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GRANDMASTER HEIMDALLR ADC GUIDE

17 6 28,410
7.6
by TottiGR updated April 9, 2024

Smite God: Heimdallr

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Heimdallr Build

Cowl Build Starting Items

Notes Leather Cowl is one of the best starters for fighting and sustaining in lane, providing you with movement speed when you are alone, lifesteal, attack speed and power.

Spiked Gauntlet will evolve into Devourer's Gauntlet.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Leather Cowl is one of the best starters for fighting and sustaining in lane, providing you with movement speed when you are alone, lifesteal, attack speed and power.

Spiked Gauntlet will evolve into Devourer's Gauntlet.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Leather Cowl Leather Cowl
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Build

Notes Leader's Cowl is insane for team fights in late game because it gives you attack speed in area for your teammates and will provide you with lifesteal (sustain), 250 health that can make a difference between surviving or not, good amount of power and an incredible attack speed stat.

Devourer's Gauntlet is essential on an basic attack damage build because it gives you flat penetration, power and lifesteal (you always need sustain as a hunter).

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice because of how many stadistics provides to yourself.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Judgement provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Notes

Leader's Cowl is insane for team fights in late game because it gives you attack speed in area for your teammates and will provide you with lifesteal (sustain), 250 health that can make a difference between surviving or not, good amount of power and an incredible attack speed stat.

Devourer's Gauntlet is essential on an basic attack damage build because it gives you flat penetration, power and lifesteal (you always need sustain as a hunter).

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice because of how many stadistics provides to yourself.

Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.

Devoted Deathbringer is a really good choice as last item. It fits perfectly on the crit build because will increase your crit damage and your critical chances. The glyph will also provide you of much power that will help you with the DPS into objectives or structures.

Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Judgement provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

This build is meant for competitive because your enemies are supposed to be in communication and playing smart so you will be in most of the cases only hitting tanks or junglers that are trying to kill you. Most of them will have more than 200 hundred physical and magical protections and more than 3000 HP so you will need to have bought penetration items for being able to kill them as quick as possible.

Build Item Leader's Cowl Leader's Cowl
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Envenomed Executioner Envenomed Executioner
Build Item Demon Blade Demon Blade
Build Item Dominance Dominance
Build Item Devoted Deathbringer Devoted Deathbringer
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Manikin Starter Build

Notes Manikin Scepter is one of the best starters for fighting and sustaining in lane, it will give you a lot of damage in basic attacks.

Spiked Gauntlet will evolve into Devourer's Gauntlet.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Manikin Scepter is one of the best starters for fighting and sustaining in lane, it will give you a lot of damage in basic attacks.

Spiked Gauntlet will evolve into Devourer's Gauntlet.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Manikin Scepter Manikin Scepter
Build Item Spiked Gauntlet Spiked Gauntlet
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Full Manikin Build

Notes Manikin Mace is insane for team fights in late game because it gives you attack speed, physical protections and a lot of basic attack damage with HP stats that can help you sustaining during teamfights.

Devourer's Gauntlet is essential on an basic attack damage build because it gives you flat penetration, power and lifesteal (you always need sustain as a hunter).

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. (THIS ITEM IS SUPER CORE WITH Heimdallr), I always buy it as second item because it provides me of a lot of pressure and 1vs1 against every hunter.

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).


Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.



Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Judgement provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Notes

Manikin Mace is insane for team fights in late game because it gives you attack speed, physical protections and a lot of basic attack damage with HP stats that can help you sustaining during teamfights.

Devourer's Gauntlet is essential on an basic attack damage build because it gives you flat penetration, power and lifesteal (you always need sustain as a hunter).

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. (THIS ITEM IS SUPER CORE WITH Heimdallr), I always buy it as second item because it provides me of a lot of pressure and 1vs1 against every hunter.

Envenomed Executioner is a cheap item that enables you to decrease enemies' protections when you hit them with an auto attack and good attack speed stats. Later in lategame you should evolve it to the envenomed because it will decrease enemies healing and shields when they get hitted by an auto.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).


Dominance provides you with the essential stats that a hunter needs: attack speed, power, mana sustain and an incredible penetration percentage on basic attacks.



Temporal Beads provides you with immunity to CC and cooldown reduction.

Aegis of Judgement provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Build Item Manikin Mace Manikin Mace
Build Item Devourer's Gauntlet Devourer's Gauntlet
Build Item Griffonwing Earrings Griffonwing Earrings
Build Item Envenomed Executioner Envenomed Executioner
Build Item Qin's Sais Qin's Sais
Build Item Dominance Dominance
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration

Other Items

Notes Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. (THIS ITEM IS SUPER CORE WITH Heimdallr), I always buy it as second item because it provides me of a lot of pressure and 1vs1 against every hunter.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice if you go for a critical damage based build. You should always buy it instead of Executioner or Dominance.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.

