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Death's Toll
Breastplate
Healing Potion
Mana Potion
Teleport Fragment
Bracer of Radiance
Aegis Amulet
Belt of Frenzy
Breastplate of Valor
Ninja Tabi
The Executioner
Atalanta's Bow
Qin's Sais
Hastened Katana
Breastplate of Valor
Ninja Tabi
Atalanta's Bow
The Executioner
Qin's Sais
Hastened Katana
Shogun's Kusari
Hide of the Urchin
Gladiator's Shield
Bulwark of Hope
Spirit Robe
Bloodforge
Frostbound Hammer
Odysseus' Bow
Toxic Blade
Stone Cutting Sword
Masamune
Disclaimer: This build is, as the title suggests, about being able to quickly burst down enemies and or preventing them from escaping once you get within striking distance. As such, I chose to prioritize offensive items over defensive ones.
**Please read the explanation under "items & Build Explaination" if nothing else as I expound upon my reasoning for these items there.**
Osiris is a physical melee god known for having both high defense and attack speed. He excels at quickly bursting down enemies with AAs as opposed to abilities. In essence, this means that his abilities should supplement his AAs rather than the other way around. Osiris' abilities should only be used to poke, wave clear, engage/disengage, and cleanup kills when not in AA range. They should not be his primary source of damage.
TLDR: This build essentially maximizes Osiris' natural high attack speed strength to quickly burst down even the tankiest of enemies.
Pros
Passive - Fragmented
1 - Sickle Strike
2 - Spirit Flail
3 - Judgement Tether
4 - Lord of the Afterlife
Keys to Success

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In your introduction, you've got the summary of how to use
However, I will point out that the method in which you target his damage focus is inefficient and perhaps a bit misdirected. I say this with no offense meant, so will do what I can to explain myself. Hopefully you'll understand and, in the end, at least try it out if you don't fully agree. I do appreciate the effort you put into explaining your build suggestions.
First, you don't mention the role as far as I see, but his main strength is in the Solo lane, so I'll assume the build is directed that way.
- In almost all situations, you want your first main item to be Boots. In particular, either
Warrior Tabi or
Ninja Tabi...you build into
Breastplate of Valor first, which isn't all that great, since he's a basic attacker, and this is mostly an ability-user's item due to the CDR. At the most, I would consider
Gladiator's Shield, and this would still be after Boots, and of course only against a physical solo-laner. Why Gladiator but not BoV? Well, with no huge mana consumption, the mana buff will sustain his mana use quite nicely. It has power, which BoV doesn't have, and the passive is nice for a bit of health sustain. In any case, main point here...don't start with protection. Start with Boots.
- Besides BoV, your other two "core" items are
Ninja Tabi and
The Executioner. I'm okay with both, but again, NOT with BoV...and you're missing the other key core item...
Qin's Sais. Yes, you have it in the attack and move speed grouping, but Qin's is absolutely core for damage output.
- Here's where, in your example build, I disagree with your other two items...
Atalanta's Bow and
Hastened Katana. Thing is...your abilities are meant to support your basic attacks (like you say). Well, if you connect, you've got a 20% slow from
Sickle Strike, plus an additional 20% if you then land
Spirit Flail. Finally, you've got the potential stun from
Judgement Tether. This, in most cases, should be all he needs...in some cases, you might also benefit from getting
Frostbound Hammer, but overall, he's better served getting other items, I think.
Atalanta's Bow is just not a good item right now. It may have worked for you so far, but I'll point out some of your match details later.
- Other optional items for defense, because he really should have a decent amount of defense as a Solo-laning warrior, would include some of the items you've listed...Urchin, Spirit, etc., can all have their use. You'll get mostly destroyed against more experienced players if you go 5 offense items and 1 defense, and you won't be doing your job as a secondary tank to the Support (at least in most cases, barring a
Hel Support, for example).
- He should just not get O-Bow...that shouldn't be a discussion, though again, I appreciate the explanation.
- In your teamwork section, you say "once you have a point in Tether or Lord, feel free to roam mid for ganks." Getting that ability online is NOT the signal to roam from Solo. Outpushing your enemy laner and forcing them to back, killing them etc., IS a signal. The enemy solo leaving lane IS a signal to also roam, but more to make sure teammates don't get outnumbered. The way you say it, I just imagine you or whoever follows this guide straight up leaving a faceoff in their lane to go try to gank mid. Your main focus is Solo and winning lane.
- Rather than checking camps with
Spirit Flail, you should really save the ability and the mana, and just go check it...or ward the intersection.
- Some of your other tips are good.
Picture examples of proof of the build's effectiveness are subjective in many cases. End scores and how well you did in a match depend on so many different factors...your matchup, the full team compositions, skill levels, etc. And in your examples, looking at some of the builds and team comps makes it a bit apparent that skill level and knowledge is lacking in some of these players.You DO mention in your writeup about Tether that you choose the items you do in case they break the tether. However, the point of a match isn't about securing a kill with every engagement. If you're building well, using your abilities well, and they DO get out of range, you likely used up their escape, damaged them a pretty good amount, etc., and this gives you multiple potential advantages...force them under tower and lose XP/gold, rotate and gank another lane, steal or secure jungle camps, etc.
Also...
In the end, I won't discount you've seen success, but this just isn't a very optimal build for