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For more builds open solo role build list
Benevolence still worth to use that, but can be swapped with
Sentinel's Gift
Spirit Robe or
Mantle of Discord
Amulet of the Stronghold instead of
Pestilence
Hide of the Nemean Lion instead of
Spectral Armor
For more builds open support role build list
With 60% cdr and aa-canceling this build provides almost unlimited ability and cc chain still not sacrificing lot of penetration
penetration builds are still viable. This build sacrifices penetration in order to get uncapped 60% CDR, but still good enough coupled with Horus innate flat pen. 60% cdr + Bumba's Hammer+
Jotunn's Cunning can provide almost unlimited cc chain when using aa-canceling.
Hydra's Lament and
Jotunn's Wrath can be swapped between in order to fit current match situation.
The Crusher provides more flat pen and the constant procs of its passive. Still can be swapped with %pen items such as
Dominance,
Serrated Edge,
Heartseeker, etc, or with
Brawler's Beat Stick for antiheal. Also can be replaced but more defence oriented items, like cadueceus shield or
Runeforged Hammer
Relic Dagger is optional, if snowball is successful specifically for more often relic usage
Genji's Guard can be swapped with
Breastplate of Valor
These upgrades are synergizing very well with Horus' kit
Need info? relics part
This might work sometimes
These upgrades are synergizing very well with Horus' kit
Need info? Tier 4 part
Tap each threat level to view Horus’s threats
Tap each synergy level to view Horus’s synergies
Game id: MateMeHorus
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Horus is Ability based\AA melee god whose abilities can deal basic damage and who can utilize both ability and basic attack items and playstyle. He is god of of sky, freedom, day\night cycle, life, pharaohs, royalty, and all Egyptian gods, With ![]() |
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And this is reflected in his gameplay, how he moves, what he does. If you will look at bare numbers, it may seem that contribution to victory is minimal and lower than other gods, but if you look deeper you'll understand how much help he made. His effectiveness goes hide, you may not even notice how much he has helped you, but he creates many situations to secure the victory. Horus loves you if you love him, appreciate him and he will be your waifu (or even senpai so love him, please) Horus goes to help you, and he will support you if you will be his faithful warrior. |
His bird-referenced abilities provide him a specific playstyle and good mobility. Abilities focused on Crowd Control, same to many guardians, but unlike Guardians, Horus is a physical Warrior and fights enemies with his beautiful wings in melee combat and uses his abilities to gank one target. But unlike warriors he has only two damage skills since he tends to support his soldiers and help them, while they fight for their king, so these two had big supportive potential via CC and to be more effectively he got one fully supportive ability, to heal, to protec, but most important, instead of to attac. Even more, unlike guardians, he has no AOE (only small with his ![]() |
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He is not a full warrior and not a full Guardian, he average, he between of them, hence he is not able to be as heavy, as guardian - live long in the fight against 5 enemies, dive very far and deep, deal a lot of damage trough AOE, as many guardians can as usual. And not able to be a strong damage dealer with pretty survivability because of lack of abilities and taking a long time to do decent damage. But he has strong support in his own way. His combat impact can be summed up in the word "additional", it means that he deal some additional damage, not compare to other warriors, or hunters; some additional healing, not compare to strong healer-supports, but still (and sometimes the only one); some additional supporting, some additional tanking. Keeping this in mind and you play more patience, not dive too deep and think first because Horus does not forgive mistakes as guardians, make sure your feathers stay dry and cozy until you get a good chance to snatch a defenseless victim, stand some enemy' damage, until your good allies help you to deal with your prey, and then rush into attack with allies, with just acquired advantage, help them, make sure that your soldiers remain healthy and safe, be ready to catch the next target. |
Of course, Horus can get a lot of protection, but this is useful very rare because being surrounded by enemies is a big problem for him since he is not a Guardian and can attack only one. So I offer to build him in a balance between damage and survivability with focusing on Cooldown Reduction (CDR) to let him use abilities as often as possible to help his army as much as possible and be able to go back in fight sooner. Do not forget about Crowd Control Reduction (CCR), thanks to his passive ![]() Watch your allies, help them here and now, so that they can fight the darkness and after death, their souls will go to the Fields of Aaru. |
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Check my new old Tiamat guide here |
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Checks out also my Set guide |
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Horus is a very versitile god and can flex into a different roles. Protect allies with your wings? Lead the attack? Strike enemies with Mighty claws and highest speed? All this about The Rightful Heir
Objective: Protect and save |
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Protect your ally, make sure that your army is safe under caring wing of Horus, who always watch and ready to help When classic tank-support, Horus can use his innate self heal and healing abilities to build massive HP pull, healing, and sustain, increase outcoming healing to care about his ally. A lot of protection and hp are two ways for Horus to be a chonky birb, but most important is do not forget that Horus is not the best tank in game, he is less supposed for long dive, and should keep that in mind not going too far and for a long time. His abilities are not suitable for long dives and long tanking with lack of massive zone controls, but he still can get a lot of protection tho. Periodically leaving the battle to get a little healing and heal ally with protector’s surge and ![]() |
