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Horus - the king of Egypt (mid-season God of Cocks)

234 32 237,249
by Falcrus updated July 26, 2022

Smite God: Horus

Build Guide Discussion 26 More Guides
Choose a Build: Homepage !PRESS HERE!
Homepage !PRESS HERE! Jungler Support Solo
Tap Mouse over an item or ability icon for detailed info

Horus Build

Solo possible build

Notes For more builds open solo role build list


For more builds open solo role build list

Build Item Sigil Of The Old Guard Sigil Of The Old Guard
Build Item Golden Blade Golden Blade
Build Item Breastplate of Determination Breastplate of Determination
Build Item Caduceus Shield Caduceus Shield
Build Item Genji's Guard Genji's Guard
Build Item Mail of Renewal Mail of Renewal

Support general build

Notes 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


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

Build Item Sentinel's Gift Sentinel's Gift
Build Item The Sledge The Sledge
Build Item Breastplate of Determination Breastplate of Determination
Build Item Pestilence Pestilence
Build Item Spirit Robe Spirit Robe
Build Item Spectral Armor Spectral Armor

no cd horus jungle

Notes 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


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

Build Item Bumba's Hammer Bumba's Hammer
Build Item Hydra's Lament Hydra's Lament
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Sphinx's Baubles Sphinx's Baubles
Build Item The Crusher The Crusher
Build Item Dominance Dominance
Build Item Potion of Power Potion of Power

Arena warflag snowball build

Notes Relic Dagger is optional, if snowball is successful specifically for more often relic usage

Genji's Guard can be swapped with Breastplate of Valor


Relic Dagger is optional, if snowball is successful specifically for more often relic usage

Genji's Guard can be swapped with Breastplate of Valor

Build Item War Banner War Banner
Build Item Genji's Guard Genji's Guard
Build Item Caduceus Shield Caduceus Shield
Build Item Mail of Renewal Mail of Renewal
Build Item Mystical Mail Mystical Mail
Build Item Talisman of Energy Talisman of Energy
Build Item Fortifying Shell Fortifying Shell
Build Item Thorns of Sapping Strength Thorns of Sapping Strength

Relic upgrades

Notes These upgrades are synergizing very well with Horus' kit

Need info? relics part


These upgrades are synergizing very well with Horus' kit

Need info? relics part

Build Item Cloak of the Avatar Cloak of the Avatar
Build Item Cloak of Ascetic Cloak of Ascetic
Build Item Fortifying Shell Fortifying Shell
Build Item Sundering Siphon Sundering Siphon
Build Item Horrific Emblem Horrific Emblem
Build Item Blink Rune Blink Rune
Build Item Blighted Ankh Blighted Ankh
Build Item Belt of Frenzy Belt of Frenzy

arena full damage

Notes This might work sometimes


This might work sometimes

Build Item Bluestone Pendant Bluestone Pendant
Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Hydra's Lament Hydra's Lament
Build Item Bloodforge Bloodforge
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item The Crusher The Crusher

Useful T4 upgrades

Notes These upgrades are synergizing very well with Horus' kit

Need info? Tier 4 part


These upgrades are synergizing very well with Horus' kit

Need info? Tier 4 part

Build Item Breastplate of Determination Breastplate of Determination
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Jotunn's Cunning Jotunn's Cunning
Build Item Malicious Deathbringer Malicious Deathbringer
Build Item Magi's Shelter Magi's Shelter
Build Item Magi's Revenge Magi's Revenge

Horus Threats

Tap each threat level to view Horus’s threats


Horus Synergies

Tap each synergy level to view Horus’s synergies



Game id: MateMeHorus

This guide had the honor to be Warrior Category Winner of SMITEFire Season 8 Guide Contest and get S8 warrior badge!
This guide had the honor to be Warrior Category Winner of SMITEFire Season 9 Guide Contest and get S9 warrior badge!



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 Set together he is the personification of world balance, day\night, life\death, good\evil. He leads his army forward to victory, with wise and noble leadership, uses his control potential to hold enemies and not allow them to leave, making them easy prey for allies. At the same time, he is not only a leader and frontliner he is also a valuable team player, who takes care of everyone in his team, empathetic, caring friend and mate.
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 Updraft, and focused more at control, than at damage) and attack area, as result he able to attack only one target and deal not so much damage, since he deprived with damage abilities, unlike warriors. And compensation for this is the fact that, though into clutches of the falcon-god, falls only one unfortunate victim, not the whole team which usually should hold on to onslaught of any other guardian, distract attention on them, the fate of this victim becomes a foregone conclusion: be torn apart by the Horus allies, who follows his lead as his loyal army. I think this is a good variation of "Falcon punch" (hit&run) tactics since he an actual falcon.
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 Resolute you get extra 15% which is so tempting to combine with some CCR items. Make Horus balance between some survivability and damage dealing on enemies you caught in your Crowd Control, to make them easy prey for your team and send their souls in Duat.
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.


Check my new old Tiamat guide here
Checks out also my Set guide

Who is Horus? Pros and Cons. Horus Wiki!


The rightful heir

Who is Horus and why he is nor Warrior and nor Support

The most important thing to know about Rightful Heir that is setting up his gameplay is his role on the battlefield. He is a - Utility warrior, Warrior with high supportive potential. Roughly calling him a Support is a big mistake, that may cause wrong decisions in the heat of battle, it is not all so easy and obvious. Warrior class not only assigns a type of damage or attack range but also defines statistics, parameters, the philosophy behind and such. All of them Horus has are different from what Guardians usually have and that puts him away from many functions and things that guardians are usually able to do. (Briefly, he has 10% less defense and 10% less health). But unlike most of the Warriors, he only formally belongs to a warrior class, and having the lowest Offensive potential in class, he brings Highest single-target locking down potential as well as more Utility and supportive possibility than overall warriors could usually provide, and which fits the Guardian class in general.

The very essence of Warriors is existing somewhere in-between Guardians, the supportive potential of which they get, And assassins on another side, the damage potential of which they have. Warriors are meant to be supportive, so Horus is not unique on that, but his real feature is the type of potential he brings from a support role , not the fact of having that potential by itself as a warrior. Keeping that in mind Bird don't have to and don't suppose to be as effective as supports, playing as supports or building as supports; Horus has to find his own way, strengths and weakness, brought by his specific and build differently, not simply blind copy support build if he wants to use own potential fully. Because there are no other warriors who have such type of utility, but plenty of guardians who can do that even more effectively, why should he become the same as guardians if that would be better for his loyal allies to have a guardian and actual support, instead of Horus who pretends to be a guardian? That would completely ruin his concept of being a core leader, who isn’t rushing forward to be a punching bag, but leading his army to victory and creating favorable situations, not hiding behind their backs at the same time, always ready to protect his allies, take some damage, and strike back.

