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How to play Cliodhna (Masters Jungler 10.2)

6 0 7,081
8.6
by archiebaker updated March 6, 2023

Smite God: Cliodhna

Build Guide Discussion 0 More Guides
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Cliodhna Build

#1 Start (Read notes)

Notes This is my favourite start for Cliodhna, the current state of Bluestone Pendant and later Bluestone Brooch dealing insane tick damage to gods after hitting them with any ability is too good to pass upon.

Mace builds into jotuns

Multi potions > Mana potions as they allow you to brawl better earlier

Notes

This is my favourite start for Cliodhna, the current state of Bluestone Pendant and later Bluestone Brooch dealing insane tick damage to gods after hitting them with any ability is too good to pass upon.

Mace builds into jotuns

Multi potions > Mana potions as they allow you to brawl better earlier

Build Item Bluestone Pendant Bluestone Pendant
Build Item Mace Mace
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion

#2 Start (Hyper farm)

Notes This start is better if
  • You plan to hyper farm till 20
  • You need more objective damage as a team
However you will do less damage late game to gods

Notes

This start is better if

  • You plan to hyper farm till 20
  • You need more objective damage as a team
However you will do less damage late game to gods

Build Item Bumba's Dagger Bumba's Dagger
Build Item Mace Mace
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Early items (Read notes)

Notes You DONT want all of these
  • Jotunn's Wrath always get this first, the power, CDR and flat pen are really good. Only get a glyph once you have all 5+ items, ideally all 6 and possibly upgraded relics

  • Brawler's Beat Stick if the enemy team has a god with a lot of healing like Hercules or Hel or an adc that you are fighting regularly with Asi and Death's Toll. You can't really go wrong with this item.

  • Bloodforge Insane power with a nice 7% movement speed for getting around and juking. The passive is really nice for chaining kills and keeping you alive in fights.

  • Soul Eater Is good with your insane ability damage and the physical ability lifesteal gained after leaving a wall from Phantasmal. 10% CDR and 10% pen are also very good.

  • Shadowdrinker is a bit of a wild card, I haven't built this much but when combined with Bloodforge you have a passive 14% movement speed and +40% additional movement speed when you get a kill. The base power and flat pen are also nice.

Notes

You DONT want all of these

  • Jotunn's Wrath always get this first, the power, CDR and flat pen are really good. Only get a glyph once you have all 5+ items, ideally all 6 and possibly upgraded relics

  • Brawler's Beat Stick if the enemy team has a god with a lot of healing like Hercules or Hel or an adc that you are fighting regularly with Asi and Death's Toll. You can't really go wrong with this item.

  • Bloodforge Insane power with a nice 7% movement speed for getting around and juking. The passive is really nice for chaining kills and keeping you alive in fights.

  • Soul Eater Is good with your insane ability damage and the physical ability lifesteal gained after leaving a wall from Phantasmal. 10% CDR and 10% pen are also very good.

  • Shadowdrinker is a bit of a wild card, I haven't built this much but when combined with Bloodforge you have a passive 14% movement speed and +40% additional movement speed when you get a kill. The base power and flat pen are also nice.

Build Item Jotunn's Wrath Jotunn's Wrath
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Bloodforge Bloodforge
Build Item Soul Eater Soul Eater
Build Item Shadowdrinker Shadowdrinker

Mid-Late items (Read notes)

Notes
  • The Crusher The passive synergises really well with Bluestone Pendant and Bluestone Brooch as well as power and 10% pen.
  • Heartseeker Same as above, however the bonus damage scales off the enemy health, so you'll hit tanks for more, hitting multiple abilities on the same target makes heartseeker proc for more damage which is good for Cliodhna with quick, hard hitting abilities.

