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No Escape : Osiris S4 Conquest OP Build

0 1 16,963
by Akibar updated September 8, 2017

Smite God: Osiris

Build Guide Discussion 1 More Guides
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Osiris Build

Starting Items

Build Item Death's Toll Death's Toll
Build Item Breastplate Breastplate
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion
2

Relics

Build Item Teleport Fragment Teleport Fragment
Build Item Bracer of Radiance Bracer of Radiance
Build Item Aegis Amulet Aegis Amulet
Build Item Belt of Frenzy Belt of Frenzy

Core

Build Item Breastplate of Valor Breastplate of Valor
Build Item Ninja Tabi Ninja Tabi
Build Item The Executioner The Executioner

Attack & Movement Speed

Build Item Atalanta's Bow Atalanta's Bow
Build Item Qin's Sais Qin's Sais
Build Item Hastened Katana Hastened Katana

Final Build

Build Item Breastplate of Valor Breastplate of Valor
Build Item Ninja Tabi Ninja Tabi
Build Item Atalanta's Bow Atalanta's Bow
Build Item The Executioner The Executioner
Build Item Qin's Sais Qin's Sais
Build Item Hastened Katana Hastened Katana

Optional Situational Defense

Build Item Shogun's Kusari Shogun's Kusari
Build Item Hide of the Urchin Hide of the Urchin
Build Item Gladiator's Shield Gladiator's Shield
Build Item Bulwark of Hope Bulwark of Hope
Build Item Spirit Robe Spirit Robe

Optional Situational Offense

Build Item Bloodforge Bloodforge
Build Item Frostbound Hammer Frostbound Hammer
Build Item Odysseus' Bow Odysseus' Bow
Build Item Toxic Blade Toxic Blade
Build Item Stone Cutting Sword Stone Cutting Sword
Build Item Masamune Masamune

Introduction

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 & Cons

Pros

    High defense
    High attack speed
    Anti-heal ultimate
    Can outdamage ADCs late game
    Good engage/disengage
    Great poking abilities
    Excellent damage mitigation
    Excellent boxer
Cons
    Decent ability damage
    Only escape is his ult
    Slow start early game
    Requires a few items to come online
    Must land skill shots or get close enough to be truly effective

Skills


Passive - Fragmented
Fragmented is Osiris' passive. Every time you use an ability, he gains an additional 2% physical damage reduction and 1% magical damage reduction for up to 8 total stacks (16% physical reduction & 8% magical reduction at max). Once 8 stacks are achieved, for the for next 6 basic attacks, the attacking debuff is removed and he can also pass through minions, enemies, and jungle monsters.

1 - Sickle Strike
Sickle Strike is one of two abilities Osiris can use to poke enemies. Unlike his Spirit Flail (more on that next), this is the only damaging ability with any form of CC. While this does a decent amount of damage, the main draw for this ability is that landing a hit onto an enemy god will slow their movement speed by 20% for 3s. This however, can be a bit difficult to do since it travels in a line for up to 55 units. My advice would be to either use it in conjunction with Judgement Tether (assuming the stun comes through) or getting a bit close (but not melee range) and throwing it where you think they'll be.

2 - Spirit Flail
Spirit Flail is Osiris' second, and main poking/wave clear ability. Not only is it much easier to land than Sickle Strike since it's a ground target rather than a line, but it also does slightly more damage, grants you 20% more movement speed for 3s, and stacks an additional 20% slow onto enemies afflicted by Sickle Strike for a total of 40% over 3s. I personally recommend using this on the archers early on rather than the brutes due to their high early game damage and range. You can easily outrun the brutes if you take aggro, but those arrows will hurt.

3 - Judgement Tether
Judgement Tether is Osiris' only non-damaging ability and form of hard CC. When activated near an enemy god, it tethers them and provides damage mitigation for 4s. After 4s, if the enemy god is still tethered to you, they will be stunned for 1.4s. Although the tether range is short and can easily be broken (out of range), that's exactly what the items in this build help to fix. On top of that, if you know you can secure the kill, but they are escaping tether range, you can always opt to use Lord of the Afterlife to leap in and keep them within range for the stun and finish. It's also an incredibly useful tool for team fights when everyone on the other team is bunched together.