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Objective: Protect and lead |
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Be a strong foundation for your team. Create a favorable situation and lead the charge, setting up for your allies. Rush to their aid when they are in danger. This style of play is more supposed for Horus, less defensible but more aggressive, focusing around locking down targets, withs skillset aimed at creating a favorable situation and setting up one ingle target. Find a vulnerable victim and lock down them with masiveCC,remove their protection and deal big damage with some power in build, while allies are dealing even more damage. The target caught in Horus' hard CC chain should be deleted as fast as possible and team must always be ready for this when they have Heir by their side. For late games Horus is going to be more solo-like, backline-frontline support, (can even have some power) using actively his movement in many ways, providing some healing, combining offensive and defensive potential as effectively as possible. |
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Objective: Tank and attack |
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The most important thing for every Horus warriors: He. Cannot. Defeat. Any. Opponent in solo lane (if the enemy has enough skill, [ but this is possible if enemy solo plays out of role character]). Most likely, Horus will have to confront the meta gods or strong gods, who will defeat him even with a bad player. Horus is very limited and neither tactics nor experience will help him win the lane, only win the match. He doesn't need to be too aggressive, and his main job in that situation - killing minions, forget about Ku totem, do not try to kill enemies in solo - wait for help, or attack only win for sure. Keeping towers alive at least is pretty enough before the late game, when Horus is able to unleash his CC and support potential through aggressive gameplay, tanking, and healing allies. |
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Objective: Gank and heal |
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Go into the jungle, defeat another threat to your kingdom and bring order in these chaos lands. Do not forget to say for all worthy creatures - Thank you for your power . Jungler? Of course! The Horus combo is one of the most dangerous and powerful combos in the entire game, a victim caught in His CC claws can easily lose most of HP or even die. Playing in the jungle, attack style is a pure gank, it is a real gank, when the victim is quickly hit by a dangerous falcon without any chance to do anything and avoid damage while in his claws. Like falcons in life, the falcon-headed god strikes quickly, catches the victim in a dangerous combo and sends it Duat. But not everything is so great, because one must not forget that having abilities aimed at a pure gank Horus does not have the possibility for longest fights (This is why CDR is still important for him) |
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Breastplate of valor |
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looks like more preferable t4 upgrade for ![]() ![]() ![]() |
Combined with ![]() |
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This is a more team-oriented upgrade and requires good allies to be utilized well ( i.e they have to use ![]() |
Heartward amulet |
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Amulet of stronghold allows to focus on physical defence and then convert part of it into magical defence, and use only one magical defence item. This item is also affected by any other physical protection sources such as ![]() ![]() ![]() |
So this item literally can bust any other bonus protection effects which make Heir’ ![]() |
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has less synergy with Horus kit, but still can have good usage in 2-1 combo. Using AA-canceling can prevent the enemy from using either aegis or any ability, that may help them to avoid upcoming knock-up. Using Auto before ![]() ![]() |
Magi’s Cloak |
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Jotunn's wrath |
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Has low synergy potential in Horus Kit. Long cooldowns, two abbility only, burst-oriented gameplay not a good base for its passive. Situative item |
Executioner |
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Being removed from ![]() ![]() |
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This item is meant for assassins that use their aa frequently. Limited attack speed does not affect horus playtile, while the big Penetration buff greatly synergizes with penetration oriented builds. But due to the way item works, hitting enemies with one auto before ![]() ![]() |
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This jungler staring item provides mana snd health sustain as well as helps to kill jungle monsters faster. Horus may get both auto-attack and ability bonus damage using AA canceling and Gust of ![]() |
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Using AA canceling after ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Agressive jungle item for a late game, is providing CDR and %penetration, that can be cinergized in horus kit with innate protection shred. This is a better choice for more consistent damage, rather than ![]() |
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optional Horus item, can be only used in AA-based builds. Due to long slow effect from ![]() |
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Horus can use basic attacks inside his combo, to prock ![]() ![]() |