    Titan's Bane This is great for killing tanks with 20% penetration, and an additional 20% penetration on your first ability cast every 6 seconds. The additional 20% from the passive can take you over the 40% physical penetration cap

    Bluestone Brooch ALWAYS get this over Corrupted Bluestone The passive damage is insane and makes all your abilities do an extra 180+ damage for anyone getting hit by one tick

    Bumba's Spear if you've gone Bumba's Dagger

Notes

  • The Crusher The passive synergises really well with Bluestone Pendant and Bluestone Brooch as well as power and 10% pen.
  • Heartseeker Same as above, however the bonus damage scales off the enemy health, so you'll hit tanks for more, hitting multiple abilities on the same target makes heartseeker proc for more damage which is good for Cliodhna with quick, hard hitting abilities.

    Titan's Bane This is great for killing tanks with 20% penetration, and an additional 20% penetration on your first ability cast every 6 seconds. The additional 20% from the passive can take you over the 40% physical penetration cap

    Bluestone Brooch ALWAYS get this over Corrupted Bluestone The passive damage is insane and makes all your abilities do an extra 180+ damage for anyone getting hit by one tick

    Bumba's Spear if you've gone Bumba's Dagger

Build Item The Crusher The Crusher
Build Item Heartseeker Heartseeker
Build Item Titan's Bane Titan's Bane
Build Item Bluestone Brooch Bluestone Brooch
Build Item Bumba's Spear Bumba's Spear

Example build #1

Build Item Bluestone Brooch Bluestone Brooch
Build Item Jotunn's Vigor Jotunn's Vigor
Build Item Bloodforge Bloodforge
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item The Crusher The Crusher
Build Item Titan's Bane Titan's Bane

Example build #2

Build Item Bluestone Brooch Bluestone Brooch
Build Item Jotunn's Vigor Jotunn's Vigor
Build Item Soul Eater Soul Eater
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item The Crusher The Crusher
Build Item Heartseeker Heartseeker

Relic #1 (Level 1)

Notes I'd recommend getting Purification Beads 95% of the time
  • You can play much more aggressive knowing you can immune crowd control that would likely kill you such as No Escape from Ares or Ragnarok from Fenrir
  • You can cleanse cripples that stop your passive Phantasmal
  • You can pre-beads then Lurching Claw to make sure it won't get canceled

Aegis Amulet
Blink Rune
  • You feel you need more mobility, although Cliodhna shouldn't need it. This comes down to personal preference although most junglers would consider this a bad pickup

Notes

I'd recommend getting Purification Beads 95% of the time

  • You can play much more aggressive knowing you can immune crowd control that would likely kill you such as No Escape from Ares or Ragnarok from Fenrir
  • You can cleanse cripples that stop your passive Phantasmal
  • You can pre-beads then Lurching Claw to make sure it won't get canceled

Aegis Amulet
Blink Rune
  • You feel you need more mobility, although Cliodhna shouldn't need it. This comes down to personal preference although most junglers would consider this a bad pickup

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Blink Rune Blink Rune

Relic #2

Notes

Notes

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Blink Rune Blink Rune
Build Item Temporal Beads Temporal Beads
Build Item Aegis of Judgement Aegis of Judgement

Cliodhna's Skill Order Notes Banshee's Wail is easier to make sure you hit all four of the jungle camps level 1 since sometimes your mid or solo laner may not group them up optimally for Lurching Claw

Always max Lurching Claw first, the ability scales the best both in damage and cooldown

I recommend maxing Flickering Visions next, the ability to poke from a far, having no channel time and therefore being unable to be cc'd out of it makes this ability great

Notes

Banshee's Wail is easier to make sure you hit all four of the jungle camps level 1 since sometimes your mid or solo laner may not group them up optimally for Lurching Claw

Always max Lurching Claw first, the ability scales the best both in damage and cooldown

I recommend maxing Flickering Visions next, the ability to poke from a far, having no channel time and therefore being unable to be cc'd out of it makes this ability great

Banshee's Wail

1 X Y
Banshee's Wail
1 15 16 18 19

Flickering Visions

2 A B
Flickering Visions
3 8 11 12 14

Lurching Claw

3 B A
Lurching Claw
2 4 6 7 10

Tearing the Veil

4 Y X
Tearing the Veil
5 9 13 17 20
Banshee's Wail
1 15 16 18 19

Banshee's Wail

1 X
Cliodhna wails at enemies before her, causing damage 3 times, with the final hit being the strongest. The final hit will also cause enemies to be silenced and deafened for 1.5s. While channeling this scream Cliodhna is immune to knockups. While inside a wall Cliodhna will cause a spectral face to appear and wail in her stead that damages enemy gods in a wider cone.

