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Heavenly He(a)l for everyone

0 0 5,377
by Wortigon updated December 19, 2016

Smite God: Hel

Build Guide Discussion 0 More Guides
Choose a Build: Teamfight Coordinator
Teamfight Coordinator Unkillable Sustain Maniac Achievementwhore
Tap Mouse over an item or ability icon for detailed info

Hel Build

Core

Build Item Shoes of Focus Shoes of Focus
Build Item Lotus Sickle Lotus Sickle
Build Item Rod of Asclepius Rod of Asclepius
Build Item Chronos' Pendant Chronos' Pendant

Optional Offense

Build Item Rod of Tahuti Rod of Tahuti
Build Item Soul Reaver Soul Reaver
Build Item Spear of Desolation Spear of Desolation
Build Item Book of Thoth Book of Thoth
Build Item Bancroft's Talon Bancroft's Talon
Build Item Doom Orb Doom Orb
Build Item Pythagorem's Piece Pythagorem's Piece

Optional Deffense

Build Item Breastplate of Valor Breastplate of Valor
Build Item Gem of Isolation Gem of Isolation
Build Item Warlock's Staff Warlock's Staff
Build Item Ethereal Staff Ethereal Staff
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Hide of the Urchin Hide of the Urchin
Build Item Magi's Cloak Magi's Cloak
Build Item Spirit Robe Spirit Robe
Build Item Mantle of Discord Mantle of Discord
Build Item Bulwark of Hope Bulwark of Hope

Relics

Build Item Aegis Amulet Aegis Amulet
Build Item Magic Shell Magic Shell
Build Item Shield of Thorns Shield of Thorns
Build Item Heavenly Wings Heavenly Wings
Build Item Phantom Veil Phantom Veil
Build Item Teleport Fragment Teleport Fragment

useful consumables if you're ritch enough

Build Item Potion of Magical Might Potion of Magical Might
Build Item Elixir of Power Elixir of Power
Build Item Elixir of Defense Elixir of Defense

perfectionist (Shoes of magi are supposed to come in instead of Shoes of focus)

Build Item Shoes of Focus Shoes of Focus
Build Item Lotus Sickle Lotus Sickle
Build Item Rod of Asclepius Rod of Asclepius
Build Item Chronos' Pendant Chronos' Pendant
Build Item Breastplate of Valor Breastplate of Valor
Build Item Shoes of the Magi Shoes of the Magi
Build Item Rod of Tahuti Rod of Tahuti

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
2 8 11 12 14

Hinder / Cleanse

2 A B
Hinder / Cleanse
3 15 16 18 19

Repulse / Inspire

3 B A
Repulse / Inspire
1 4 6 7 10

Switch Stances

4 Y X
Switch Stances
5 9 13 17 20
Decay / Restoration
2 8 11 12 14

Decay / Restoration

1 X
DECAY (Dark Stance) - Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 12 unit radius if it hits a god or reaches max range.

RESTORATION (Light Stance) - Hel fires an orb of restoration that damages enemy minions and stops on gods. Hitting an enemy god deals damage. Hitting an allied god provides that god and Hel Health and Mana.

Ability Type: Line, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+60% of your Magical Power)
Light Heal: 45 / 60 / 75 / 90 / 105 + 4 per level
Light Mana Heal: 55 / 70 / 85 / 100 / 115
Light Damage: 70 / 120 / 170 / 220 / 270 (+50% of your Magical Power)
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Hinder / Cleanse
3 15 16 18 19

Hinder / Cleanse

2 A
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.

CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.

Ability Type: Circle, Debuff
Dark Protections Debuff: 5 / 10 / 15 / 20 / 25 + 5% Magical Protection Reduction
Dark Slow: 20 / 25 / 30 / 35 / 40%
Light CC Immunity: 1.5s
Range: 55
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15 / 14 / 13 / 12s
Repulse / Inspire
1 4 6 7 10

Repulse / Inspire

3 B
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies.

INSPIRE (Light Stance) - Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. This heal is half as effective when healing minions. Hel gains Increased Movement Speed, and allies gain a reduced amount (7%) for the duration. Hel and allies also gain 20% Attack Speed while the buff is active.