As a warrior, he is more supportive than other warriors, but as support - less than guardians. And The king of Egypt has to bring something from support\guardians as well as warrior roles, accumulate knowledge of both of them to help his allies, be the strong rod of the team, and secure the victory. Nor a physical guardian, nor that he has something from support, nor a lane where everyone is used to seeing him, nor specific matchups, but The Warrior with high utility. This is what makes him unique.

The second detail is how he changes the way the team should play. This is what I call Team core character. That means, having such a character team will have to change the way they are usually playing, and use new and unique strategies and tactics these characters are providing by being in a team. The most obvious and perfect example is Khepri. Having him in the team will make new tactics available for his allies, that would change the way they usually play. This is his ultimate that can revive an ally that has just been slain, extra life for one team member that can be used in many different ways, either from saving their lives or finishing with suicidal maneuvers that can flip the tables. There are many team core characters in the game - khepri, ganesha, athena, terra, nu wa, tiamat, ra, kukulkan, etc.
Rightful Heir is no exception and also a core character. Team should play around him not as usual support who can simply tank or peel or do other support things. Being not the best tank (do he supposed to be?), not the best healer, not being able to provide huge zone control and a big mess, massive buffs or debuffs he still has The deadliest single target lock-down potential including long stun, knock up do not affect by Diminishing returns, and enemy protection debuff, as well as team teleport. All of these things the team must understand and keep in mind to use Horus correctly and effectively: understand how long and when Horus is able to tank, is he in danger and need an ally to let him use protector’s surge to jump out of that situation, is he gonna provide massive teleport to engage, or he can use his teleport to create you escape door to save your lives. The team has to be ready to follow Heir who is engaging, making vulnerable, and locking down one single target for them, otherwise, if they miss that short but good chance, Horus will be very vulnerable in the bad position surrounded by enemies and may die here due to lack of massive AOE ability (especially if he already used his protector’s surge as an engaging tool), And this is will very bad not only for him but for the team overall. And This is not only what the Falcon-headed god should keep in his mind, this is how the team should play around him. Supporting Horus will open to the team new ways to play, thanks to benefits Horus will be able to provide back.

His protector’s surge - he needs his team to give him a chance to escape, and save his life. If the team would not help him to escape - he will die and will not be able to help.

Another way to use protector’s surge is for engaging alongside with an ally. Most of the time people are used to supporting go forward, tanking damage, and engaging somehow. Horus can also do that, but not being a guardian makes it hard for him, but his Protector's Surge allows him to use ally as an engaging factor, nor Horus, especially someone who has big and independent movement ability Horus can jump after them from a very big distance and give them protective buff, healing, gain even more defense, and locking down the target after catching a target. Technically his leap is 70 units range, but he needs someone to use that. The team must support him to let him support them back.
Take a short look at his ultimate, To let Horus be able to save everyone the team must protect him with all they have because Horus is not able to defend himself, which is not a favorable situation for everyone. Team also must keep in their minds that they have a character with such ultimate ability that can teleport everyone for a big distance once per 100sec. So, these is some examples that have to explain what core character means, why sometimes Horus can flip games, and why sometimes he is absolutely useless no matter how effective he playing

Real God info and Personal status

Other names:
• Heru
(Egyptian version)
• Hrw/Hor/Her
• Heru-Sutekh
• Heru-pa-khered
(Horus the Younger)
• Heru-ur
(Horus the Elder)
• Horakhty\Heru-em-akhet
(Horus of Two Horizons)
• Ra-Horakhty
(Ra-Horus of Two Horizons)
• Heru-Merti
(Horus with the Two Eyes)
• Hor-sema-tawy
(Horus Uniter of the Two Lands)
Pantheon: Egyptian
•The rightful hier
• Sky god
• The king of Egypt
• Horus the Great
Belief type: Monolatric\Monotheistic (later)
God rank: King of the gods, supreme god and demiurge (later)
Age: ~5000 BC - 400 AD
Other personification:
Ra, Aten, Amon, Montu(female)
(Great-great-grandaunt\ Ra' sister)

Game info and lore

Status: Alive
Place of origin: Egypt
• Leader of Egypt pantheon
• Ruler of Egypt
Type: High utility Warrior
Role: Core character
Damage type: Physycal
Target type: Single target
Role in fights:
• Locking-down\Setting-up
• Beads burner
• Frontline leader
• Support
• Healer
• Burst-assasin
• Core-character
• Jungle
• Support
• Solo
Skill floor: Average
Skill ceiling: Very high

Horus is preffering ability damage
Horus is not best tank
As falcon he is using Hit and run strategy
Horus is more agressive

God Spotlight

Auto-Attack canceling theory
Set and Horus
Of-topic facts

Ratings explained

pros and cons

Roles and How to Horus

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

Horus protector

Classic tank-support
Objective: Protect and save
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 Resolute before his CC chain will ready back.

Horus's eye

Aggressive support
Objective: Protect and lead
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.

Engaging tip and extra playstyle info

Kingship keeper

Supportive solo
Objective: Tank and attack
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.

Falcon God

Hit and run jungler
Objective: Gank and heal
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)

more playstyle info

As a result of his flexibility and mixed role (warrior-guardian) he can сhange the second part of his mixture for being solo-support as solo laner, damage solo as jungler, and full support as support for the duo lane. but one thing remains the same - everything meant to be supportive just in different styles and with a different tendency (more support, more dmg), do not forget it - he is not a solo god.

Glyphs (Tier 4 items)

Breastplate of valor

Breastplate of Valor is a kinda core item or at least is difficult to overestimate its effectiveness in Horus kit, for its price and amount of bonuses it gives, a bunch of CDR though. With new tier 4 upgrades, this item has become even more effective and wishable.

looks like more preferable t4 upgrade for Breastplate of Valor since it uses stack mechanics, that synergizes well with Horus' own passive Resolute, ability protector’s surge as well as with items such Mail of Renewal. Until stacks are not finished and are kept at 4\3 this bonus effect is unlimited and provides some physical and magical defense. Once stacks are finished it gives even more defense, but for a short duration. Not building a cap defense is now more effective!
Combined with Resolute, protector’s surge Horus can gain a bunch of protection during 6s window and can live longer without a high number of constant protection and gain them during battles even faster.

This is a more team-oriented upgrade and requires good allies to be utilized well ( i.e they have to use To The Skies!). Upon landing, Horus will be not only providing knock up, and shields for allies, but also reducing some attack speeds for a short duration, to make dropship more effective and safe. The main downside is that aura is pretty small and Horus will knock out everyone from himself so to use that aura Heir, at the first, will have to follow chosen enemies, while effect duration is very short.

Heartward amulet

Heartward Amulet with new upgrades becomes an interesting item.

