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The build you'll use the most in Solo lane with the current meta (as of January 31st, 2015) is the one vs physicals. The current meta in solo lane is warriors + Bakasura and Loki. There are many viable mage options for the solo lane but they aren't played often anymore due to current meta EXCEPT Ra.
Th�s item will make you very tanky early and is essential to win lane versus physicals. If you don't use this versus a warrior who use it, you'll most likely get your *** kicked.
Warrior Tabi will give you the necessary movement and some nice damage and penetration.
This item is one of the nicest in this build and you'll benefit from it in a great way. What it does is it lets you use your abilities more often. This is important because you're worthless when your abilities are on cooldown, (unless you have heavy hammer and you're fed, but that's very situational).
At this point of the game, many team fights will occur and you'll need these protections to be able to survive the mechanics of your 3. With this item, you can push hard and survive in team fights with the help of your 3 which is explained further in the skills section.
This item, as the name says, will bring death to whoever oppose you!
No. Jokes aside, this item is very strong. The expensive cost will be worth it late game though.
When your opposing team's bruiser(s) and support gets too tanky, you'll need the penetration that this item gives. This is an excellent last item against a tanky team.
Alternative to Runeforged Hammer
you'll switch out Runeforged Hammer for this item when you're facing a magical god in solo lane i.e Hades, Cabrakan & Sylvanus + all the mage solo laners.
Alternative last item
This item is great when you're facing a team where the only tanky god is the support.
It helps you cap cooldown reduction % (the cap is 40%) and gives you some nice damage.
Passive:
"As Hercules takes damage, he gains physical power based on a perfecentage of his missing health."
Okay so what this means is that the more health you're missing the more powerful you become.
Couple this with your Mitigate Wounds to take advantage of your passive.
One:
This is used most effectively in a combo with Earthbreaker
Two:
Used in combo with Driving Strike. This is your initiator.
Three:
This is your heal. The mechanics of this Skill can be tricky to comprehend. I'll break it down.
You use the skill. The healing ticks for 4 seconds. During these four seconds, 90% of the damage taken is then recieved as healing over the next 10 seconds.
Ultimate:
Loads of damage. Can be used in a combo as follows: Earthbreaker -> Driving Strike preferably into your side of the lane -> Excavate
We will show this in a video uploaded at a later time.
Pros:
+can take a huge amount of damage late game
+Insane single target damage
+Pretty decent clear
+great combo
+Fantastic team fighting late game
Cons
- very weak when abilities on cooldown or when out of mana. watch that mana bar!
- can be countered by Weakening Curse and Chang'e with Divine Ruin because of Moonflower Dance meaning 90% healing reduction :(
-Ultimate is sometimes unreliable so be careful with the ground target's position.
-Extremely mana hungry early but you'll take a blue at beginning. remember to pick up a pot or two every now and then.
Funny thing about Hercules is that if you build defense and you get fed, you'll do a lot of damage. Also if you build damage and get fed, you'll become tanky! Remember, this does not apply late-game.
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