Smitefire logo

Join the leading SMITE community.
Create and share God Guides and Builds.

Create an MFN Account






Or

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page

x
This build has been archived and is for historical display only

This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results. We recommend you check out our other Hel Builds

x

Vote received! Would you like to let the author know their guide helped you and leave them a message?

Banner for Hel guides

Let Me Drive For a Sec | Pro Hel: Conquest Build/Guide (S4)

4 0 23,693
by Draisaitl updated November 10, 2017

Smite God: Hel

Build Guide Discussion 12 More Guides
Tap Mouse over an item or ability icon for detailed info

Hel Build

Mid Start

Build Item Sands of Time Sands of Time
Build Item Shoes Shoes
Build Item Chalice of Mana Chalice of Mana
Build Item Mana Potion Mana Potion
2

Support Start

Build Item Watcher's Gift Watcher's Gift
Build Item Shoes Shoes
Build Item Multi Potion Multi Potion
4
Build Item Mana Potion Mana Potion
4

Mid Build

Build Item Shoes of Focus Shoes of Focus
Build Item Rod of Asclepius Rod of Asclepius
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of Desolation Spear of Desolation
Build Item Obsidian Shard Obsidian Shard
Build Item Rod of Tahuti Rod of Tahuti

Support Build

Build Item Shoes of Focus Shoes of Focus
Build Item Rod of Asclepius Rod of Asclepius
Build Item Breastplate of Valor Breastplate of Valor
Build Item Lotus Sickle Lotus Sickle
Build Item Void Stone Void Stone
Build Item Mantle of Discord Mantle of Discord

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
1 8 10 11 12

Hinder / Cleanse

2 A B
Hinder / Cleanse
4 15 16 18 19

Repulse / Inspire

3 B A
Repulse / Inspire
2 3 6 7 9

Switch Stances

4 Y X
Switch Stances
5 13 14 17 20
Decay / Restoration
1 8 10 11 12

Decay / Restoration

1 X
DECAY (Dark Stance) - 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 or reaches max range.

RESTORATION (Light Stance) - Hel fires an orb of restoration that damages enemy minions and stops on gods. Hitting an enemy god deals damage. Hitting an allied god provides that god and Hel Health and Mana.

Ability Type: Line, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+60% of your Magical Power)
Light Heal: 45 / 60 / 75 / 90 / 105 + 4 per level
Light Mana Heal: 55 / 70 / 85 / 100 / 115
Light Damage: 70 / 120 / 170 / 220 / 270 (+50% of your Magical Power)
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Hinder / Cleanse
4 15 16 18 19

Hinder / Cleanse

2 A
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.

CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.

Ability Type: Circle, Debuff
Dark Protections Debuff: 5 / 10 / 15 / 20 / 25 + 5% Magical Protection Reduction
Dark Slow: 20 / 25 / 30 / 35 / 40%
Light CC Immunity: 1.5s
Range: 55
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15 / 14 / 13 / 12s
Repulse / Inspire
2 3 6 7 9

Repulse / Inspire

3 B
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies.

INSPIRE (Light Stance) - 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. This heal is half as effective when healing minions. Hel gains Increased Movement Speed, and allies gain a reduced amount (7%) for the duration. Hel and allies also gain 20% Attack Speed while the buff is active.

Ability Type: Circle, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+75% of your Magical Power)
Light Self Heal: 45 / 60 / 75 / 90 / 105 + 5.5 per level
Light Heal Per Tick: 6 / 8 / 10 / 12 / 14 + 0.9 per level
Light Movement Speed: 15%
Light Duration: 5s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Switch Stances
5 13 14 17 20

Switch Stances

4 Y
Dark Stance - Hel's abilities cause damage and she gains increased Magical Power.

Light Stance - Hel's abilities heal and support her allies and she gains increased Protections.

Passive - Hel gains increased MP5 and half of all benefits gained from Switch Stances are shared with allied gods within 30 units.

Ability Type: Buff
Dark Magical Power: 30 / 40 / 50 / 60 / 70
Light Magical and Physical Protections: 13 / 16 / 19 / 22 / 25
MP5: 15 / 20 / 25 / 30 / 35
Cost: 0
Cooldown: 1s

Introduction



More Helpful Guides and Shameless Self Promotion


Click Here
for Fenrir Knowledge

Click Here
For Conquest Knowledge

Note that this is NOT a guide on how to play Conquest, but how Hel should be played IN Conquest. Please check out Branmuffin17's Conquest guide for general info.


Hello. My name is Draisaitl (Drai for short) and welcome to my Hel guide. I'm actually a Fenrir main, but Hel is a god that I also have a lot of experience with and I thought I would try and share my knowledge on her, considering I've always played her, but she just recently became good. This guide is a collaboration with an experienced ranked player and streamer named xDrag0nMast3rx who is pretty much a pro at Hel and taught me a lot of what I know about her. Check out the credits at the bottom of the guide (click here) for links to his Twitch and Youtube channel.

Hel, as a stance switcher, can be an intimidating god for an inexperienced player. However I used to feel the same about her until I really started to play her and I realized how good she actually is when played properly. That being said, you need to realize that she is a delicate pick in Conquest which is what this guide will be based on. Playing in a game with Hel is NOT the same as playing with your average mid laner or support. And if she's not played, both with and as, properly, you could get punished for it.

But if you're reading the guide portion and not just copying the build, you're obviously here to learn. Note that I put builds for Hel Mid and Support. But most of the guide portion will be focused on Midding, with mentions of the Support here and there.

Skills

Stance
Attunement
Light
Dark
"When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% healing in the Light Stance."
"When Hel is in a stance, she gradually attunes to the strengths of that stance, gaining up to 20% damage in the Dark Stance."

