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"When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% healing in the Light Stance."
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"When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% damage in the Dark Stance."
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"While in Light stance, Hel's abilities heal and support her allies and she gains increased Protections."
"While in Dark stance, Hel's abilities cause damage and she gains increased Magical Power." Switching stances properly is extremely important to learn. Getting caught in the wrong stance can result in a number of negative results for your team. This being said, the best way to play Hel is actually to not stay in a stance for too long. Once you get some cooldown, Hel is most effective when you "spam her abilities" per se. Empty your kit in one stance, then switch to the other and empty that one while the other stance is on cooldown, rinse and repeat. Doing this properly isn't easy to explain, so please make sure to view the examples in the Combos section (click here). |
"Hel fires an orb of restoration that hits gods only. Hitting an enemy god deals damage. Hitting an allied god heals that god and heals Hel on a successful hit."
This is Hel's immediate heal. Unlike Inspire (to teammates), Restoration will heal for a flat amount when connected. This ability also does damage to, but will not heal you when it hits, enemy gods. This ability is easy to miss and when your teammate is constantly juking you, conencting it can be difficult. Hitting this heal could absolutely be the difference between not only a teammate living, but you as well, since this ability heals both you and the person you hit. This ability does not work on minions. | |
"Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration."
Cleanse is arguably the most beneficial ability Hel has in her entire kit. Using this ability, which isn't very difficult to connect, is basically a free Purification Beads. Use this on yourself and get out without having to burn any relics. An important thing to note is that you can use this on teammates, so please don't be a selfish Hel. | |
"Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. Hel gains Increased Movement Speed, and allies gain a reduced amount (10%) for the duration."
This is going to be your favorite ability during the laning phase. This ability heals you instantly just like Restoration, but also gives heal over time to all allies within the radius including minions. It also gives you and your allies movement speed which makes it fantastic for making rotations, and pretty good when combined with a Cleanse when necessary to get out of fights. Make sure you use Inspire on your minion wave as it comes up. |
"Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 12 unit radius if it hits a god, a wall, or reaches max range."
This ability is perfect for getting poke off on enemies or finishing a kill that may have gotten out of reach from your Repulse. The beautiful thing about this ability, besides it being great for tagging an entire minion wave, is that you don't have to perfectly connect it like you do with it's light counterpart, Restoration, when you're a distance away from the enemy. Up close, however, the concept is the same. | |
"Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s."
Using this ability makes immobile gods sitting ducks for Hel. This ability slows the enemy and, against squishy targets, removes basically all of their magical protections. Even against tanks, Hinder will make your abilities sting. Throw this on an enemy and throw your Decay and Repulse to watch the enemy's HP crash. Using this ability is also great for increasing your wave clear. Do remember to use this on the minion wave before using your abilities to clear in the early game, as in the late game, Repulse can clear by itself and wasting Hinder on the wave isn't necessary. | |
"Hel conjures a burst of dark energy around her, damaging all nearby enemies."
Hel's most damaging ability. Repulse hits ridiculously hard in a single burst of damage. Combined with Hinder, this ability destroys with tons of burst. It's great for one hitting the entire minion wave and bursting down enemies, but use this ability with caution as getting close enough to use it could be risky and may not be worth it. Be sure not to put yourself out of position in order to connect it. |
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Clear Mid-Lane minions with Jungler (1). Strong early game gods should push forward on the 1st mid wave. As Hel, I would do so only if your Jungler has strong early clear. Clear Speed Camp (2). Going to Speed first is important in order to secure it. A jungler without his speed buff in the early stages of the game usually doesn't end well. And Midding without Jungle presence is extremely difficult. Clear 2nd Mid Wave (3). As soon as you're done clearing the speed camp, you'll hit level 2. At that point the next wave should be clashing in mid so be sure to clear that as soon as speed is done. Clear Solo Mid-Lane Harpies(4). Securing as much farm as possible in the early game is extremely important. If your jungler is with you, which he should be, you can clear these in no time. Clear Fire Elementals (5). Assuming they're not already cleared by the enemy solo laner, clear the Fire Elementals with your Jungler. These will continue to spawn until Fire Giant spawns at 10:00. After this point, rotations depend on the flow of the game. |
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So...would like to see potential alternatives for the Support build (again pointing toward a 2nd tab for Support).
Great guide, want to hear your feedback. +1
- I prefer Chronos' Pendant because the 20% CDR plus the passive allows you to start throwing out your abilities consistently. Yes the flat penetration would be nice but I wouldn't build Spear of Desolation here because you don't wanna get caught with all of your abilities on cooldown. It's crucial.
