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Nox - I See a Red Door and I Want It Painted Black (S6, All Modes, Patch 6.12 "RWBY")

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Smite God: Nox

Build Guide Discussion (14) More Guides
Conquest Mid-Lane / Universal Mage Build
Conquest Mid-Lane / Universal Mage Build Conquest Support / Utility Build

Purchase Order

Example Build (Replace Shoes Late) Notes This build is focused on utilizing high CDR to control your lane and set your team up for kills.

A lot of utility is provided to your teammates through the protection reduction of Spear of the Magus, along with the AOE power/lifesteal boost from Pythagorem's Piece.

Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Divine Ruin Divine Ruin
Build Item Rod of Tahuti Rod of Tahuti

Starting Items Notes Typical Mid-lane start, with T1 of Chronos' Pendant helping with some early power and mana sustain.

Build Item Mage's Blessing Mage's Blessing
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion
Build Item Mana Potion Mana Potion

Item #1 (Mobility) Notes Shoes of the Magi is the typical choice for gods rushing into early CDR through Chronos' Pendant.

You'll want to finish this item before completing Chronos.

Build Item Shoes of the Magi Shoes of the Magi

Item #2 (CDR) Notes Key CDR item to allow for ability-spamming, which is important for the utility she brings to a teamfight.

Build Item Chronos' Pendant Chronos' Pendant

Item #3 (Pen) Notes This is a pretty core pen item for Nox, as her Shadow Lock and Night Terror easily allow her to gain stacks. It's helpful for any other magical god on your team due to the protection reduction effect.

Build Item Spear of the Magus Spear of the Magus

Offensive Item Options Notes Divine Ruin (Anti-Heal): Consider anytime you face an enemy healer.

Pythagorem's Piece (Group Power / Lifesteal): Provides an aura of power and lifesteal to nearby teammates, which is great for teamfights and objective pushes. This is my preferred lifesteal item for Nox.

Soul Gem (Lifesteal Alternative): Different utility compared to Pythag's, this item can give some group healing and the potential for burst damage at full stacks.

Soul Reaver (Anti-Tank Burst): Provides bonus damage on ability hit, with higher damage potential against high health targets.

Spear of Desolation (Universal Offense): Provides power, CDR, and some pen, all of which are helpful for any mage. I do feel there are better options in most cases.

Rod of Tahuti (High Power): Useful for stronger offense in any build, this is an item you'll pick up late-game only for a significant increase in damage potential.

Book of Thoth (High Mana / Power): If you pick this item, choose it in the early game (see example stacking build). It's expensive and delays other items, but can be extremely helpful late-game for the high power and mana pool, allowing you to continue casting abilities without the fear of running dry on mana.

Staff of Myrrdin (Ult -> Ability Spam): The staff can be considered late-game, to get you more CDR if needed, as well as provide utility when you ult. Her ult is best used in the middle of a teamfight, and immediately after use, she can use her Lock or silence twice in a row, providing a lot of utility.

Build Item Divine Ruin Divine Ruin
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Soul Gem Soul Gem
Build Item Soul Reaver Soul Reaver
Build Item Spear of Desolation Spear of Desolation
Build Item Rod of Tahuti Rod of Tahuti
Build Item Book of Thoth Book of Thoth
Build Item Staff of Myrddin Staff of Myrddin

Defensive Item Options Notes Mantle of Discord (High Protections): Helpful defensive item if you find the enemy is constantly diving you. The CDR is nice, but the passive stun can save your life.

Magi's Cloak (Anti-CC): If the enemy team has high CC and you're having major problems, this item should be considered to give you a free form of Purification Beads.

Celestial Legion Helm (Anti-Physical Burst): If you're facing a physical enemy mid, or are having problems with a physical jungler, this is an option you can consider for survivability. Not a great choice when facing enemies with ticking/DoT damage, as it will quickly deplete protection stacks.

Dynasty Plate Helm (Bridge Anti-Physical): Cheap physical protection and some offense to counter early physical pressure. Sell late.

Book of the Dead (Health Shield): Consider specifically when you build Book of Thoth and need some survivability. It requires high mana to give you a significant health shield.

Build Item Mantle of Discord Mantle of Discord
Build Item Magi's Cloak Magi's Cloak
Build Item Celestial Legion Helm Celestial Legion Helm
Build Item Dynasty Plate Helm Dynasty Plate Helm
Build Item Book of the Dead Book of the Dead

Relics to Consider Notes Purification Beads (Anti-CC): A pretty core relic for most mages, used specifically to counter CC.