Ability Type: Circle, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+75% of your Magical Power)
Light Self Heal: 45 / 60 / 75 / 90 / 105 + 5.5 per level
Light Heal Per Tick: 6 / 8 / 10 / 12 / 14 + 0.9 per level
Light Movement Speed: 15%
Light Duration: 5s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Switch Stances
5 9 13 17 20

Switch Stances

4 Y
Dark Stance - Hel's abilities cause damage and she gains increased Magical Power.

Light Stance - Hel's abilities heal and support her allies and she gains increased Protections.

Passive - Hel gains increased MP5 and half of all benefits gained from Switch Stances are shared with allied gods within 30 units.

Ability Type: Buff
Dark Magical Power: 30 / 40 / 50 / 60 / 70
Light Magical and Physical Protections: 13 / 16 / 19 / 22 / 25
MP5: 15 / 20 / 25 / 30 / 35
Cost: 0
Cooldown: 1s

Introduction

Lore: Hel is the goddess of underwwworld in the norse mythology, and by some reason, also the goddess of prosperity (weird combo, though Osiris was somewhat similar in the Egyptian mythology). Her split personality is the reason behind her so different "attributes", when her pure side is on the front, she's blessing whoever she deems worthy, while when her dark side takes controll, she destroys whatever she deems unworthy of staying where it was.

Role: Hel is one of the top healers in the game, and used to be the #1 annoyance of joust in season 2. Her AOE heals can affect multiple targets, therefor she has an easy time for sustaining her team, while dealing reasonable damage too.
She's dissed by many players, but the biggest reason behind that dissing is simply that most people don't know how to use her well. Hel has 2 very strong, and dependable playstyles.
1: high deffense with high sustain, but low damage. This is what you should focus on hen you play assault, or some other MOTD where base healing is disabled.
2: sustain spammer glasscannon with reasonable damage, but low deffense. This is what'd make you a beast if you master, especially in solo lane, and arena, but it'd make you a great asset for joust as well, with the current map just as much as the old one.

I hope this little introduction of what she is got you fired up enough to try her out, it's really fun playing her, she's one of my favourite healer/sustain type goddesses in smite, right alongside Aphrodite.

Abilities

Stance Attunement - passive
- basicly a bonus 20% damage/healing for whatever stance she's in (obviously healing
bonus in light, and damage bonus in dark stance)

Decay / Restoration - 1
- Decay: a massive skillshot with nice amount of damage, it stops at the first target
hit, and it can only be used in dark stance
- Restoration: a reasonably big (same dmg as Decay without the 20% bonus from dark
stance) skillshot, also stops at the first target hit. But it also heals Hel for
up to 230 HP. One of the best ways to get the kill in light stance if you want an
achievement for killing the same opponent in both of your stances.

Hinder / Clense - 2
- Hinder: a 3 seconds long protection debuff and slow that you can put on opponents
in a small AOE. Useful for trying to delay incoming enemy attacks by putting
this on them, they tend to wait it out and attack only when it expired.
- Cleanse: just as the name sais. Hel cleanses her allies (can includde herself) from
enemy crowd controll effects, and giving 1.25 sec crowd controll immunity as well.
if you cleanse 3 of your teammates from being stunned, you get an achievement.

Repulse / Inspire - 3
- Repulse: a bbig nice AOE attack around Hel, that can hit hard. One of your highest
damage sources, especially that it has the best magic power scaling in Hel's kit
too (70%)
- Inspire: This is one of your introduction skills. Your heal. In the same size of an
AOE as Repulse, you now not hit your opponents, but heal your team (yourself
included) for a nice amount of health (up to 180 + 40% of your magical power)

Switch Stances - 4 - "Ultimate"
- were you wondering how you got into one stance or the other? Did you think it was
rng? The answer is: you spawn in light stance after you die, and in dark stance
when the game starts. With this ability, you can change between the two. The best
part of this ability is, that it has almost no cooldown (2sec) meaning you can swap
between your stances all you want.
- Dark Stance: Hel gains up to 60 magical power (beside the 20% dmg increase in her
passive)
- Light Stance: Hel gainst mp5 (up to 35) that can help her stay in lane longer.