Ability Type: Cone
Scream Damage: 30 / 45 / 60 / 75 / 90 (+40% of your Physical Power)
Final Hit Damage: 60 / 100 / 140 / 180 / 220 (+60% of your Physical Power)
Range: 30
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 12s
Flickering Visions
3 8 11 12 14

Flickering Visions

2 A
Cliodhna fires a distorting bolt of energy that explodes on contact with a living soul. Enemy gods hit by this explosion lose the ability to perceive Cliodhna for 4s. If Cliodhna attacks or is hit she flickers back into vision before fading back out. As long as one enemy god is debuffed Cliodhna gains a Movement Speed Buff.

Ability Type: Line AoE
Bolt Damage: 70 / 125 / 180 / 235 / 290 (+80% of your Physical Power)
Movement Speed: 25%
Radius: 15
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14s
Lurching Claw
2 4 6 7 10

Lurching Claw

3 B
Cliodhna dashes forward, damaging enemies she passes through. At max range, if she cancels this dash, or upon refiring the ability she will unleash a claw swipe that deals heavy damage. Cliodhna can cast this while inside a wall, resulting in the dash traveling further.

Ability Type: Line/Cone
Dash Damage: 35 / 60 / 85 / 110 / 135 (+30% of your Physical Power)
Claw Damage: 90 / 140 / 190 / 240 / 290 (+80% of your Physical Power)
Range: 45/55
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Tearing the Veil
5 9 13 17 20

Tearing the Veil

4 Y
Cliodhna tears the veil between life and death, unleashing banshees in a line in-front of her after a brief delay. When it first opens it deals heavy damage before dealing rift damage rapidly to targets in the area and slowing them. Enemies hit by subsequent hits take less damage. This ability has 2 charges. Cliodhna can use this ability while inside a wall. When used this way the veil is weakened but not fully torn, instead activating when a target gets too close.

Ability Type: Tampered Line
Opening Damage: 150 / 225 / 300 / 375 / 450 (+60% of your Physical Power)
Rift Damage: 60 / 95 / 130 / 165 / 200 (+30% of your Physical Power)
Slow: 6%
Slow Stacks: 6
Range: 70
Cost: 30 / 35 / 40 / 45 / 50
Cooldown: 55s

Cliodhna Threats

Tap each threat level to view Cliodhna’s threats

Max
2
Major
4
Even
2
Minor
1
Tiny
1

Cliodhna Synergies

Tap each synergy level to view Cliodhna’s synergies

Ideal
2
Strong
0
OK
0
Low
1
None
0

Introduction

Hello, I'm Archiebaker, a consistent masters jungle player who peaked GM when I grinded ranked, I also play amateur competitive within the EU scene for fun

I have recently been playing a lot of Cliodhna and decided to make a guide, hopefully players of all skill levels learn a thing or two and get to experience smite from a different angle (walls).

This guide will focus mostly on conquest for casuals/ranked although tips can be used for casual modes.

Feel free to ask any questions in the comments too! :)

Pros and Cons

Cliodhna has a unique play style, currently being the only god able to enter walls, you can easily ambush enemies, arriving in a team fight from any angle you choose


+ Very high damage late game, that can be used relatively risk free from walls given proper positioning
+ Doesn't have to rely on frontline to get in range due to Phantasmal
+ Knockup immunity in Banshee's Wail that can be used to avoid crowd control from abilities like Typhoon and Stygian Torment
+ Highly mobile due to Phantasmal and the extended dash range in walls of Lurching Claw
+ Rewards good positioning and teaches you to think of the map in a different way


- Ultimate can take some practice to hit consistently, especially out of walls
- Lurching Claw isn't knockup immune and fairly telegraphed
- Damage can feel low when Tearing the Veil is on cooldown
- Some junglers can run at you early game and give you a rough time


However the con's of Cliodhna can be played around with enough practice

Abilities



Phantasmal
Phantasmal is what makes Cliodhna, it allows you to enter walls after one second of running into them, creating further interaction with Banshee's Wail, Lurching Claw and Tearing the Veil.
You're untargetable while in a wall so abilities like Fire Shards won't target you, you can also avoid the pull from No Escape by getting into a wall.