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Horus does not want to be too bulky, prefers to use his setting-up potential and utility, being able to provide early aggression, instead of rough tanking and backline supporting. This is why ![]() |
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An optional item. Nothing to say. Never use that, because in situations, when this item may be useful ![]() |
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![]() ![]() ![]() ![]() ![]() Despite this starter item doesn't have a sustain, Horus can sustain his health through passive and
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This is very strong late game upgrade. This allows to deal damage not even having high power, due to aoe nature of its effect. |
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More safe item, greatly increases survivability and can be used to finish magical protection, if needed. |
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Despite bluestone doesn't having a full usage with Heir's kit, due to lack of offensive abilities and the fact he uses half of them for clean specifically, however, Heir still can find some usage to this item. His ![]() ![]() ![]() ![]() |
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The same item, but for late game. Overal increases damage output from ![]() ![]() |
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Does not effective item in Horus kit. |
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Main upgrade. |
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More support oriented item. |
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![]() Important note. Since Horus Gust of |
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Item to increase damage from the second part of ![]() When its about cleaning a wave and hurt enemies this item makes Gust to deal X2 damage to every targets if at least two enemies been hit but his gust, instead of standart 50%. With very cheep price this is why it's an extremely viable pick! |
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These items are full defence, ![]() ![]() |
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Despite that fact this item is considered as more solo-oriented and not welcomed in most of the other support builds for traditional supports\guardians, Horus is a warrior with unique support oriented potential, also because of how He balanced and plays, he is getting a very great benefits from building it, especially early game because of it's cheap price. This item gives him: - Massive CDR that is very crucial for him because of long cooldowns, and makes his set-up play style more effective in teamfights not less than meta ![]() - Mp5 and Mana even in cheep t2 ![]() ![]() - Big early physical defence to protect himself from minion and tower damage. This is why rushing this item in the no boots era, instead of ![]() - Can also be considered to replace starting items in some situations or rushed earlier. |
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Gives to birb extra protection if surrounded by enemies, and some CCR which will stack with Horus passive ![]() |
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In default scenario this item increases damage only from the Cleave part of ![]() ![]() ![]() ![]() ![]() ![]() |
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Replacement for ![]() ![]() ![]() |
Horus can use all default and casual relics. But here is list of special interaction and synergies of Horus kit with some relics:
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Can be synergized very well with Horus' own healing, which makes this item very useful. |
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Simly increases the amount of healing. |
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Instead of simple increasing the amount of healing now provides one extra aoe cknock up, that works in wider area than ![]() ![]() ![]() |
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Can be synergized with protection buff and with ![]() |
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Increases the power of shield and also works as old phantom veil, allowing to go trough god' structures |
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Gives a stronger protection buff, that can combines with ![]() |
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Can be synergized with protection reduction and overall setting up potential |
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Now works as AoE |
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Deadly relic for any tanky and healthy target, draining their health and healing Horus for half of that amount. Sinergizes with Heir's innate potential to Self Heal ![]() ![]() Also considering that Horus playstyle puts him out of position very often, that extra healing could be very helpful |
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Very important item for horus, combined with ![]() |
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Upgrading into this item increases the survivability while rotating around the map and combined with ![]() ![]() ![]() |
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This increases the constancy of Horus global presence, by matching relic's cooldown to Horus ultimate's. |
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Situative item, but one it's upgrade can be useful. |
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Now redirect all healing reducted by this effect to Horus and his army! Sinergizing with Falcon' Healing ![]() |
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Why even use it? |
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Can be synergized with ![]() |
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Can be synergized with Horus high mobility for even better results. |
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Can be synergized with Horus’s setting up potential, to increase the damage even more with protection reduction and long CC-chain |
Horus ability kit gives him multiple ways of prioritizing leveling order. His kit is separated for supportive and offensive parts.
