sorry in advance for the bad english
𓅃 Horus 𓅃 is Ability based mele god of sky, freedom, day\night cycle, life, pharaohs, royalty, and all Egyptian gods (There are a lot of titles, right?) who lead his army forward to victory, thanks to the wise and noble leadership, who used his combo to hold enemies, not letting them leave, making them easy prey for allies. And this is reflected in his gameplay - at first, it may seem that his contribution to victory is minimal, by bare numbers, but if you look deeper, he creates many situations, which lets allies move the team to victory.
Unlike Guardians, Horus are Warrior, he has only two damage skills, no any AOE, and able to attack only one target (mostly). Because of that he not able to live such long as guardians and deal damage while he is fighting in junk, forced to leave the fight so as not to die while his abilities are on cooldown. This is not to say that there is something he good in: he not best in damage, not best in tanking, not best in healing, not best in support BUT he average in all of it. His impact on combat can be summed up in the word "additional", it means that during the whole battle he deal some additional damage to the whole of your team's damage, some additional healing (sometimes the only one), some additional supporting, some additional tanking. This reflects his essence - support for the avant-garde, be always ahead and ready to help, but not too deep on the enemy side.
Of course, you can get a lot of protection, but this will only be useful in rare situations, and being surrounded by enemies is a big problem for him since he is not a guardian and can attack only one. It means that his build should be focused on Cooldown Reduction to let him use abilities as often as possible to help as much as possible and be able to go back in fight sooner
Let you balance between some survivability and damage dealing on enemies you caught in your Crowd Control.
These builds are designed for arena play mainly, but maybe some of them can be useful in other modes as well.
This is a list of items that I suggest you mix to achieve some result and keep CDR. The order of items is indicated conditionally, except for the first two
Depending on the enemy team prevailing damage type, you need to choose between Breastplate of Valor and Genji's Guard at the beginning
|More balanced protection||█||█||█|
|More physycal protection||█||█||█|
|Much more physycal protection||█||█||█|
|If you have problems with crit enemies||█||█|
|More magical protection||█||█||█||█|
|Much more magical protection||█||█||█|
If you want to help the team not only with your abilities this a list of items that I suggest you mix to achieve some result and keepCDR. The order of items is indicated conditionally, except for the first two
Depending on the enemy team's prevailing damage type, you need to choose between Breastplate of Valor and Genji's Guard at the beginning. You can add these items to other builds if the situation requires it
|More magical protection||█||█||█|
|Do not forget antiheal|
|More physical||█||█||any supportive item||any supportive item|
|Although Horus is an ability based god, his first ability allows him to use this item to increase damage and stack it with the default Updraft basic attack damage multiplier and not feel deprived with damage abilities|
|Quite cheap physical protection, giving 20% of CDR and early HP5|
|Since the goal is to reduce cooldown and increase survivability, this item is a must thanks to it passive. Not wear it if enemies have low magical damage.|
|Very useful item for Horus which allows him to heal a little more. Use it when you already have full CDR and not know what to buy next or you can't choose between defensive ore offensive opinions.|
|The next main thing. Get our birb extra 30\30 protection and some CCR which will stack with Horus passive Resolute. (Will helps him in long fight) and add us a bit power, good to use.|
|This item increases damage quite well, coupled with a passive reduction of enemy healing. As a result, the item is effective in itself, and if there is a need to use the anti-heal, this stuff becomes a panacea|
|According to the description, this item could be very useful (and some guides recommend this) but, according to my experiments, in Horus arsenal, it has no effect on his Updraft and affects only on the second part of Fracture, this item does not create an aura for allies, therefore I would not use this.|
|Despite the increased damage of the first skill, and the temptation of a large bonus to physical power, this item reduces the damage of all subsequent ones for a 3s, therefore it puts Horus in a certain frame, forcing them to use combos in a certain order and make pauses. But these 3 seconds are extremely important and can be fatal|
|Pretty useless passive which let us get a little bit of healing which completely useless with aggressive gameplay. A little defense which useful when we fight longer, and a little CCR wich still pretty bad with engaging but helpful with longer fights|
|Our main damage ability consisting of two parts first - throw all enemies around in the air and second - attack them with a morphed basic attack which gets extra damage. Сan be interrupted by the enemy.|
|The second damage ability which let us engage in a fight, catch targets, and make them easy to kill. Also can be used to leave when everything is crumbling. Important. This ability has cast time in which you can be interrupted, by enemy CC, and ability will be counted as used.|
|Our escape ability with some extra healing (can be pretty useful at a late game). can only be applied to allies or allied minions, as well as minions of allied gods like Vulcan's Inferno Cannon or Kuzenbo's Nene Kappa so keep it in mind, because you can use it to move in some extra ways. (wish it would be possible with wards). Сan be interrupted by the enemy even in flight.|
|One of the worst ultimates if no one knows how it works (and most don't know and don't listen to you) and able to flip the whole match with teamwork. Since second is pretty rare in solo you get almost nothing in return for the price you pay for using this ability: cooldown time, inability to cancel, damage vulnerability (including execution), unstable damage, long charge. All of it makes our ult extremely hard to use effectively. One thing is that Horus is immune to CC so it would help him to avoid some dangerous ult, like Ares|
|The basis of all combos. Use it when: your team is not helping you; you are alone; there is a lot of enemies; a lot of CC. In a word, always when you have little time before the potential death of you. This would be just little extra annoying damage and not a problem with high CDR (you will able to repeat soon)||▼|
|The main damage combo with two CC which able to bring your target on the verge of death most likely with ally's help. Also, you can make extremely lot of damage with that combo despite the fact that the enemy can't hurt you (Possible to kill squishy targets with one combo). The main difficulty is to reduce the time window between abilities, in which the target will try to use escape or a response CC on you because no one wanted to be a punching bag|
|Extreme combo in cases you sure that allies will help you or you will not get into a dangerous situation and you can get out. Helpful to confuse enemy at a distance from you and think he is safe if he didn't kill the minions. Same complexity with time window.||▼ ▼|
|The same combo but against a group of enemies, let you deal much of damage to all of them, stop them at 1 second and slow down, bring panic and force them to use their escape. Then you will able to stop one of them with your Fracture and possibly kill with help of allies.||▼ ▼|
|Use your ult in any of that combos only to get in fight, not to get out.|
|This build is about maximum damage, very risky and dangerous, but stil maximal CDR (or almost)|
|If you cant morph Transcendence||█||█||█||█|
|If you cant morph Transcendence||█||█||█||█|
|You are not afraid of death when Osiris is your father and Anubis is your brother|
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