However you do take damage over time while inside a wall, stacking in intensity, therefore you should try to stay in a wall no longer than 5 or 6 seconds until you feel comfortable.

IMPORTANT: YOU CANNOT ENTER A WALL WHEN CRIPPLED OR BELOW 25% HP
Advanced


Banshee's Wail
Banshee's Wail Should be leveled last, it scales slightly better than Flickering Visions but can be interrupted and dodged easier

Remember this ability has knockup immunity while channeling allowing you to immune the crowd control part of some abilities and even ultimates such as Stygian Torment

The last hit deals increased damage and silences and deafens any enemy hit for 1.5 seconds (You only need to hit the last hit for the cc)
Advanced


Flickering Visions

Flickering Visions Should be leveled second, this ability is great medium range poke and your secondary camp clear ability.

Successfully hitting this ability causes AOE damage around the explosion, however no AOE damage happens if you don't hit an initial target

Try and always hit a god with this as it gives you a 25% movement speed buff for 4 seconds

Advanced


Lurching claw
Lurching Claw Should be leveled first as it scales the best and lowers the cooldown, it is the main mobility in your kit, when using this ability you should always try and dash through your target, turn 180 degrees then cancel the ability to hit both parts.

Be careful not to dash head on into someone with a cripple such as Scylla with her Sic 'Em] as the slash part of the attack won't go off or big AOE fields such as [[Sunbreaker as you have no easy way of getting out.

I highly recommend checking the advanced section for this ability as it has some really interesting mechanics that are crucial to becoming a good Cliodhna player
Advanced


Tearing the veil
Tearing the Veil Should be leveled whenever you can, it has a 60 second base cooldown and allows you to store up to two charges at once, similar to Agni's Rain Fire.

The ability stays open for 5 seconds or until destroyed by 3 enemy god auto attacks.

It does a burst of damage upon the rift opening, which happens roughly after 1 second of casting as well as tick damage rapidly to anyone caught in the rift along with a 6% slow stacking up to 6 times.

This ability is best used while targets are grouped up and under the effects of crowd control such as Taunt or No Escape
Advanced

Leveling order (Also in notes)

Levels 2 to 4 ordering is situational!


Level 1
Start by putting a point into Banshee's Wail, although this does less DPS (as you can't auto attack during it) than starting Lurching Claw, its much easier to make sure you hit the minions of all 4 jungle camps
Level 2
You'll likely put a point into Lurching Claw for mobility, encase any nasty enemy jungler tries killing you, it also allows you to look for a level 2 gank on mid or solo by coming through a wall on your unsuspecting victim.

However leveling Flickering Visions is good if you want to help your mid laner clear the mid wave and are wary of dashing in vs high cc high damage mid jungle combos like Mercury and The Morrigan
Level 3

Then get Flickering Visions which increases your overall damage output and gives you some more clear and utility with the invisibility and movement speed buff.

If you've already leveled it level 2, get Lurching Claw
Level 4+

Level Lurching Claw when you can't level Tearing the Veil as the cooldown and damage goes up on this, making it the best ability to level

Max Tearing the Veil > Lurching Claw > Flickering Visions > Banshee's Wail

Early game jungle pathing

This applies exclusively to conquest, if you're not interested in conquest feel free to skip this section!

In most scenarios, you have 4 options early game on how to play the first few minutes, playing this correctly can net you a kill or two and set you up nicely to a strong mid and late game while putting your laners ahead as well

Practice all four of these and see which works best for you, remember to check what gods are on your team and against you to determine the best place to pressure and gank at the start.