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This is the main burst damage ability, consisting of two parts and providing 50-60%% of the overall Heir's damage. Horus can prioritize leveling this ability in order to improve wave and jungle camps clear especially with some basic-oriented items such ![]() ![]() |
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A locking down ability that sets up enemies for further ![]() ![]() |
For classic support:![]() ![]() ![]() ![]() For Aggressive support\solo: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() For jungle and more offensive solo: ![]() ![]() ![]() ![]() |
ResoluteStacking defensive passive |
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Each time Horus is damaged by an enemy god, Horus gains a stack of Resolute provides CCR, defence. When Resolute fades, Horus is healed based on the number of stacks. Set provides two stakcs |
Pretty weak passive which lets Falcon god get a little bit of healing which doesn't compensate even a part of damage gotten to activate passive. A little defense which is useful only in longer fights (which again activates after he already got damage), and a little CCR still pretty bad with engaging and after getting CCed first but helpful in longer fights. |
+ Some extra heals. + A little extra magical and physical protection. |
– Activates only by God's damage. – Healing much lower than damage Horus must receive to get stacks. |
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Important note. The Gust part of this ability counts as separated basic attack for each enemies in the line. That means that |
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Explanation of Horus's very unobvious way to make damage
Horus is a unique god that has lack of direct damage through ability but has a lot of interesting mechanics like two-parts ability, morphed basic attacks, protection shred, CC, and knock-ups. Combining these mechanicks and different ability combos makes ways to utilize specific items requiring fulfillment of specific conditions and accumulate different damage bonuses.
All of it allows Horus to embed extra damage multipliers as long as more difficult his playstyle become
Item effects |
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Ability effects |
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Base invasionBackdoor and base pushing strategy |
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Phoenixes invasion area |
While in the sky, Horus is in his native environment — he feels free from the limits of a bare ground walking, thus he moves as befits falcons. ![]() |
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Deep base and Titan invasion area |
Horus sends his spirit into the sky to fly over the massive walls that defending titan from invaders, but yet not able to stop Falcon god from achieving his goal ![]() |
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Tier 2 tower pressure |
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Map objectivesFire giant, Fury and buffs coverage area |
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Horus gets wind and flies in his spirit form when his enemies at gold fury, fire giant, or else. Avoiding jungle geometry and reaches the destination much faster Horus selects his target very carefully, like a falcon tracking his prey, choosing to land at the enemy team to steal an objective, defend it, or while his teammates were near to him he teleports everyone to immediately cleans up the enemy team and secure the objective. ![]() |
This picture depicted buff coverage areas that may be useful to steal them, defend from enemy jungler, or to understand where Horus can run away after stealing buff. This also shows the area Horus may cover in ult from that places at the map, which also may be useful. |
Lanes and TowersLanes and towers coverage area |
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Horus using his spirit able to jump between towers and cover very big areas much faster than other gods, which allows him to defend or attack towers more effectively and as an enemy may not expect!![]() |
Horus is an extremely mobile god. Under his protective wings is a much wider area than the lane itself he being on. Concentrating he sends his copy in the sky and gazes very far around an area to find where his help is needed! This shows Lane coverage area which may be helpful in understanding how far Horus can fly from the lane and how far from the lane Horus may start to ult if he needs to reach the lane much faster than if running through the jungle and avoiding obstacles. |
Horus has unique and uncommon mobility via his abilities, inaccessible to many gods. Use it to fly around the map like a bird, not only for offense or defense. Leap from ally to ally, slide and move where you are not expected, make them think that you are far away, and hit. Here you can find some examples of master-level mobility and complex movement chains combo, besides the usual attack combo.
The basis of all combos. Sometimes it is deadly for you to use a full combo. Use it when: your team is not helping you; you are alone; there are a lot of enemies; a lot of CC. In one 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) |
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The main damage combo with two CC which are able to bring your target on the verge of death most likely with ally's help. Also, you can do extremely much damage with that combo (especialy with ![]() |
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Advanced combo in cases you are sure that allies will help you or you will not get into a dangerous situation and you can get out. Helpful to confuse the enemy at a distance from you and think he is safe if he didn't kill the minions. Same complexity with time window. |
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This is a same combo, but first you do ![]() ![]() ![]() ![]() |
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![]() | Use your ult in any of that combos only to get in a fight, not to get out. Drop yourself at their heads. Check map. Try to surprise them, attack when they think they are safe or have managed to escape, be a real diving falcon who always above his prey and always sees it. And remember: never expect you hit someone with Horus ultimate. |
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So you want to be more effective as Horus, you think you know him enough... so I have one more Trick for him.
Auto Attack Cancel\Auto cancel etc trick pretty useful on many gods especially on Attack speed based, so how it can be helpful for Falcon headed god since he is an ability-based, and have only 2 offensive ability in his regular kit?