Healing

A good healer has to look out for 3 very important stat in their build
1: the most important: CDR. If you want to heal effectively, have at least 30%
2: the one that makes your heals bigger: magic power
3: the one you'll need because the opponents will target you: deffense (mostly health and physical protection)
(4: in earlyy game: mp5, because you'll run out of your mana all the time)



There are some items that can make healing a lot more effective. Such items are:

Chronos Pendant: 20% cdr (that's a lot) and 75 magic power, also 25 mp5 that can help a lot in early game.

Rod of Asclepius: 75 magical power (same as Chronos pendant), 10% movement speed and 250 hp so the opponents wwon't be able to catch you as easily, and also the aura of this item increases your heals by 25% (that's a lot)

Lotus Crown: 60 magical power (nice, even if less than the other 2), 30 physical protection (not bad, can be very useful against assassins and hunters), 20 mp5 (extremely helpful in early game, but nice to have in late game too). But the real strength of this item is in it's passive. Since your heals are AOEs, why not improve them with a nice protection buff? Sure you should.

Brestplate of Valor: 20% cdr (still a lot), 75 physical protection (that's quite a lot) and 300 mana that can be extremely important, since bigger mana pool means more time in lane.

These 4 items are the ost common picks you see on most of the healing specific gods in the game, especially in Assault, where they really have to specialise for this, since they don't have base healing.

Basic rules of healing:
-1: Stay alve.
- it might sound weird, but it's very simple. While you're alive, you can heal your team, and keep them alive too. If you sacrifice yourself for 1 team member, than none of your teammates will get heals until you respawn, and that can affect the course of a group fight a lot more than simply being 4 vs 5.

-2: Time your heals.
- don't spam your heals off cd, make sure you have them aviable when you have to use them the most, and heal with them when your team needs it. Try to keep yourself on a high enough hp with your 1, so you can use your 3 to focus on your team.

-3: Full HP is a nice amount, hatever number it might be.
- if your teammate or you yourself lack hp, and you're sure that noone will jump on you from the sides, you should heal them back up ven if they only lacked a little amount.

-4: Pre-heal -> Don't. Don't produce waste healing.
- Since your heals as Hel are not HoTs like as Aphrodite, Terra, or Ra, you shouldn't even touch your heal before your team takes damage, ven if it's plain as day that Zeus is gonna ult on your face. Wait until at least 1, preferably 2 strikes of dmg has aalready hit you before you heal, otherise it'd go to waste.

with this much info, you should be able to perform as a good healer.

Damage

If you chose to play as a healer, you might find yourself facing one huge problem.
"How am I supposed to deal reasonable amount of damage while I have healer items, not 5 100+ magic power ones."
The answer is simple: you should have one of those too. I'd recommend Rod of Tahuti, since it gives lots of magic power (the most, if we don't count stacking ones)
With the items from the healing build, you should have about 135-210 magic power as a start, even with only a single high magic damage item like Rod of Tahuti, your magic damage can already go up to 260-335 + 25%, and that's not counting that you'll also get bonus 20% from your passive if you attack in dark stance. Sure your damage output won't be as high, as Zeus, Anubis, or other non sustain based mages, but it'll be high enough, so you can clip their hp away while keeping yourself healed.

Items

I've already described why the items I listed in the "Healing" part are so important, now for the optional items.


If you want to go for surviveability, you should build yourself some max HP. For this, you have 2 well used methods to chose from.
1: start building and stacking Warlock's Sash as fast as you can before you build anything else. It can be very powerful if you manage to farm enough to stack it full (recommended for solo lane and such)
2: Etheral Staff/Hide of the Urchin. These items give ****ton of deffensive potential, and can make you prettyy much immortal wwithout hving Sash too.

(3: build Sash early game, and in the endgame, build Etheral Staff too for being unkillable, but that wayy you'll lack damage a lot)



if you wanna go for offense (such as: you have good team who doN't need so much healing)
you have many ways. Such as chosing some of the items I listed as optional offensive items. the more n the left in that list they are, the more I'd recommend them. Warlok's Sash is good for damage too though, so building it early game is completely valid if you don't mind missing out on early game godlike heals.

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League of Legends Build Guide Author Wortigon
Heavenly He(a)l for everyone
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