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 Resolute, protector’s surge, and items such Breastplate of Determination, Mail of Renewal, sledge.
So this item literally can bust any other bonus protection effects which make Heir’ Resolute, and protector’s surge little more effective, by increasing their bonus magical defense!

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 Fracture would prevent them from using ability to avoid whole combo, since the silence duration is longer than Fracture' stun.

Magi’s Cloak

Magi's Cloak has always been a very useful item but mostly for damage dealers. Now, with the new glyphs this item gets viability in support's kit too for their situative slots. Both of them have a potential for Horus' gameplay depending on the situation. Magi's Shelter has a good usage against heavy CC comps, protecting teammates and helping to peel for backlines. Magi's Revenge has potential in a more aggressive playstyle, by debuffing one chosen enemy, who got unlucky to heavy CC Horus.

Jotunn's wrath

Jotunn's Wrath is kinda a core jungle item and Horus can use it as well. After changes into glyphs of this item, there is no more specific items that Horus could use.

Jotunn's Cunning Has some potential in Horus's kit, as for any other ability-based gods, but due to having only two regular offensive abilities this potential is not that big. The passive of this item would only proc at the next cc-chain, after using Fracture and Updraft, not affecting the current usage of them. There is no reason to rush this item, so just a small bonus late game only.

Has low synergy potential in Horus Kit. Long cooldowns, two abbility only, burst-oriented gameplay not a good base for its passive. Situative item


The Executioner This is auto-attack oriented item, but still has a glyph, that can be sometimes godd on Horus.

Being removed from Jotunn's Wrath this glyph not a good as an The Executioner's one

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 Fracture-auto- Updraft combo is crucial, if not - the gust will only proc a second stack, but will not be affected by it. Has some usage against tanky comps, but still other %pen items can be better

Starting items and build examples

Note: Do not forget, you can use any other items you think are more effective, here is just a demonstration of some interesting combinations which can be useful for a whole game. You can not change the type of starting items you chose, but you can NOT BUY it at the start of the game and buy an upgraded version of it later.

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 Updraft. Both of its updates are useful for Heir.
Using AA canceling after Fracture and before Updraft this item provides extra healing as well as cooldown reduction for every Horus non-ultimate abilities.(Horus is not a best abuser of thi item, as being limited only in two offensive abilities he can not rotate his kit without pauses) Horus' Gust is an auto-attack and gives one more item proc. This items is greatly synergizes with aa-canceling builds and Hydra's Lament as well as Caduceus Shield, Protector's Surge and Resolute. Horus has so many ways to heal himself so combining all of them together brings massive healing to the bird. Besides all of this Bumba's Hammer gives CDRand extra HP which makes healing more effective and increases overall survivability, which can be used in more utility-based builds. Worth mentioning that this may be useful not only in jungle build.
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 Manikin Hidden Blade because it does not cooldown if situations are needed Horus' permanent teamfight presence.

Build example

Manikin Scepter Is an interesting item That empowers each auto attack with DoT effect. Due to the nature of Horus Updraft and with AA-canceling Horus can get extra benefits from this item rotating around jungle, cleaning camps etc.
or even WITH. (But do not forget about specific way Golden Blade works for Horus, before deciding what you need).
Manikin Hidden Blade is a late-game item which immediately damages the enemy for part of their max HP and fits very well to Horus jungler hit & run playstyle. This item as soon as Heir deal any damage to enemy, makes them open for +20% damage bonus from Runeforged Hammer for the duration of an entire combo but as soon as Horus takes or deals any damage both of these items stop working as intended, which is making overall high damage pretty unstable.

Important note: Manikin Hidden Blade Damage and Slow applies before any damage
optional Horus item, can be only used in AA-based builds. Due to long slow effect from Updraft, aa-canceling and gust Horus can get multiple activations of this item.

Build example

Benevolence is now rewarding rotating supports by granting them healing and gold after they have gained stacks from assist or roaming. This healing is affected by Caduceus Shield and synergizing with Horus' healing which makes this item even more useful. Both of its upgrades are useful.
Horus can use basic attacks inside his combo, to prock Animosity twice, when Gust of his Updraft will highly benefit from this item, dealing extra damage to every enemy that it touched. On another hand
Compassion is a backline support item, it gives a lot of magic defense late game and provides even more utility for the team because it allows to mitigate some magical defence being out of teamfight. Every time Horus will go to the backline he still will be helping his allies with tanking.

Build example

Sentinel's Gift is more safe support opinion if Horus doesnt wanna be too agressive. However with this item, Horus will probably be still less tanky than the enemy support with the same item, and still not being able to outtrade enemy support defence with his own.
Sentinel's Embrace is an item for more safe gameplay, to provide strong aura for the team. Falcon-headed god can get very high protection numbers with this item and still having utility items as well.
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 Sentinel's Boon is a more effective late game upgrade. Thanks to its passive Heir may try to lead the snowball, constantly healing himself for a big amount of health and keep pressuring enemy team alongside with solo.

Build example

War Flag is one of the best starting items for Horus. An early-game aggressive support item. This item gives a chance to win lane, but after a certain point, this item loses its effectiveness and no more gives gold benefits since Horus can not be aggressive anymore. Healing for Horus and for his loyal Carry that this item is providing can be synergized with Horus's own healing through Protector's Surge. Since Horus Gust of Updraft is also counting as multiple auto attacks, every enemy god hit will be providing extra healing!
War Banner This is the best start item upgrade, despite it has pretty questionable t1 item. This item even more increases Horus's own healing as well as grants healing to his allies. Thanks to its passive Heir may try to lead the snowball, constantly healing the entire team for a big amount of health, due to his Warrior nature Horus' autos may be deadly. Since Horus Gust of Updraft is also counting as multiple auto attacks, every enemy god hit will be providing extra healing!
An optional item. Nothing to say. Never use that, because in situations, when this item may be useful War Banner will be even more effective.

Build example

Warding Sigil is a starter item, that provides extra protection from fighting a lane opponent, and greatly synergizes with Horus' Resolute and Protector's Surge, these in general, gives protection and a chance to get power item as next rather than a defensive one and still not lose too much survivability, since protection outtrades damage. That can be useful, for example, when the first item is Golden Blade or Runeforged Hammer or etc.
Despite this starter item doesn't have a sustain, Horus can sustain his health through passive and Protector's Surge
This is very strong late game upgrade. This allows to deal damage not even having high power, due to aoe nature of its effect.
More safe item, greatly increases survivability and can be used to finish magical protection, if needed.

