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Hel, the Alt-Tabbed guide

3 6 7,972
by JolTheHexer updated March 15, 2014

Smite God: Hel

Build Guide Discussion 2 More Guides
Tap Mouse over an item or ability icon for detailed info

Hel Build

Starting Items

Build Item Vampiric Shroud Vampiric Shroud
Build Item Lost Artifact Lost Artifact
Build Item Mana Potion Mana Potion
Build Item Multi Potion Multi Potion

Core items

Build Item Chronos' Pendant Chronos' Pendant
Build Item Shielded Teleport Shielded Teleport
Build Item Shoes of the Magi Shoes of the Magi
Build Item Rod of Asclepius Rod of Asclepius
Build Item Rod of Tahuti Rod of Tahuti
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Ethereal Staff Ethereal Staff

Situational

Build Item Soul Reaver Soul Reaver
Build Item Warlock's Staff Warlock's Staff
Build Item Pythagorem's Piece Pythagorem's Piece

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
2 7 11 12 14

Hinder / Cleanse

2 A B
Hinder / Cleanse
4 15 16 18 19

Repulse / Inspire

3 B A
Repulse / Inspire
1 3 6 8 10

Switch Stances

4 Y X
Switch Stances
5 9 13 17 20
Decay / Restoration
2 7 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
4 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 3 6 8 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


This guide is for people who likes to pick new champs.
It may not be hyperexhaustive, but should be enough to get a glimpse of Hel while being alt-tabbed during the loading screen.

Items

The items listed above are what I think works best with Hel. With adequate farming at start, you should have enough sustain.

It has very high burst of damage, can provide enough healing to turn the tide of a game and makes you a little tanky, at least enough to cast 1 or 2 healing and run away

Laning

Just some tips.

Don't rush for First Blood,
At lvl 1, Use your 3 to hit all 6 minions
At lvl 2, use your 1 on the 3 melee minion, and then Use your 3 to hit all 6 minions

HEAL YOUR MINIONS. I realized that it is the best way to push oppenent in it's tower. Any minion hit by a turret gives NO gold. You will quickly push ahead by doing this.

Once your minions are at opponent tower, play safe, back to yours and wait for next wave. DON'T get ganked.

Get 1600 gold and buy lvl 2 toward chronos pendant + teleport
If you can stay until 2100, you gonna have a full chronos pendant.
You should now be able to pretty much 1 hit the ranged minion with your 3.

Try to go buy when teleport is available.

When off-fight, stay in light stance, ALWAYS. This allows you to heal wounds, Regenerate mana, and escape CCs if needed.

Skills

Passive: Pretty much what it is. The longer your in dark stance, the more damage you deal, the longer in light stance, the more healing you do. If you need to heal yourself while waiting for the next minion wave, wait to get at full attunement.

1- Dark - Use it to damage the melee minion. It has AoE, try to take adventage of opponnent being close to minion.
Light - Pretty much an appointment healing.... and often the finisher. Don't forget that it deals decent damage and can finish your opponnent.

2- Dark - Good to use before engaging, or to slow an opponent you trying to escape.
Light - This is how Hel escape. Remove slows and can prevent stuns. Get the beads anyway cuz you can't cast it while stunned or feared.

3- Dark - Bread and butter. It has a very large AoE. Take adventage of it.
Light- Heals...and give you speed buff. I often use it only for the speed buff.
4- Use it to ... change stance...
Dark - More damage
Light - Gives you mana regen. Use it when rotating to other lane (and the heal might be needed for your teamate) or waiting for next minion wave.


To kill: Dark stance, 2-3-1-4-3-1-4-3-1 (if they are not dead after all that landing...)
To escape: Light stance 3-2-if low health turn around and 1-4-2-4-3-2

Something in these lines should help you be amazing.

Items

Chronos pendant: Gives Power, MP5 and Cooldown... All Hel needs
Rod of Asclepius: More tanky, more speed more Power and Extra Healing on AoE... that's a lot.
Rod of Tahuti: no need to explain
Shoes of the magi: A little bit of magic pen is good. The pendant gives already enough cooldown.
Ethereal Staff: Extra mana for infinite healing, extra health to survive assassin.

Teamwork

As Hel, you are expected to both deal damage and heal your team.
Tell your teamate to run toward you if they need healing.
Use you teleport to get in teamfight, if enemies are low health go in dark stance and kill them, if your teamates are low health, go in light stance, heal them and reset the fight.

Try to stay in the back during team fight, poke with D1. If opponent get close, punish them with D3. ABUSE YOUR HEALING, more is a lot better than not enough, keep your allies at max health, you should be able.

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1
x4r3 | May 25, 2014 8:24am
Nice guide, thank you.
1
OnlyAhead | March 20, 2014 10:42am
avtor dolbaeb
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League of Legends Build Guide Author JolTheHexer
Hel, the Alt-Tabbed guide
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