4 - Lord of the Afterlife
Lord of the Afterlife is of course, Osiris' highest damaging ability. When activated, for every fragment on his passive, he gains 2% physical damage reduction and 1% magical damage reduction for 6s, meaning that you should try and prioritize the amount of fragments you have before using this ability, especially when leaping into a group of enemies or heavy damage dealers. While the overall radius to hit enemies is incredibly small at 15 units, those that are hit not only take a ton of damage, but they won't be able to heal for the next 6s. In order to maximize this for engages, I recommend either slowing or tethering enemies to a stun before using this. Otherwise, if it's a large group where you can easily hit targets, after you leap in, immediately use Judgement Tether followed by Sickle Strike and Spirit Flail to stun and slow enemies for an easy cleanup. On the other side of the spectrum, you could also use this ability as your main escape, which is what I personally prefer since it meshes well with my play style.

Items & Build Explaination


Movement Speed Explaination
While it may seem a bit redundant to build items that primarily serve to increase movement speed like Atalanta's Bow and Hastened Katana considering Spirit Flail gives Osiris an additional 20% movement speed and Fragmented at max stacks provides an attacking debuff, it makes a huge difference when chasing, fighting, taking objectives, miss Spirit Flail or it's on CD and when you aren't at max stacks for Fragmented. In essence, building these items, allows you to always have the benefit of additional movement speed and an attacking debuff at your disposal so long as you can land at least a single hit on either a minion, jungle monster, objective, or an enemy god (in the case of Hastened Katana it's a must).

Level 20 Base Stats w/o Hastened Katana (As it grants 10% movement speed) only
Movement Speed: 443

Level 20 Base Stats w/o Hastened Katana (As it grants 10% movement speed) only + Speed Buff
Movement Speed: 505

--

Level 20 Base Stats w/ Items Not Proc'd
Movement Speed: 475

Level 20 Items Not Proc'd + Spirit Flail
Movement Speed: 531

Level 20 Items Proc'd ONLY
Movement Speed: 546 (At 4 Stacks w/ Atalanta's Bow) + No Attacking Movement Penalty

Level 20 Items Proc'd + Spirit Flail
Movement Speed: 584 (At 4 Stacks w/ Atalanta's Bow) + No Attacking Movement Penalty

--

Level 20 Base Stats w/ Items, Nothing Proc'd + Speed Buff
Movement Speed: 531

Level 20 Items Not Proc'd + Spirit Flail + Speed Buff
Movement Speed: 569

Level 20 Items Proc'd ONLY + Speed Buff
Movement Speed: 584 (At 4 Stacks w/ Atalanta's Bow) + No Attacking Movement Penalty

Level 20 Items Proc'd + Spirit Flail + Speed Buff
Movement Speed: 621 (At 4 Stacks w/ Atalanta's Bow) + No Attacking Movement Penalty

The difference from Osiris' base (443) to max (621) represents a 40% movement speed increase. Coupled with the fact that all it takes is a single hit onto an enemy god to proc Hastened Katana to remove the movement speed penalty while attacking and that you can readily proc Atalanta's Bow at will for extra movement, Osiris isn't only fast, but deadly. Every hit (up to a point) essentially makes Osiris faster while also shredding the enemy god's protections, and should you land your Sickle Strike and Spirit Flail combo, they will also be slowed for an easy cleanup kill.

You can also use this speed to escape. All it really takes is you to either slow, stun, ult, or hit them with your Spirit Flail to have a reasonably good chance at escaping should someone catch you off guard or you're losing the exchange. On top of that, if a fight does turn sour, by then you will still have max stacks on Atalanta's Bow, so all you really need to do is either slow them with Sickle Strike, hit them with Spirit Flail for an extra 20% movement speed on top of what you currently have, leap, or a combination of those and you'll be able to outrun nearly any god unless hit by CC or they use a leap/dash too.

The reason I believe this to be so deadly is the overall versatility it lends itself to. Not only is it nearly impossible to escape a Judgement Tether with that type of movement speed should they not have an escape of their own, especially if slowed, but you can easily use Lord of the Afterlife to jump and stay in range or initiate a sure fire tether stun. You can also slow, leap, and stun or straight up do donuts around them while they have little to no chance of hitting any skill shots or abilities that are AoEs. On top of being incredibly fast and being able to slow, stun, and stay close to enemies with this build, Osiris has an attack speed of 2.33 and while not incredibly high, 150 physical power.


Attack Speed Explaination
As you should know by now, Osiris is primarily an AA god that relies on his abilities to support just that. Since that's the case, we want to build as much attack speed as we possibly can to maximize damage output.