Build example

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 Fracture - auto - Updraft combo can apply stack twice in against opponent, now with the increased Fracture range Bird can dash through the entire wave, and use knock-up to apply two stacks to either backline archers or frontline melee. Using a 2-1 combo to clean the wave is more effective from behind in order to deal more damage versus frontline melee, since in most cases Heir will be rather one shooting backlines with Updraft thus this is, even more, riskier, as bluestone has no defense in it. This item is also giving good sustain, that combines with Falcon's kit.

Important notes: Both Gust and Cleave doesn't counts as separate ability thus Horus can not deal 1-2 extra procks of bluestone

The same item, but for late game. Overal increases damage output from Fracture - auto - Updraft and higly benefits from CDR
Does not effective item in Horus kit.

Warrior's Axe This is a strong item, that can be considered instead of Warding Sigil, due to Heirs' kit, lack of abilities, and no possibility to provide constant poking to the enemy, this item has not the best performance in Rightful Heir's arsenal. Due to the nature of Horus kit and lack of offensive abilities, He is very reliant on the 2-1 combo. Fracture is increasing the damage He deals with Updraft by protection shredding, thus this is a high burst with high enemy control. With Warrior's Axe Horus have to not rely on bursting the enemy and focus on boxing, to keep some delay between his ability usage to get both two activations and then rotate his kit. This all needed to use warrior's axe as a strong poke item. However Warding Sigil provides more defence and more PvE damage. Another problem is that only Fracture has descent damage on its gust to do a ranged poke, yet this is his main for wave cleaning ability Still Horus can use this item with his Burst damage.
Main upgrade.
More support oriented item.

Build example

Earrings tree


The earrings tree looks interesting and some items has a usage for Horus too
As the ruler of the Egyptian pantheon, as a leader of course the best usage he could get is of SPHINX’S BAUBLES. This item is very useful in Horus kit in Jungle and Support roles.
As Support this one turns him into a literal CC bot with only one downside - big price. The damage reduction is not that important as for support, yet this item will provide power, which Horus-support loves so much.
As a jungler with a price of damage Horus gains reduced cooldowns which is very important, considering how long they are. Traditionally The Heir is a very bursty Assassin, reliant at fast lock-downs and in order to not stay at the enemy’s team faces with no ability available not less faster escapes to recuperate with quite long cooldowns, so with them faster Horus may keep using his abilities on cooldown and get benefits from increased DPS to negate damage dealt reduction from this item. Also... more frequent CC is still CC, and provides big big usage for the whole team.
This item also reduces the healing output, so may be not the best opinion for healing-oriented builds

The item meant for healers has some tricky usage on Horus, but despite HE IS a healer using this item might be clunky. Since the Protector's Surge’s healing trigger is a single-target leap, if only one god has healed the flower will drop directly at them most of the time, but instead of the target the shield will gain Horus. So the best way to use this item is group healing, that adds even more extra choices that need to be made, which makes this item harder to use. But on the other hand Horus can use this item to get the shield every time he heals an ally god which might be some strategy.
Important note. Does not work on self heals
It may look like all the gods with a bunch of Heavy CC, which Horus is part of, will greatly benefit from this item, unfortunately it is not. The way the spikes drops behind him are not allowing The rightful Heir to use them inside of any of his CC chains, while the duration of collected spikes will never allow him to use them in the second round.


Core items

The most important Horus items.

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 to not feel deprived with offensive abilities and damage.

Important note. Since Horus Gust of Updraft counts as many separated basic attacks, Hydra's Lament will procks only for FIRST target in the line of attack.

Item to increase damage from the second part of Updraft and extreemly good choice for wave clear and cleaning camps. Gust comes through all enemies, each triggers a golden blade passive and gives damage at all targets. This item also get extra damage with scaling from gust bonus damage. Mostly useful at Solo lane Horus.

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!
Important note. This item gives Horus quite unique tactics which makes this item very useful not only to waves clean. Since Horus Gust of Updraft counts as many separated basic attacks Golden Blade will activate after EACH hit in the line. It means that in a 15 pcs radius you can deal significantly more damage if many minions stand inside. So try to hit god when the enemy stands RIGHT IN minion wave. For example, if the enemy god stands near to 3 archers or 3 swordsmen, if you hit them all with gust then god will get x3 Golden Blade damage. Most importantly, that you get a damage bonus for knocked up, and deal strong CC for gods, not letting them leave, which means this is a 100% chance to deal very much damage from ability by stacking Golden Blade and maybe hydra's lament

These items are full defence, Genji's Guard is a must thanks to it passive + CDR. As alternative is Shogun's Kusari - less protection, and more supportive passive, +extra 20% of CCR.
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 Gauntlet of Thebes, because he can do his main work more often.
- Mp5 and Mana even in cheep t2 Silver Breastplate (which he can rush earlier) that gives him early mana regeneration, but which he can also convert into health via Protector's Surge, that means he is getting free health sustain as well as mana sustain in one item and don't have to rush Hp5 items.
- 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 Gauntlet of Thebes may be very effective!
- Can also be considered to replace starting items in some situations or rushed earlier.
Very useful combined defense item for Horus which allows him to heal a little more besides more damage. Probably always useful in all roles but can be not so necessary in high-level plays if the team understands how Horus healing works and will group up for it, in that situation Horus can use something different!
After rework became a very useful item with passive looks good with Bird' own passive. This item increasing Horus's ability to get mitigation while getting hits. After rework also gives some protection that very viable in builds around HP that Horus can utilize very well because of his innate self-healing! And of course, strong healing aura for allies, increasing Heir' own healing

Hammer tree is viable bunch of items that can be usefult in multiple situations.
In a support role The Sledge, Blackthorn Hammer and Runeforged Hammer can be utilized for more agressive playstyle as erly items
Gives to birb extra protection if surrounded by enemies, and some CCR which will stack with Horus passive Resolute. Gives him a bit of power, good to use for aggressive playstyle.
In default scenario this item increases damage only from the Cleave part of Fracture, and basic attack right after Fracture, This item NOT increases damage from your allies and works ONLY for you, and does not activate with Updraft But using this item coupled with specific items like Manikin Hidden Blade creates a bunch of variable synergies, or also if team has bunch of cc. Using this item may also require learning Auto attack cancel tactick to put strong basic attack between Fracture- Updraft combo. This item also provides sustain that may be cricial early game at both solo or support roles.
Another useful hammer, can be effective in solo lane as first item, as providing sustain, health, power and ccr, and also be useful in support role for aggressive playtyle, that benefits from these stats. This item provides health so it still gives some survivability as for support.
Replacement for The Sledge as Spirit Robe for some build. Gives you more and permament defence at the cost of damage, both gives extra 10% of CDR. And alternative for it is Mantle of Discord, if you have enough CCR.

Other items

The less important Horus items.