Notes

Atalanta's Bow provides you with physical penetration, good power and a lot of attack speed. If you want to buy it against gods with slow you should always buy it instead of Fail-Not.

Phantom Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Bladed Boomerang fits really good in the critical item build, it provides you with good power, attack speed and critical chance. Insane for dueling the other hunter during early game and wining trades. You should always look to buy it instead of Qin's Sais as a third item, always after Executioner.

Odysseus' Bow is pretty cool for farming damage and dealing high amount of damage during team fights in late game. The only problem that it has is that it doesn't provide of any power stat so you will have less DPS.

Titan's Bane it is always a good choice if you need more penetration in your build but I think it is enough if you have bought Executioner and Dominance.

Griffonwing Earrings is the best choice for dueling against the other ADC because it gives you a lot of power and attack speed. (THIS ITEM IS SUPER CORE WITH Heimdallr), I always buy it as second item because it provides me of a lot of pressure and 1vs1 against every hunter.

Demon Blade provides you good critical chance, power, attack speed and penetration. Always a good choice if you go for a critical damage based build. You should always buy it instead of Executioner or Dominance.

Qin's Sais you should always buy this item if you don't know exactly what do build next because of its passive, it is really strong for killing supports and solo laners (tanky gods).

Fail-Not provides you with multiple insane stats like critical chance, penetration, CD and power. It is also good because having some critical chance will be essential for late game fights and more important, doing more DPS to objectives like Fire Gigant, Gold Fury or Pyromancer.

Build Item Atalanta's Bow Atalanta's Bow
Build Item Qin's Sais Qin's Sais
Build Item Bladed Boomerang Bladed Boomerang
Build Item Odysseus' Bow Odysseus' Bow
Build Item Titan's Bane Titan's Bane
Build Item Griffonwing Earrings Griffonwing Earrings
Build Item Fail-Not Fail-Not
Build Item Phantom Shell Phantom Shell

Heimdallr's Skill Order

Piercing Sight

1 X Y
Piercing Sight
1 4 6 7 10

The Gjallarhorn

2 A B
The Gjallarhorn
3 8 11 12 14

The Bifrost

3 B A
The Bifrost
2 15 16 18 19

Through The Realms

4 Y X
Through The Realms
5 9 13 17 20
Piercing Sight
1 4 6 7 10

Piercing Sight

1 X
Heimdallr throws his sword, Hofuð, into the air. It shines with brilliant light that reveals enemies within 80 units. Heimdallr can refire this ability to call the sword down, causing it to fly to the target location and damage enemies.

Ability Type: Circle
Damage: 90 / 145 / 200 / 255 / 310 (+85% of your Physical Power)
Radius: 15
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 12s
The Gjallarhorn
3 8 11 12 14

The Gjallarhorn

2 A
Heimdallr blows the Gjallarhorn for 2s, causing enemies in front of him to lose Movement and Attack Speed while taking damage every .5s. While blowing his horn, Heimdallr is immune to knockups and gains bonus protections. When Heimdallr ends this cast, either through cancelling it himself or after 2s, he raises the Gjallarhorn for a final blast. This blast damages enemies and knocks them away from Heimdallr.

Ability Type: Cone
Damage Per Tick: 8 / 16 / 24 / 32 / 40 (+30% of your Physical Power)
Knockback Damage: 50 / 90 / 130 / 170 / 210 (+60% of your Physical Power)
Slow: 15 / 17.5 / 20 / 22.5 / 25%
Slow Duration: 1.5s
Range: 60
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
The Bifrost
2 15 16 18 19

The Bifrost

3 B
Heimdallr manifests a fragment of the Bifrost at his target location. When two fragments are placed, they become linked, allowing Heimdallr to traverse the Bifrost. The greater the distance between the fragments, the longer it takes to begin traversing, and the longer it takes for it to be usable again. If Heimdallr places a third fragment down, the oldest fragment vanishes. Enemies that walk between two fragments are revealed to Heimdallr.

Ability Type: Circle
Distance Scale: 85 to 700 units
Warmup Scale: 0.8s to 3.5s
Cooldown Scale: 16s to 210 / 180 / 150 / 120 / 90s
Range: Unlimited
Cost: 40
Cooldown: Variable
Through The Realms
5 9 13 17 20

Through The Realms

4 Y
Heimdallr charges forward, axe ready. If Heimdallr hits an enemy god, he stuns them before unleashing a devastating swing of his axe, launching his target into the sky. A Bifrost portal appears and Heimdallr sends the launched foe through the realms of Muspelheim and Niflheim before returning them back to the battleground at a random location in front of him. Muspelheim burns the enemy every .5s for 1.5s while Niflheim slows the enemy for 2.5s.