Horus and Set synergy |
Horus and Set can jump into battle together. Nephew is always together with his uncle to protect, tank damage when Set trying to deal with enemy as fast as he can with nephew help! |
A default and standart
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Horus and Set both have something to slow their enemies and they could synergize it! |
Both Horus' gust of
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It wasn't said Horus can not use his abilities to help and to fight alongside Set. Healing combined with Set inherent healing in ultimate might make angry donkey even more resilient as well as protection reduction and cc-chains more deadly. |
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Horus can always provide extra mobility for Set and allow him to be more confident in using ![]() |
Because of the inherent lack of tankines, and the role in team fights Set is usually assigned for, he is very reliant on his movement. His sandstrom is the only one movement ability that can be used either for escape or to engage in fights, so it is always a decision. Due to how
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I've put a lot of effort into that, spent lot of hours in jungle practice figuring out what useful I can find, testing builds, doing maths, calculations and theoricrafting. The guide also went through multiple iterations in order to make it easier to navigate when it is getting bigger and some design updates. I m really happy this guide is helping people but the only thing I regret that due to overall complexity of this guide, it size and the fact it covers all possible and impossible aspects, there is no chances for other guides to exist, and other people might loose motivation of making something after seeing this guide or maybe this is simply because god is unpopular overall
Not to mention this item has been nerfed quite alot and now only deals a mere 5% health damage at 400 power which this build does not have. You would be much better off by getting
Comment has been deleted
Yes,
And yes, i changed it for caduceus shield because when i did that build i not thought about cad
However I would still not build this item on horus because the stats are fairly average aside from the 20cdr. Instead you could get bette cooldown items like Genji, Shoguns, Mantle etc. But in my opinion Pridwen is just too average if the passive cant be utilized.
I am confused with the explanation of your main build summary. How does
The builds for vs physical and magical are the wrong way around, you wouldn't be building BoV into more magical damage and you wouldn't be building
In your introduction you mention that he isn't the best at anything but he is average at everything. I would disagree, I would say his early game support damage and set up is one of the best in the game, definitely the best taking into account how much easier his CC chain is to hit compared to
You mention here after the title, main builds and the bottom of your introduction which game mode these builds are for (Arena). I would change this to be near the top or even in the title so people finding this guide can see clearly immediately what they are building Horus for, instead of someone who wants to build him for Conquest reading through and finding near the bottom.
I really like the style and layout of the "defensive build mixer" but here I am confused. As a user trying to find Horus builds I would be asking, what were the main builds for as opposed to this? Why aren't these other builds with the main builds I saw earlier and separated half way down the page? Also I would not recommend picking up
In the "Supportive Build Mixer" some questions I would be asking are; Why
Just a small typo but for the
The thing with
Being brutally honest the abilities description is very off the mark with
To the skies I can understand not being that great in Arena, however to write it off as "one of the worst ultimates if..." in the first sentence isn't really doing it justice.
In the combos you accidentally missed the image for
Overall reading for Arena there isn't anything inherently bad with this guide. There are a few tid bits that need to be fixed when you get a moment but a great effort has been put into this from your personal experience. My main thing that I think you should focus on is clarity; try and put yourself in the readers shoes while you're writing the build perhaps. I can tell (as you mentioned) that English isn't your strong suite which is fine, I'm impressed even at how well you have done. Thanks for the guide I'd love to see if you come along further with this guide or expand on more guides in the future!
- This is very odd, I made a lot of texts before with that basic build, and each time
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- Yes, I messed that names of builds but I not able to fix that - I do not see my guide
- Not agree, he exactly AVG, his early support damage? There is whole support class (guardians) and they able to deal tonnes of damage and be tanky. Horus - can't. His CC is neat, besides the fact that it is very easy to interrupt and much more risky
- I do not know how to put it higher. I wanted to make a name in an upright corner but it did not work
- Because first build only for them who not want to read anything more. There should be only one balanced build but not for now.
- Mail of Renewal because of CDR and healing, let you not exit from a fight. What can you offer instead of it?
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I need to rework that section to make it more understandable.
- YES
- YES
- It seems you forgot, that to activate his passive he must gain damage. Whats a point of 15 protections if you need to be damaged 10 times before and you will gain full damage first, after 5 hits you will get 7.5 protection (how much it mitigate?) and how many damages you will get before? This extra useful only if you already have good protection. Healing is just extra, not cool enough to consider it a plus, because you pay too much for it. Just bonus which will let you stand against one basic attack. It does even not help you against very annoying
CCR is good only if you already have some (20%) and again, you still need to be damaged before, but CC not cares about it, they just stop you and damage. Ofc with each damage on you you will free yourself faster but still (It would be really cool if you could over cap it to 55% CDR, like set ult allow you to increase his damage with
- no, I did not. This is full combo, like fenrir
- thanks, of course, I will fix and expand when I will able to edit