Spoiler: Click to view


Horus can use all default and casual relics. But here is list of special interaction and synergies of Horus kit with some relics:

Can be synergized very well with Horus' own healing, which makes this item very useful.
Simly increases the amount of healing.
Instead of simple increasing the amount of healing now provides one extra aoe cknock up, that works in wider area than Updraft. This extra knock up can be combined with either of them Horus has Updraft and To The Skies! in many different situations, since knock-ups yet are strongest CC in game.

Can be synergized with protection buff and with To The Skies! shield.
Increases the power of shield and also works as old phantom veil, allowing to go trough god' structures
Gives a stronger protection buff, that can combines with Protector's Surge
Can be synergized with protection reduction and overall setting up potential
Now works as AoE
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 Resolute and Protector's Surge. In close quarters fight could be dificult for the enemy to brake that link, especialy if that enemy is under Horus' CC.
Also considering that Horus playstyle puts him out of position very often, that extra healing could be very helpful
Very important item for horus, combined with To The Skies! can make Horus global presence known around alll the map! In combination with ult Horus may not be afraid of teleporting on towers (later on wards) distant from current team fight or destination point, as he will NOT lose time on running to the fight. He can teleport on any tower and after easily get another teleport into the jungle far from him. Great item for rotation from solo lane.
Upgrading into this item increases the survivability while rotating around the map and combined with To The Skies!, Protector's Surge and Resolute
This increases the constancy of Horus global presence, by matching relic's cooldown to Horus ultimate's.
Situative item, but one it's upgrade can be useful.
Now redirect all healing reducted by this effect to Horus and his army! Sinergizing with Falcon' Healing Protector's Surge
Why even use it?
Can be synergized with Updraft slow.
Can be synergized with Horus high mobility for even better results.
Can be synergized with Horus’s setting up potential, to increase the damage even more with protection reduction and long CC-chain

Skill priority

Horus ability kit gives him multiple ways of prioritizing leveling order. His kit is separated for supportive and offensive parts.

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 Golden Blade and Hydra's Lament

A locking down ability that sets up enemies for further Updraft or ally’s damage. Provides a stun as well as enemy's protection reduction in order of increasing any next damage target will get. Prioritizing this ability can be useful in supportive roles for early flat protection shred for teammates either for reducing enemy protection on solo lane if so needed. This ability is rather less useful against non-god targets hitting them, does not activate cleave part and does not provide protection shred for AI and deal less damage. Yet this ability steal can deal damage for waves and jungle camps and also provides some stun for them, which can be useful. If overall this ability is less effective as a damage source in the jungle, it still can be very effective in combination with Updraft against gods.

Fully team-oriented ability yet can be used as personal little support in 1v1 fights and as movement escape or engage ability. This provides healing for everyone in that area and protection buff, including minions (that means the wave was affected by Horus healing at least once will win the enemy wave if there are no other factors). Prioritizing this ability can be useful in supportive purposes, to provide Horus' allies even more healing and protection buff, but still can be used in order of increasing personal sustain and survivability via healing and protection bust for a short period. Yet prioritizing this ability in very offensive play styles is very doubtful.

For the most part is Utility and for less - offensive. There is literally no reason to level 2-5 this ability until late game, because it does provide nothing but increased landing damage which is very hard to confirm and shield size. So it is better to level other abilities in credit for this.

Depends not only on the role in a match but also at the current level of teamplay and situation, The Falcon-Headed god can change leveling order to adapt, so there is some examples below.
For classic support:

For Aggressive support\solo:

For jungle and more offensive solo:



Stacking defensive passive
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.
+ CDR reduction.
+ Some extra heals.
+ A little extra magical and physical protection.
––– Requires getting damage, which lowers the value of the ability in the beginning. Requires a long time in battle to receive a bonus protection and CCR.
Activates only by God's damage.
Healing much lower than damage Horus must receive to get stacks.


Knock-Up and morphed range basic attack
Horus uses his wings to create an updraft around himself, knocking up nearby enemies, after using this ability Horus's next basic attack is Gust of wind.
Horus' main damage ability consists of two parts: first – knocking nearby enemies into the air and second – Gust attack with a morphed basic attack which gets extra damage to enemies that are knocked up. This ability deals the biggest damage in entire Horus' kit, which makes the source of half of his damage being Basick attack. That meeans Horus can utilize plenty of AA items with this ability. Can be interrupted by the enemy.
+++ Strong CC.
++ CC cannot be interrupted with Purification Beads (only before).
+ Deals significant damage twice.
+ The first part is AOE (damages all enemies around).
+ The second part is considered as base attack.
+ The second part has a damage multiplier.
+ The second part has a slowdown.
+ The second part is Horus only ranged attack.
+++ The second part damages all enemies in the line.
++ The second part goes through obstacles and walls.
+ Looks very nice.
The ability has a cast time which lets the enemy use escape or their own instant CC.
Small AOE radius.
–– Can be interrupted.
–– Vulnerable to Disarms CC.
The second part has low base damage.
The whole ability takes a long time to apply.
You are not immune to enemy control effects.
"Rooting" Horus around one target.
The only and weak way to clean waves and camps (in early game).

Important note. The Gust part of this ability counts as separated basic attack for each enemies in the line. That means that Hydra's Lament will procks only ONE time for a FIRST target in line. And Golden Blade will stack for EACH ONE target in the line.


Dash to enemies and CC. Defense debuff.
Horus charges forward, ready to strike with his weapon and looking to stun any god in his path, if he successfully hits a god he unleashes a powerful cleave attack that breaks the armor of whoever was hit lowering their protections.
The second damage ability and last one, which allows Horus to engage in fights, dash, catch targets and make them easy to kill by CC and reducing their protection for a couple of seconds, for squishes this reduction around 70% of their magical defense and 50% of physical defense. This is increasing incoming damage from all sources by around 20%. After using Fracture allies are getting a short time gap to kill targets faster, especially at duo lane. Also can be used to escape when everything is crumbling. Important note: This ability has cast time when it may be interrupted by enemy CC and ability will be counted as used. For the same reason it is very hard to use against Thanatos Hovering Death. Also dashing through silence or Cripples zone like Poseidon Whirlpool immediately stops Horus dash.
++ CC.
++ Can be used to escape or engage.
++ Separated for two parts which allows to activate items before main damage.
+ Dash.
+ Deals damage to all enemies 180* in front of Horus.
+ Can be used for wave clean.
+++ Reduces both protection of the target and all targets in front of Horus (squishes get almost 50% protection reduction).
Short distance.
––- This abbility has longest wind-up time among all that type of abbilities in game.
–– As a result may be interupted very easely. Very easy to notice.
––– Not likes Cripples CC.
––– Goes at cooldown after interruption when technically wasn't even used.
The whole ability takes a long time to apply.
Makes Horus very vulnerable and put him in center of battle.
The total ability damage divided into two parts, each does not have significant damage.
Not immune to enemy control effects.
Low duration of target protection reduction.

