plan on coming back!

It is very important to recognize which side of the map enemies are on. If you see the enemy jungler on the solo side, recognize they could counter-rotate if you try to play on that side of the map. On the flip side, it means you are free to rotate on the Gold-Fury side of the map!

Final Advice

Cliodhna is a passive jungler, who waits for her enemies to overstep and punishes them from the shadows. Escort your team out of sticky situations in the early game, and go solo into walls during the late game to ambush the enemy team. The more grouped up they are, the more devastating your damage will be!

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