Switch Stances
"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).


Restoration
"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.

Cleanse
"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.

Inspire
"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.

Decay
"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.

Hinder
"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.

Repulse
"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.

Pros / Cons


Hel - Pros & Cons


........ Pros ........

+ Team Oriented Kit +
+ Decent Damage +
+ Fun to Play +
+ Great Sustain +
....... Cons .......

- Mediocre Mobility -
- Extremely Squishy -
- Gets Focused -
- Countered By Anti-Heal -

Combos




Early Clear + Poke





1v1 Scenario





Mid Game Teamfight





Chasing

Items



Relics


Starter Items


Power


Penetration

Lotus Crown

Defense

Shield of Regrowth

Situationals

Laning

Note that this section is the standard start for Hel in the Mid lane, and it's basically the same as any other Mid laner. This is NOT a Midding guide. The map will assume that you and the enemy break even on wave clear and both decide to go for your own camps and not invade. For the very early part of the game you mostly just want to stay with your Jungler, while keeping your mid farm in check.

Here are a few things to note in the first few waves:

First Waves Information


Starting Mid Route
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.

Additional Tips

Credits






A huge thanks to xDrag0nMast3rx for making this guide what it is. Be sure to check out his Twitch and YouTube channel. He's a great player, a great person, and is always happy to help people better their gameplay. And even for the more experienced players, he makes great content. You can find out when he's streaming by following his Twitter.

Also a big thanks to Branmuffin17 for helping me with pretty much all of the coding in this guide. It's because of him that I'm able to provide a guide that is (hopefully) appealing to look at and easy to read that also provides all the content a good guide needs to provide.

Thank you for taking the time to read my guide, hopefully you learned something. Helpful feedback is always welcome if you may have a different opinion about something or just a helpful tip to make the guide better. I always appreciate constructive feedback. Just leave a comment and I almost always reply.

Leave a Comment

You need to log in before commenting.

Collapse All Comments

1
boogiebass (46) | February 2, 2018 5:36pm
Drai, don't forget to update this one too!
1
Branmuffin17 (394) | November 8, 2017 12:26pm
Damn beautiful guide. Great content. Helpful gifs.
  • On your mid-build, what do you think of building Spear of Desolation before Chronos' Pendant? You'll still get some CDR (though noticeably less especially with her stance dance and ability spamming with the nice effect of the Chronos passive), but you get a great chunk of flat pen. I know Hinder gives a protection reduction debuff, but you level it last, and at the point you'd get Spear, it'll really help you deal more damage (basically true) to any squishy god not building protections).

  • IF you are set on the earlier Chronos, I'd say you really want to get Shoes of the Magi first in most cases, for the poke potential. Just my opinion.

  • You MAY want to create 2 tabs, one for Mid and one for Support, specifically if you level abilities differently depending on role. In Mid, I think Decay is a safer wave-clear ability, even though it does 10 less damage per rank (and 20% less scaling), and you might focus on getting that up first there.

  • In your Support build, you only give an option for early anti-physical, with 2 physical protection items ( Breastplate of Valor + Lotus Crown. What if the greater threats are magical? Would you feel Genji's Guard is an adequate anti-magical alternative?

  • Also, I wonder if Lotus is core...it's definitely nice and fits her kit quite well, but it would be my odd item out...and I know you don't say it's core, but using it as the main example in your build...I dunno, something to consider at least. At it's position at 4th, it's a bit out of place...the added protections aren't that much at that stage of the game, and in that build, you also delay getting an actual magical protection item.

So...would like to see potential alternatives for the Support build (again pointing toward a 2nd tab for Support).
Thoughts on those?

  • Would suggest putting Pros/Cons immediately after the intro.

  • Okay, so I'm getting to the items section (writing this as I'm reading through), and you definitely provide item options. You really should have a section for these at the top...I'd guess 50% of the people aren't going to go into the body of the guide, so it's important to also give enough info at the top so people know your build isn't 100% set in stone. I know it's a lot to add, and you probably like the top of the guide looking clean, so... =P

  • Your writeup on the items is great. Good conversational tone and information.

  • Talked about early Shoes of the Magi early, but notice you sort of say the opposite of what I understand usually is suggested. You say to switch to it late if you're potentially overcapping CDR...that's a valid point, but with her key/core items, I don't see her really overcapping unless you're also taking blue buff or getting the Potion...but either way, I'd see it as Magi early (mid), possible switch to Focus late to max CDR.

  • You state for Warlock's Sash that it's possibly less viable because it doesn't help with mana problems (other than 300 mana...but it's actually 400). I'd say 400 mana is a very significant chunk, personally. If I were to describe it, it would be the defensive version of Thoth...instead of a higher power and mana boost, you get the health (and still a decent amount of power in the end).

  • I think Bracer of Undoing is risky for Hel. If the enemy team is at all counter-building, anti-heal could render this extremely weak...maybe something to write in?

Great guide, want to hear your feedback. +1
1
Draisaitl (7) | November 8, 2017 2:41pm
Just gonna go through all your points one by one:

- 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.
1
Branmuffin17 (394) | November 8, 2017 3:42pm
Ahhhhahaha I forgot about the protections in her passive, and didn't read carefully on that part. There are actually a LOT of god passives I'm not solid with...if you were to quiz me, I might get 1/2 right.

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:

1234567890

Sorry, Actually Going Further

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?
Load more comments (2 more replies) →
Loading Comments...
Load More Comments
League of Legends Build Guide Author Draisaitl
Let Me Drive For a Sec | Pro Hel: Conquest Build/Guide (S4)
Table of Contents

SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.

Copyright © 2019 SMITEFire | All Rights Reserved