Protector's Surge

Leap and heal. Protection buff.
Horus selects an ally and flies to the aid. Upon landing, all nearby allies have their health restored and gain bonus protections.
Escape\engage 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, Scylla's Sentinel, which allows Horus to move in some extra ways. This provides healing and protection buff including minions (that means the wave was affected by Horus healing at least once will win the enemy wave if there are no other factors) Сan be interrupted by the enemy even mid flight despite that Horus untargetable.
++ Healing.
++ Can be used to escape or engage.
+++ Increasing both protection of the allies around the target and Horus himself (squishies get 50% extra of their total defense).
++ Moves Horus over obstacles and through walls.
++ Untargetable mid-flight, that means Horus can avoid damage even jumping at minion near to him.
–– Not enough healing.
––– Has no damage.
–– Can be interrupted.
––– Needs targets to be used.
Only some type of targets can be used. Not works with wards.
The aiming is incredibly odd. Be ready to die because of it. Consequently no confidence in success because it does not depend on skill.

To The Skies!

Team teleport.
Horus will begin channeling, sending a mirror image of himself into the sky to scout a destination. Upon selecting a new destination Horus will start channeling to fly to that new location with any ally near him. Horus land with such force, enemies are knocked away and take damage. Horus and his allies at the landing location gain a protective shield.
At the same time If no one knows how it works this is one of the worst ultimates and is able to flip the whole match with good teamwork. Playing solo Horus gets almost nothing in return for the price he pays for using this ability: cooldown time, inability to cancel, damage vulnerability, long charge, low damage despite the fact this is AOE. All of it makes Horus ult extremely hard to use effectively and team–dependent. One thing is that Horus is immune to CC and provides him some tactic benefits. Consider, that Horus ult is mostly offensive forgetting that may cost him a life. Also Horus ultimate is the only one ult that can kill his own ally (if unlucky landing) so Horus must be careful with choosing the destination location!
+ Moves Horus a big distance.
+ Can be used to engage.
++ Good ability to escape from enemy jungle side (stealing indra scepter offerings for example)
++ Expands the tactics possibilities.
+++ Immune to CC.
+ Deal shield for Him and allies even if they stand in the landing zone.
+ Let Horus chase the enemy.
+ Most beautiful ult with many animations, effects and sounds.
+ Сan teleport the whole team.
++ Horus can teleport allies when they ulting, to create a deadly combo.
+++ This ultimate can change the course of the entire battle.
++ Can be used as escape for you and allies.
+++ All enemies in the landing zone get strong CC.
+ Damage type is AOE.
–– Not immune to damage and executes.
Has low damage.
–– Long cooldown.
–– Horus cannot cancel ability.
––– After interruption by dead, begins cooldown.
Very visible.
The enemy sees and hears his spirit copy in sky

(His own sky)

and sees the landing zone.
––– VERY long charging.
–– VERY hard aim to hit someone.
Enemies can wait for this and the entire team, avoid damage and CC, and kill all.
––– This ultimate can change the course of the entire battle.

Important note: Horus is extra CC imune for 0.5s upon landing

timings and no one needed info

Ultimate part has three columns and two categories of advantages because due to the peculiarities and focus of this ability, some potential become inaccessible or very difficult to use depending on the situation, and the actions of allies. Therefore, these advantages can be ignored. And vice versa, if you are good or have a team play you can use these advantages.

Horus Damage breakdown

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

Fracture-basic- Updraft in math form:


Item effects

Spoiler: Click to view

Ability effects

Spoiler: Click to view

These little tips help end explains the mechanics of Horus's main damaging combo, why and how to collect, accumulate different types of damage bonuses(without pots and duffs), and useful ability effects Horus has to transform simple CC chain into the most deadly combo of the entire game.

To the skies! Strategy, tips, tricks and avanced knowlages

Base invasion

Backdoor and base pushing strategy
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.

Spoiler: Click to view

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
Spoiler: Click to view

Tier 2 tower pressure

After successful t2 tower destruction Horus has some potential ways to teleport his army to strike the weak spot.
Spoiler: Click to view

Map objectives

Fire giant, Fury and buffs coverage area

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.
Spoiler: Click to view

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 Towers

Lanes and towers coverage area
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!
Spoiler: Click to view
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.

Combos and advanced movement

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.

Press pluses to see gif
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)

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 Hydra's Lament) and preventing enemy from dealing damage to you in return (Possible to kill squishy targets with one combo). The main difficulty is to reduce the time window between abilities, in which target may try to use escape or a response CC on you because no one wanted to be a punching bag
Extra version of this combo but with Hydra's Lament

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.

This is a same combo, but first you do Updraft. Because it faster, that using Fracture it may be more useful against group of enemy. Also this is more faster way to stop enemy, than using Fracture first after Protector's Surge and not let them move or escape

MLG combo
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.

Auto attack canceling and advanced combo using

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?

Step 1

How to apply it and differences in timings

First is need to know, that attack canceling working by fast activating skill after some millisecond after you made a basic attack to replace attack animation with ability animation, which wins some time as result. By itself is useless but it useful if performed before ability that gonna be used to free extra damage
Here are some examples of the timing difference of using a basic attack after Updraft with and without canceling. In Horus case, unskippable animation duration is 182-190 millisecond
Spoiler: Click to view

Step 2

Why Horus want canceling?

This may seem useless itself, but Rightful Heir has many combos available in his arsenal, (and many CC that makes enemies very vulnerable and helpless for a long time when Horus can play with new slaves before killing them 👀), and implementing a basic attack may be very useful especially with Hydra's Lament that already viable in Heir arsenal! The problem starts with Fracture - Updraft combo; the remaining available stun duration after Cleave part match with the initial phase of Updraft in gameplay reason to combine them both in CC-chain if the enemy has 0 CCR, but default Basick attack animation + initial animation of Updraft is longer. This is where Horus gives the enemy a chance to escape or use their own countermeasures if Heir has been using his basic inside the combo! Here is an example of using Auto-attack canceling in the combo. Not so big difference in timing
Spoiler: Click to view

Step 3

Results of using that

Using an auto-attack inside a combo allows to significantly increase the damage since Horus has a good scaling of basic attack damage, moreover, Hydra's Lament activating after every ability and increase damage from canceled basic attack as well as Gust after Updraft. There is an example below of how attack canceling allows defeating the Thor bot much faster than the regular use of auto-attack between skills. In the first case with canceling, the AI does not have time to gain immunity and got knocked up, providing increased damage Gust. In the second case, implemented basic attack have increased delay that allowed Thor to gain immunity, which causing Horus Gust deals less damage, Thor also got a chance to apply his own CC on Falcon god. Not using basic attack is lowering combo damage in general!
Spoiler: Click to view

This is very hard to perform, and useless against an enemy with CCR but, you will learn how to use combo and put auto-attack inside very quickly at least. Not all people are fast as heck, boi (+ping)


Of-topic facts

I think it more interesting for someone to play Horus knowing some amusing facts, lore, and story behind him.
Spoiler: Click to view

Special interaction with Set (bonus chapter)

Being two sides of the same coin, two aspects of something one, the personification of eternal confrontation, but at the same time, the closest to each other, they know all their strength and weaknesses, all the innermost secrets and desires like no one else can. They are so far from each other following different goals with different paths, but they are so close as close, as intimate lovers who are showing affection to each other as a secret from others, like two essences of the same force like two opposites that attract.