  • Clearing 4 camps with mid and solo into solo lane gank
  • Normally you'll wait around the end of the second arrow for the enemy solo laner to push up, then go in and gank


  • Clearing 4 camps with mid and solo into mid gank
  • You can come through the wall as shown, be careful if the enemy jungler does the same, you may find yourself in a 2v2


  • Clearing 4 camps with mid and solo into mid wave into speed into either duo or mid gank
  • This is a good start if you want to hit level 3 before ganking and your duo has done green + purple + xp camp, it gives your mid laner some pressure too. You can choose to gank mid or duo after doing your speed buff



  • Clearing 4 camps with mid and solo into speed and back camps
  • This lets you hit level 3 without appearing on the map, it means the enemy solo laner has to play careful as well as their mid and duo, however most experienced players will know once you hit level 3, where you are on the map, from here either gank mid or duo similar to above

Early game items


Note: Soul Eater can feel nice when learning Cliodhna to counteract Phantasmal health drain while in a wall

Finishing the build

Although some players may be tempted to go defense on junglers I would highly advise against it on Cliodhna, the reasons being

  • You have little crowd control, if you're not doing damage you're not much use
  • You have insane damage and burst potential
  • Your positioning should be more than enough to make sure you don't take damage, especially since you can get into walls

With that in mind
  • Heartseeker is an insane item, the fact is does more damage per proc in quick succession synergises really well with clios ability to quickly cast her Banshee's Wail in a wall, then quickly Lurching Claw out and Flickering Visions
  • The Crusher is similar to Heartseeker however it does less damage for subsequent ability procs, it has 10% pen as well and is generally better at killing squishies than Heartseeker, however there is no reason you can't go both
  • Titan's Bane is great for killing tanks, if the enemy frontline is fed and your team can't seem to kill them, pick this up 5th or 6th


Situational items
Sadly, there isn't many situational items for Cliodhna, you do damage, that's about it, therefore you don't benefit from utility items and you can't really box, however you could try these items if you really want
  • Stone of Binding is cheap, gives 40 of each protections, 250 health and the passive procs on your ultimate and 1st ability, reducing protections of the enemy god for you and your team mates to take advantage of
  • Magi's Cloak you should never really need this due to being able to go into walls to get out of harms way, however if you're learning or finding yourself constantly cc'd to death by abilities like Ragnarok you could pick this up
  • Mantle of Discord the cooldown is okay, the passive can stun people in an AOE around you helping you get into walls

Cliodhna tips and tricks!


How to play Cliodhna (Early/mid game)
  • Focus on farming and getting a lead over the enemy jungler, hitting level 20 first and getting Bluestone Brooch is a huge power spike that can win your team the game
  • Try to stay out of sight as much as possible, making all the enemies play scared that you could be in any wall or anywhere is a big advantage for you and your team
  • Look for ganks when possible, you can dive towers by using Lurching Claw out of a wall on an unsuspecting low hp enemy
  • Try not to box the enemy jungler unless your ahead, most junglers will fight better than you in a 1v1

How to play Cliodhna (Late game)
  • Remember you can set up to 3 Tearing the Veil's in walls and leave them there, however be careful when doing this because you won't have any to use actively if a fight breaks out
  • You can go in the fire giant wall and cast Banshee's Wail and Tearing the Veil if the enemy is doing the fire giant then exit from the way you came in (or even use Lurching Claw to create more distance
  • Similar to above can be done for sieges
  • If an enemy is running at you, use Flickering Visions and run away with the invisibility and movement speed buff, it can be a good idea not to Lurching Claw as this will temporarily reveal you, where as if you just run away, people won't know which way you've gone

Things to remember
  • The damage you take from being inside a wall stacks in intensity, don't stay in one too long
  • Lurching Claw should mostly be used from within a wall to give you extra mobility
  • A big chunk of your damage comes from Bluestone Brooch late game, its a good idea to farm for level 20 and get this asap, even over finishing an item such as Titan's Bane or Heartseeker

The end

Thanks for making it this far into the guide!

I hope everyone has learnt something new about one of my most recent favourite gods Cliodhna if you have any questions feel free to leave a comment on the guide and I will try to answer them whenever I can

You can also direct message me on discord
Archie#0464

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