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Sentinel's Gift is your well-rounded, supportive starter item. You can alternatively opt for Benevolence.
It is typically paired with the T1 form of Gauntlet of Thebes and potions for early sustain. Sentinel's provides good mana sustain, so you should only need Multi Potions, but you can change the ratio of potions as you prefer.
Alternatively, you can sub the multi-potions with Hand of the Gods for quicker clear.
This example build targets early aggression from War Flag and Stone of Binding, building into more traditional support items thereafter.
Build order is optional; switch items around as preferred, or pick up counter or utility items as preferred. Replace Stone of Binding late-game with another item.
If you don't want Stone of Binding but still want to be aggressive, consider Spear of the Magus a bit later, or Staff of Myrddin mid-late build.
All 3 "support" starter items can be functional. Choose based on your expected upgrade path.
Sentinel's Gift: Universal support starter providing good health and mana sustain along with bonus gold on assist. Upgrade into Sentinel's Embrace to provide nearby teammates with protections.
Benevolence: Interesting starter that provides some added gold gain, along with situational shared health restore. Upgrade into Compassion to absorb some damage from nearby teammates, reflecting it back. Increased function from this combined with Shell Spikes.
War Flag: Aggressive option that provides great utility in movement and attack speed. Great for chasing down enemies and being aggressive in general. Upgrade to War Banner or Spartan Flag as preferred.
Choose your counter items as fits your needs.
If you're confident in your own play, the matchup, your teammates, etc., choose from these items to provide offensive function and/or added utility.
All of these relics are functional; many are situational and you should choose to fit the team's needs. In most cases, start with Blink Rune, but if you're not comfortable with an aggressive option, you can consider Bracer of Radiance, Heavenly Wings, or Magic Shell as alternative starting relics.
Your 2nd relic is going to be more situational. Against heavy healing, Cursed Ankh is a great choice. Belt of Frenzy or Sundering Spear are good offensive options, while Shield of Thorns can be considered against a crit or lifesteal-heavy team.
Nene Kappa is prioritized first for clear and poke damage.
Shell Spikes is very useful for the situational cooldown it provides, and is also prioritized for decreasing cooldown as it is leveled.
Sumo Slam only increases in damage and is prioritized last.
Watery Grave should typically be upgraded whenever possible.
Tap each threat level to view Kuzenbo’s threats
This guide is maintained by Branmuffin17 in honor of the memory of Gulfwulf. The Intro, pros/cons and skills sections will remain relatively untouched, but other sections will be updated as needed. Community feedback will be considered and appreciated in build and tip recommendations. Thank you in advance, and may Gulf be surrounded by many NeNe Kappas on Olympus.
If you'd like to contribute to something in his honor, his wife said that the best way we can honor his memory is one of two ways:
Proper warding is very important because having vision of the enemy's movement can give you early warning of a gank or an attempt on the Fire Giant / Gold Fury. Most early ganks will likely come from either your Void Camp or the enemy's Void Camp depending on how far up you are in the lane. Do not try to initiate a team fight near the enemy's tower unless you have vision on a possible gank. You should place your free ward near the Void Camps to warn you of any early ganks.
After your first or second back, you should be regularly picking up regular Wards and dropping them in strategic locations in the jungle to help your ADC and Mid-laner.
As the match progresses, you'll want to have a Sentry Ward handy, which will be used to counter enemy wards and protect the Fire Giant.
It's everybody's responsibility to ward, but not everybody does so. Just remember that you can only have a maximum of three wards active at one time: one sentry and two regular.
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