Set is an irrepressible source of rage. The rage that follows him on his way to the throne is like a sandstorm erasing all the enemies except, the only one... The anger that he does not hide and ready to use at any moment. But at the same time, he is shrewd, restrained, cold-blooded, and cunning when it comes to reining Horus. Sometimes even kind and loving towards to not just someone whom his life is connected to but also to his own blood represented in his nephew whom he practically replaced father by being in his whole life since childhood as a prophecy and vendetta which the boy was prepared to since birth.

Horus, on the other hand, is always restrained, far-seeing, and shrewd, striving to represent himself as a worthy and perfect ruler, who is ready to take responsibility, when it comes to lead his people to victory. But next to Set, an uncontrollable desire for revenge and an excessive sense of justice both is growing inside of a still young and inexperienced Prince behind the curtain of maturity. This power like the primordial force of a hurricane and wind gust when he tries to suppress, hide, and not use it, makes Horus weak against his own uncle. Close to him, being vulnerable to emotions that he has been hiding under the guise of a worthy heir, his attempts to deny, and unwillingness to accept his inner desire for his uncle and attraction to him as his own opposite, Horus can commit stupid, rash, unworthy to ruler deeds, like a young chick.

Both of them must hide their true feelings to each other due to the circumstances of life: Horus denies the acceptance due to duty of revenge he owes to the elder gods, a confrontation with his uncle, that he did not choose himself and which Set forced to accept suppressing his feelings, because of his idea to make Egypt better and stronger.

But they are opposite and one.

This dualism, their dialectical struggle of opposites, similarities, and simultaneous differences are reflected in their gameplay.

In game they are different - support and assassins, two completely opposite sides. But both are very team-dependent which makes them similar.
And in the game, they can finally refuse their eternal struggle, which brings pain to both of them, in the game they can be together, can work and fight alongside, forming Synergy, the very ONE force, only the parts of which they represent separately.

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 Protector's Surge usage on the Set, allows Horus to follow his uncle on a great distance to support him, give extra protection, and soak some damage instead of his donkey-uncle and setting up kills. Like a personal bodyguard who is always nearby and ready to jump with his KIng to interact and combine their potential.
Besides that this ability may be applied before Set has used Sandstorm on Spawn of Set so Horus will fly after his uncle for an even greater distance. An important feature is that Set doesn't need to wait while Horus comes up because Falcon-god can leap on Set being 70 units away from him and after Set performed his own teleport he will have landed at the destination point of Set' own teleport. This is causing 70 units to leap into 140 units fly which is extremely a lot and helpful, but still requires a high cooperation level!

The very mobile frontliner alongside the very mobile assassin is very strong, making Set much more dangerous.
Horus and Set both have something to slow their enemies and they could synergize it!
Both Horus' gust of Updraft and Set' Skewer have 25% slow and can be stacked together for the whole 50% making the prey unable to run away from a conflicting duo. Duration of these effects is almost the same that makes it fit together well and this also may be stacked with Frostbound Hammer which is viable for Set too, in order to apply absolute slow on their enemies. One more trick is also increasing their fighting alongside potential. After they have made their movement trick (from the previous part) they still may be far enough from the enemy for Horus to catch them with Fracture, thus if Set has a chance he has to consider hitting them with Skewer that could slow them enough to let Heir, who is following his uncle, to approach them and catch the prey. Even so, the enemy could beads that, or the skewer’s slow wasn’t enough the distance of their skillshots is pretty similar and Horus can always use his Updraft to combine their slows, update or apply the effect again. This interaction may be used very well to chase an enemy, making their duo even more effective.
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.
Protector's Surge bonus protection and healing, coupled with Set Sandstorm physical damage reduction is granting bonus survivability that has to be regarded while Set uses Kingslayer and also getting healing from it. Horus can also provide his set-up and CC potential in order to buy some time for Set to unleash his rage versus the enemies that Falcon has caught in the deadly claws. Fracture flat protection reduction makes them extremely vulnerable against Set and CC chain makes it impossible for them to resist, or forces them to use their relics and safety abilities.
Horus can always provide extra mobility for Set and allow him to be more confident in using Sandstorm as an offensive, without being afraid of losing his only escape ability!
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 Kingslayer works Set is also very reliant on using his Sandstorm during ulting, so he is very limited in his mobility. Dropping both Sandstorm and Kingslayer is allowing Usurper deals a lot of damage, generates marks of Set more consistent, but the price of it is losing of an escape if something went wrong, and being in a bad position. This is where Horus comes to help his uncle. Besides his assistance with CC, healing, peeling, and protecting the enraged Set through his default kit, Heir can provide an emergency evac point to his uncle using his To The Skies!, if needed to. This is also allowing Set to take a different relic, instead of blink rune, which can be more helpful, for example aegis, to survive, or Belt of Frenzy as long as he can rely on his nephew.

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Pwuntahs | June 28, 2022 7:11pm
Don't know how anyone can downvote this, very informative, good work.
Falcrus (2) | July 1, 2022 4:12am
Thank you. Many people does not go further than builds and they might be not best, or nor keep up with the meta
AmoralOne (10) | March 9, 2022 8:25am
I have not had the chance to read through this guide until today, this is truly a work of art, well done, v clean, anyone wanting to learn Horus should for sure stop by and read this guide.
Falcrus (2) | March 9, 2022 9:57am
Thank you!

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
An4rchy | September 25, 2021 7:59am
a little complicated but works
Farthus (5) | March 24, 2021 11:57am
heart seeker in Build 2 seems a bit out of place. Horus does have very long cooldowns and does not make good use out of this item at all. Besides that, you need high amounts of power for it to make any real impact which is not the case for that build.
Falcrus (2) | March 24, 2021 1:28pm
Heartseeker is a pen item for ability-based gods, no matter of cooldown, since in gives % of enemy health same to Qin's Sais or Soul Reaver. That build is some kind of bruiser and has more than 200 of physical power so I think it's okay. Maybe Titan's Bane better but not for Horus combo, unfortunately, bust Fracture penetretion not best
Farthus (5) | March 26, 2021 12:51pm
Cooldowns do matter , horus has very high base cooldowns so that already makes the item less viable. Also horus only has 2 damage abilities outside of the ultimate which also reduces the value of this item (fewer times the item can proc). On top of that horus does have very little range on the actual abilities that proc this item so thats even more reason to not build this item on him. You can easily miss the first part of his first abilitiy.