- You CAN get Shoes of the Magi but Hel's early game isn't that great anyways, I don't think getting that extra damage from Shoes of the Magi will make much of a difference. I can, however, agree with selling Shoes of Focus late game for Shoes of the Magi.
- The level up process is the same for both roles. I also don't personally agree with Hel in the Support role but I do have to respect it because it's a thing and it can work if all the pieces fall into place. So therefore I want the guide to be focused on Hel mid while giving respect to those who want to play her in the Support role.
- Here's the thing. You wouldn't play Hel in Support the same way you would play a Guardian. Your Solo laner and ideally your Jungler who hopefully picked someone a bit tankier will be the ones initiating so being tanky isn't a top priority like other supports. Another thing to note, and this is why making a Support build is hard and anyone who mains Support (I'm sure you can understand this since you play it quite often) will tell you this, is that a lot of what you build as a Support is all situational.
Shoes of Focus
Rod of Asclepius
Lotus Crown
These 3 items should be core on Hel Support, the rest is situational. If I were to give a general build to someone who doesn't know how to counterbuild for this particular scenario, this would be it because Breastplate of Valor gives great CDR and protections against Hunters who are more times than not the ADC, Void Stone will help you if the enemy tries to dive you because it gives some protections but primarily, it lowers their protections so allows you to defend yourself if your team doesn't peel for you, and Mantle of Discord for the same reason, the passive will give you a last resort way to get out.
Building as Support is insanely situational but if someone said they were going to build the exact same thing every game and wanted a build, this is the one I would give to them.
- 4th item is actually not a bad spot for Lotus Crown because consider the protections from the item's passive, plus the protections from Hel's passive (which if you're support you should obviously be within 30 units of your initiators and not sitting in the backline acting like a damage carry mage). If you're meaning to tell me that 40+ protections isn't relevant I just have to disagree with that.
- Noted, can move them. Wouldn't hurt the flow of the guide.
- As far as the items section I actually prefer them where they are because I think talking about the God itself (meaning her abilities and how to use them) should come before deciding what to build on her.
- Thank you sir :P
- I don't really see your reasoning on Magi early, switching to Focus late. I'd say the opposite because if you've already invested into Shoes of the Magi early, aside from CDR, you have absolutely no reason to switch. And I've already gone over why I prefer Shoes of Focus early.
- You're right, error on my part. Will fix, ty for pointing that out. I don't like the item though on Hel for the same reason as Thoth: It halts her build early game even more so than it already is. Building cooldown early on her is too important to stack in my opinion but you're not the only person to ever disagree with me on that.
- Bracer of Undoing can be risky but you have to build accordingly. If you reach level 12 it's just common sense that if they've already built anti-heal, you shouldn't buy Bracer of Undoing. I suppose I can add it in though.
I await your reply to my reply, good sir.
That said, looks like the 25 protections she gets is shared as 1/2 to teammates, so 12.5 protections + 20 from Lotus...not quite 40, but for general purposes, close enough. I can thus agree with that point, as that's close to giving everyone a Spirit Robe (without the passive), but only in light stance.
Good explanation on your preferences for Chronos earlier and for your opinion on Support Hel in general. Agreed on counter-building and the like. Thanks.
Regarding the items section, sorry, I wasn't clear apparently. I think the top listing of items should have a listing of the various alternatives/options...not that the items CHAPTER should be moved. I agree abilities come first.
Regarding Shoes of the Magi early, it's a very specific strategy for poke...but you're right, with her somewhat weak early game, and need to get closer to unleash her full kit (which is dangerous), maybe just getting Focus (1st) and Chronos (3rd) is fine. But anyway...Magi's early is for that 10 flat pen. In the early game, you're going to take a decent bite out of the enemy's health with even that small amount of pen. Here are some numbers:
Note that I didn't disagree with you on Warlock's Sash, just pointing out my opinion of it in general comparison to Book of Thoth. I think either stacking item can work on her, but note that I didn't complain about the lack of stacking in your mid build =) I agree on it delaying CDR (and Asclepius being built, for that matter). Actually, I noted you didn't mention the movespeed increase aspect in the item writeup, and I feel that's a KEY component of its stats, to help with her survivability.
AAAAND...I think Shield of Regrowth deserves a mention somewhere...Utility or defense section perhaps?
The Passive and CDR. What do you take out of the build if you decide to build this?
Watcher's Gift
Shoes of Focus
Rod of Asclepius
Breastplate of Valor
Void Stone
Lotus Crown
replace Watcher's with Mantle of Discord
replace Rod w/ Shield of Regrowth (depending on enemy building anti-heal)
If the enemy team had anti-heal in their god kits (e.g. Bacchus or whatever), might consider Shield as a straight up replacement to Asclepius early if I felt they would take advantage of that.