Ability Type: Dash
Hit Damage: 120 / 200 / 280 / 360 / 440 (+70% of your Physical Power)
Muspelheim Damage: 25 / 35 / 45 / 55 / 65 (+15% of your Physical Power)
Wall Hit Damage: 35 / 75 / 115 / 155 / 195 (+30% of your Physical Power)
Niflheim Slow: 25%
Travel Duration: 4s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 90s

Heimdallr Threats

Tap each threat level to view Heimdallr’s threats

Max
1
Major
0
Even
0
Minor
0
Tiny
0

Heimdallr Synergies

Tap each synergy level to view Heimdallr’s synergies

Ideal
6
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year in the Smite Pro League (You can always check the SmiteVod Youtube Channel where there's my proffesional games recorded). I have peaked 3500 MMR GrandMaster/Masters in Ranked Conquest on PC plataform every season since 2017 (SEASON 4). I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge in guiding about the ADC role in SMITEGAME. I hope you find this guide as a useful learning resource for playing Heimdallr as an ADC.


Here are my socials:

Abilities

Heimdallr's Abilities

Passive - The Vigilant

Heimdallr's passive is The Vigilant. It allows you to see enemies a little bit longer when they are revealed, so pay attention to the minimap.

It also increases your physical power for the amount of enemy gods that you have vision of. So this is up to extra power buff for you, meaning you should try and have as much vision of enemies as possible and encourage your team to ward whenever you can.

He also deals a little less damage with crits !!!!YOU NEED TO ALWAYS TAKE CARE OF THIS INFORMATION WHEN YOU ARE BUILDING THE GOD!!!!, meaning his burst and DPS is slightly lower than that of other hunters.


Ability 1 - Piercing Sight

Heimdallr's mean clear skill. First you throw your sword into the air and it reveals enemies in a 120 unit radius around it. This is awesome if you're expecting ganks anywhere and it also helps you locate enemies in a team fight.

Additionally, the ability can be re-fired to make the sword crash down to the ground. At that point, it no longer provides vision, but it deals AoE damage. This can be used for clearing, but primarily it is your main poke tool, and it has quite a long radius. You can easily get enemies under their towers with this as well, and it can deal relatively high damage.

Something worth noting about the usage of this ability is that no matter which casting form you use, if you're using the ability to get vision and you don't want to throw the sword down right away, then press the button for the ability twice. If you press it once, then the target will show up immediately, and your next basic attack "click," so to speak, would activate the sword and make it crash down. If you press the button twice, the sword will stay in the air, and the target will go back to normal basic attacks, and then if you press the button again depending on your casting mode, you will either instantly fire the sword to the ground, or you will have the target to fire the sword to the ground again.


Ability 2 - The Gjallarhorn

Heimdallr's knocks up and slow skill. Is a massive cone in front of him that deals tick damage, 5 ticks maximum over 2.5 seconds. Enemies hit by it are slowed depending on the rank of the ability, and the slow affects both their movement and attack speed. The slow duration is 1.5 seconds after the enemy leaves this cone effect, either through canceling this ability, the enemy walking out, or the ability finishing.

The fact that this lasts on means you can use this for boxing another hunter as well. You can throw in a basic attack, then use your 2 and cancel your 2 right away, and the enemy will still be slowed in both their movement speed and attack speed, making it easier for you to hit them, and making them hit slower.

But that's just one part of the ability. Additionally, the ability will stop channeling after two seconds and knock back enemies close to Heimdallr, dealing relatively high damage to them as well. This can be used as a good deterrent to keep enemies away that are trying to get close to you, and it will set up basic attacks very well as well, but it can also be used more aggressively to set up your own ultimate Through The Realms.

The Gjallarhorn also has massive wave clearing potential, and is probably going to be your main clear along with your basic attacks. While channeling the 2, your protections are also increased (depending on the rank).

An interesting thing to note about this ability is that it works in tandem with The Bifrost, so if you go into your 3's teleport while using The Gjallarhorn, then Heimdallr keeps channeling the ability and you can teleport somewhere behind an enemy and knock them back right away, if your crystals are placed that way.


Ability 3 - The Bifrost

Heimdallr's main escaping skill. This ability allows you to place two crystals on the map, between which you can teleport. You can put them very close together for a quick teleport, or at a further distance. The further the distance, the longer the teleport warmup time until you actually move. There is a short internal cooldown for placing crystals on the ground of 1.25 seconds. This can be reduced by cooldown reduction, and this can be used to reset your basic attack chain as well. It does not proc Hydra's Lament anymore though.