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 Sundering Axe, because this item procs even on the ranged part of his first ability and steals 10% Max hp + all the other benefit that the item gives.
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Mother Bear | February 16, 2021 2:54pm
Very detailed. Help me out a lot
Falcrus (2) | February 28, 2021 3:00am
Thank you!~
CastleHaze00 | December 30, 2020 11:51am
So do you have an ability build for Horus? I'm used to seeing an ability build for the gods and I wasnt able to find one. Unless I just didnt scroll far enough lol.
Falcrus (2) | December 30, 2020 11:56am
What do you mean?
Farthus (5) | December 1, 2020 12:40pm
Never EVER build Pridwen on Horus! It has a weird interaction with the shield he gets from his ultimate and basically, the two shields cancel each other out.
Falcrus (2) | December 2, 2020 8:38am
ye, I know, passive just not works on Horus ult, I put it there only for his 20% CDR and both type of protection. They must fix their fix for pridwen and horus.
Farthus (5) | December 4, 2020 12:45pm
Not only does the passive not work, it also removes the acual shield horus gets through his own ult as well. So if your reasoning is CDR and protections there is better options out there for him.
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Horus Gaming | November 20, 2020 11:24am
Have you ever gotten a kill with ult? It's so satisfying!
Falcrus (2) | November 21, 2020 5:30am
Yes, sometimes and only squishy who tried to escape. Lack of damage with ult and hard to aim :D
Hartholz | November 19, 2020 12:01pm
Nice Build, Nice Dude
Falcrus (2) | November 19, 2020 12:06pm
Thanks ^^ you so kind!
Big Damage (35) | October 13, 2020 11:42am
Hello! I see that this is your first guide on this site so just along with this welcome I'm just letting you know that this is all meant to be constructive criticism and honestly your guide isn't even bad, these are just my thoughts on a few things as I went through it all.

I am confused with the explanation of your main build summary. How does Brawler's Beat Stick provide more damage than Heartseeker; where does this 3% damage reduction come in? Also how does the attack speed from The Crusher affect your 'windgust' as it is only a single auto, not several like your auto attacks?

Jotunn's Wrath is not a good mid to late game option. Similar to Breastplate of Valor it's for early pressure and even worse than BoV it's more common for users to sell this item just because of how lackluster it is after 15 minutes, whereas BoV can have optimal use throughout a game.

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 Genji's Guard into more physical.

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 Hercules; otherwise Herc takes that spot.

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 Mail of Renewal, overall meh stats and passive for it's price and I can see the passive use in Arena coming into play however there are much better options on Horus.

In the "Supportive Build Mixer" some questions I would be asking are; Why Shogun's Kusari in a build with more magical protections rather than Genji's which as 10 more prots and 150 more health? Why Mail of Renewal over Caduceus Shield as well in magical protection build even though it provides less magical protections? What is the build with Relic Dagger for?

Just a small typo but for the Breastplate of Valor item choice explanation you should write that it increases your mana pool and provides a small amount of MP5 instead of HP5.

The thing with Heartseeker is that it doesn't decrease your total damage over the next 3 seconds, but just the bonus from the passive. For example you deal 250(100%) damage plus 20(100%) bonus damage with Fracture, then you attack with Updraft which deals 200(100%) damage plus 5(75% less) bonus damage. HS is still a great item on any physical ability based god.

Being brutally honest the abilities description is very off the mark with Resolute and To The Skies! The easily stacked protections and CCR helps with Horus' early aggression which is so prevalent in his kit. Getting an extra 15 protections for free before you get any items is more useful than you think, the heal is good for disengaging and reengaging too; being able to dive in stack it up and get back out so it heals and keep repeating isn't exactly powerful but it's handy.
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 Updraft in the first combo.

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!
Falcrus (2) | October 14, 2020 10:05am
Hello and thank you.

- This is very odd, I made a lot of texts before with that basic build, and each time Brawler's Beat Stick deal 92 more damage that version with Heartseeker. Until now, I made a new test, and Heartseeker made 60 more damage. Strange, but Brawler's Beat Stick still okay if you need anti heal instead of Contagion (its is good as early anti heal if swap with Breastplate of Valor, but then need to use Jotunn's Wrath

- Jotunn's Wrath because build need CDR, and this is pretty well. Same to Brawler's Beat Stick, you could swap it with Mantle of Discord but the problem with 30% cdr and you will need to take Arondight instead of possible Heartseeker and lose extra damage from it (what I just checked). (But yes, you will get more magical protection with that). You can remove The Sledge but then you need to rebuild all, because you will need to Spirit Robe instead of it, then you will need to use Jotunn's Wrath or [[Arondight but you will have less physical protection. It's all about balance Anyway, all those robes made you tanky in some cases and I still plan to add more about balanced build here.

- 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?

- Shogun's Kusari using with Genji. sense of that build is that you sell The Sledge and Mantle of Discord and buy Runic Shield and Spirit Robe. In summary, you have the same Magical protection, same CCR but you reduce enemy magical defence. (but you pay with 30 physical protection)
Mail of Renewal just alternative, use caduceus if you want. You can combine items as you want, you just need only to not forget about CDR and that list is just items that can be used for sure.
I need to rework that section to make it more understandable. Relic Dagger if you want to support more and +10% CDR



- 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 Nu Wa ult.
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 Silverbranch Bow and his ultimate (Also, set able to activate passive very fast with his 3 on enemies or minions, so you will go to take damage from minions on horus?) As I said in a guide - those passives useful only in a long fight when fully charged.
To The Skies! - yes, if ultimate working only if some specific situations - it's bad, if you still pay full price for it outside these situations - much worse. In most cases, you will not able to use his ult properly, so you will use it as possible and will pay for it like if you going to teleport the whole team and bring victory, no, you just going to move yourself, few damage, very hard to aim, stupid charging, hard to use as escape, possible to die. As a result, you just use it as teleportation of yourself somewhere with 100 sec cooldown. (Ra have 1000+damage with 90 sec CD and i not think is harder to hit someone than with horus ult). You paying for an opportunity that you will never use

- no, I did not. This is full combo, like fenrir Brutalize+ Unchained or Bastet Pounce. Sometimes using full combo is deadly for you(imagine if his 15% cdr was permanent, but no). + they will able to stop you in flight with your Protector's Surge, you just shouldn't give them time, dive and out

- thanks, of course, I will fix and expand when I will able to edit
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