Before I delve into things, I want to explain why I chose Qin's Sais over Odysseus' Bow. While Odysseus' Bow does indeed give more attack speed (40% vs 15%), the item is not efficient in the context of the build. Even with Qin's Sais' 15% attack speed, if you follow the rest of the final build, you'll realize that attack speed is still nearly capped out at 2.33/2.50. This effectively means that Osiris won't really benefit much from using that over this one as the difference would only be 0.17 attacks per second or 1 extra attack for every 5-6s. On top of that, Qin's Sais also gives you 40 physical power and deals 4% of the enemy god's max health as damage (still subject to damage mitigation) while Odysseus' Bow does 30 damage + 50% of your physical power for every 4 basic attacks you land (also subject to damage mitigation).

If we use our build as an example, that means for every 4 attacks, Odysseus' Bow deals 105 bonus damage before mitigation while Qin's Sais would do ~80 bonus damage assuming the target has 2000HP before damage mitigation EVERY hit. The tankier the enemy, the more damage Qin's Sais will do, but Odysseus' Bow will always do 105 bonus before mitigation regardless of the enemy. This matters because during the team fight phase of the game, tanks will take the front line, meaning that the faster you burst them down, the quicker you reach the squishies. The squishies will die after 2-4 of Osiris' full hit progression combo (all 3 attacks) + abilities regardless, so the biggest benefit I see is against tanks.

I could also be wrong and the formulas that calculate %HP damage vs flat + % of physical power could favor Odysseus' Bow instead. If that's the case, please correct or let me know.

--

Level 20 Base Attack Speed w/o Attack Speed Items
Attack Speed: 1.28

Level 20 Base Attack Speed w/ ONLY Ninja Tabi
Attack Speed: 1.48

Level 20 Attack Speed w/ ONLY Ninja Tabi + The Executioner
Attack Speed: 1.73

--

Since players almost always build boots and penetration items, in this case The Executioner, for the sake of the upcoming numbers, I will assume they have and thus am using a base of 1.73.

Level 20 Attack Speed w/ Hastened Katana
Attack Speed: 1.98

Level 20 Attack Speed w/ Atalanta's Bow
Attack Speed: 1.93

Level 20 Attack Speed w/ Qin's Sais
Attack Speed: 1.88

--

Level 20 Attack Speed w/ Hastened Katana + Atalanta's Bow
Attack Speed: 2.18

Level 20 Attack Speed w/ Hastened Katana + Qin's Sais
Attack Speed: 2.13

Level 20 Attack Speed w/ Qin's Sais + Atalanta's Bow
Attack Speed: 2.08

Level 20 Attack Speed w/ Hastened Katana + Atalanta's Bow + Qin's Sais
Attack Speed: 2.33

--

The difference between Osiris' base attack speed of 1.28 and his max with this build, 2.33, represents an 82% increase.

Conclusion
Physical Power: 150
Movement Speed: 475 (base) / 621 (max)
Attack Speed: 1.28/1.73 (base) / 2.33 (max)

Team Work

Keys to Success

[*] Once you have a point in Judgement Tether or Lord of the Afterlife, feel free to roam mid for ganks

[*] Osiris strong 1v1 early, mid, and especially late game; harass your match-up

[*] Don't be afraid to use Lord of the Afterlife to escape, personally, I rarely use it for damage

[*] Calls for ganks, help, or roam to farm if you're losing lane

[*] Use Spirit Flail to check camps from around the corner if counter-jungling blue/speed

[*] When winning lane, don't stand there waiting for the next minion wave, roam for ganks, farm the jungle or counter-jungle

[*] Attempt to deny blue if losing lane to prevent the enemy from snowballing; otherwise if you're winning, deny to start the snowball

[*] In team fights, try to target the back line squishies first since Osiris has the ability to dive. With a build like this, you'll easily be able to burst them down in a few hits and survive as long as you remember to Judgement Tether everyone else around. Flank or leap in to do this. If they have a strong bruiser in the front line like Bellona, save Lord of the Afterlife to use as an escape. Otherwise if their front line is primarily tanky, once you focus down the carries, you should be safe to burst them to oblivion for the deicide.

Matches Using Build + Situational

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2
Branmuffin17 (394) | August 31, 2017 4:50pm
Hi Akibar,

In your introduction, you've got the summary of how to use Osiris' kit pretty accurately...his main damage definitely comes from his basic attacks due to his base attack speed and attack progression. He definitely benefits from having Qin's Sais.

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.

    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... 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.


First picture

Second picture


In the end, I won't discount you've seen success, but this just isn't a very optimal build for Osiris. If you have questions, want further clarification, etc., I'll be happy to explain further, but I think I've covered most things in general. Would love to hear your feedback.
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