The cooldown of the teleport between the crystals varies. It is unaffected by cooldown reduction, only by leveling the ability. The base cooldown is always 14 seconds for the shortest distances. The further the distance is of your teleport, the longer the cooldown is. So if you want to you can use this as a teleport to your lane from base, but then you will have it on a very long cooldown and can't use it as an escape in the meantime.

If you want to use it as an escape in lane, it's recommended to already put down one crystal at a bit of a distance so that you don't have to put down 2 crystals in the heat of the moment, because by the time that happens, you're already dead. I personally find that using it for a variety of purposes makes this most useful. Sometimes you use it as an escape, sometimes you use it to corner an enemy and to surprise them while chasing them, and sometimes you use it as a teleport from base if the situation requires it.


Ultimate - Through The Realms

Heimdallr's ultimate is Through The Realms. He charges at an enemy, similar to Ne Zha's ultimate skill, is CC-immune for quite a while during that, and then swings his axe to launch an enemy into the air. After that, the enemy takes various hits of damage (the details aren't important to us). What we need to know though is that he takes 3 ticks of Muspelheim damage, and 2 ticks of wall hit damage if we want to know the total damage of the ability.

The enemy is in the air for 4 seconds, and during that time you will see a targeting area on the ground where this enemy will land. When the enemy lands, they're also still affected by a 25% slow for a brief duration. The duration is labeled as 2.5 seconds, but I was unable to find out if this starts while they're still in the air or exactly when they hit the ground. This ability deals massive damage to squishies, but it's also relatively good at keeping away targets that try to bother you in a team fight.

Heimdallr Combos


Example Combos:

Basic Attack > The Gjallarhorn > Basic Attack

First of all when it comes to your 2, use a basic attack right beforehand. This will give you the extra damage of that basic attack, and you will remove the basic attack movement penalty from yourself right away through using the 2. Also, by the end of your 2, hold your basic attack button down. This will make it so that right after the ability ends, or you cancel it, you will throw a basic attack immediately.

The Gjallarhorn > Basic Attack > Through The Realms

Also, if an enemy is close, you can chain your 2 into your ultimate. So what you want to do is use your 2 and cancel it when an enemy is close, and then use your ultimate while they're still knocked up, giving them a lot less options to react. If you have sufficient attack speed, then you can even weave a basic attack in between while they're still in the air.

Basic Attack > Basic Attack > The Bifrost > Basic Attack > Basic Attack > The Bifrost

Use two basic attacks with a cleave and then use your 3 to reset your basic attack chain, getting more cleave attacks. You can actually do this over and over and over for additional cleave damage, which can help with clearing as well, as long as you have sufficient mana.

Through The Realms > Basic Attack > Basic Attack > Basic Attack When Enemy Lands

When just fighting a single enemy, after ulting the enemy, while waiting for them to land, use two basic attacks shortly before they land, so that you can hit them with your highest scaling basic attack immediately. For additional damage, you can also utilize your 1 and use the 1 while they're still in the air, so you have the sword dropped on them right as they come down.

Disclaimer for this method: this way, you lose the extra Hydra proc for the ult itself for a hypercharged proc with your 1. Not always worth it!
Teleporting Combo:

Piercing Shift > The Bifrost > Piercing Shift

Your 1 will follow you anywhere on the map, so what you can do is throw up your 1, then use your teleport to get somewhere else, then drop down your 1 on an enemy.

How To Play The God

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the green camp, meanwhile the support deals damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 2 so will need to level up your The Bifrost that can be used offesinvely or deffesinvely depending on the situation, as I explained earlier in the main combos is that you can use The Bifrost to autocancel your auto attacks and apply much damage over the enemies during the first waves, this will make you have a lot of pressure.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you should use your attack speed shard to do it as quick as possible, for securing the buff you should always maintain your Piercing Sight available. If someone comes to contest, you should always try to fight them instead of securing the buff because you have a good early fighting god.

  • After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This hunter has a really good fighting kit of skills so you should be always looking to fight 1vs1 the other ADC (if you are ahead). Don't try to risk your life if you don't wave any wards spotted on the map by jumping into the enemy, just try to poke him out starting with slowing him with the The Gjallarhorn and if you see a chance of hitting your Piercing Sight, be confident a try it out. If you don't try you will never achieve :p.

  • An important advice as an ADC main is to be active in communication, always try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible), if there is any one spotted in the wards you placed, if someone is trying to dive you, if they are doing Gold Fury... This type of information will make your jungler and support pathing to gank your lane easier and make you having bigger chances of getting a lead over the other hunter.

  • REMEMBER to always buy wards, warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective and warding defensively will make you be more aware about possible ganks so you will be safer in lane.

Mid Game:

  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Giant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

How To Ward As ADC

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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