Aegis Amulet (Anti-Burst): Another core relic for most mages, helpful to prevent anticipated burst damage.

Phantom Veil (Anti-Obstacle): Although Nox has an escape, it's a dash, not a leap, and she can find herself trapped, especially with Odin's Ring of Spears. Only consider in these types of situations.

Blink Rune (Initiation): Spicy pick to surprise enemies that think they're at a safe distance.

Build Item Purification Beads Purification Beads
Build Item Aegis Amulet Aegis Amulet
Build Item Phantom Veil Phantom Veil
Build Item Blink Rune Blink Rune

Example Build (Anti-Tank, Replace Shoes Late) Notes This is a build designed specifically to counter heavy tank compositions. It provides high penetration, along with Soul Reaver, which deals higher damage to high-health targets.

Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Divine Ruin Divine Ruin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Example Build (Stacking, Replace Shoes Late) Notes This is an example build using Book of Thoth to provide a huge mana pool so you never have to worry about running out.

It is a significantly slower start than other builds, delaying CDR and pen, so should be considered only if you're planning for a late-game situation.

Book of the Dead is shown here, as it provides a nice health shield when combined in a build with Book of Thoth, allowing for good survivability.

Build Item Book of Thoth Book of Thoth
Build Item Shoes of the Magi Shoes of the Magi
Build Item Chronos' Pendant Chronos' Pendant
Build Item Spear of the Magus Spear of the Magus
Build Item Pythagorem's Piece Pythagorem's Piece
Build Item Book of the Dead Book of the Dead

Nox's Skill Order

Shadow Lock

Shadow Lock

1 X
4 8 11 12 14
Siphon Darkness

Siphon Darkness

2 A
1 3 6 7 10
Shadow Step

Shadow Step

3 B
2 15 16 18 19
Night Terror

Night Terror

4 Y
5 9 13 17 20

Introduction

Recent Updates:

2019/11/8: Guide is current as of Patch 6.12, "RWBY."

Revision History


Hello everyone! My name is Branmuffin17 (PC IGN: Muffinman17, PS4 IGN: Branmuffin17), and I'm a SMITEFire moderator and casual SMITE player on PC. This guide was originally a collaboration between me and Tlaloc1050, with him publishing and controlling updates. He is sadly retiring from SMITE, and so I'm taking over.

I'll assume you know the basic gist of gameplay in the various modes, so I won't be teaching or talking much about rotating, minions, tickets, etc., except in the direct context of Nox's gameplay. If you want details on general info, I invite you to check out my other guides:


The
Overarching
Conquest Guide
The
Overarching
Arena Guide

This is a work in progress, as it should be. I'm always open to new ideas and different approaches.


Comic by Stuke99

Nox is a utility mage, whose unique, CC-heavy kit allows her to disrupt enemy lines through Shadow Lock and Siphon Darkness. She has a unique dash/escape ability that can allow her to accompany (and safely hide in the shadows of) teammates, giving her some interesting synergies with select gods. She is great in a teamfight due to her ult's AOE ability to decrease enemy damage output.


...... Strengths ......

+ High control in her kit
+ Functional escape
+ Can ride teammates' global ults
+ Sets up kills
... Weaknesses ...

- Squishy
- Needs good aim & patience
- Starts off very slow
- Missing combo decreases utility


This guide provides builds...one general mage/Mid-Lane build, and one used for off-meta Support and/or Utility. Interested? Step into the shadows with me.

Abilities

Passive:



Flame of the Night
Nox's candles gather energy from all abilities she uses. For every ability Nox casts a candle is lit. For every candle lit Nox gains +3% magical power. When Nox takes damage from an enemy god, one of her candles is blown out. Stacks up to 4 times, for a total of 12% bonus magical power.

Discussion: You won't really think about this passive. However, this is a good reason to spam abilities and avoid damage, and supports a high power build, especially late-game.

Tips: At the beginning of a match, cast abilities in base (other than Assault) to build up your passive stacks.
Skill #1:



Shadow Lock
Nox extends her shadow, rooting and crippling a single enemy god in place and dealing damage every 0.5s for 2s. Nox must channel to maintain hold on the target, but may cancel this ability early. While channeling this ability Nox suffers no directional movement penalty. CD 10 seconds.

Leveling Priority: Prioritize this 2nd.

General Use: Damage / Peel / Control

Discussion: This is your main form of control, and most often will be paired as the follow-up combo ability to Siphon Darkness. A 2 second root is extremely powerful, allowing teammates to easily focus a single enemy.

Tips: Common practice sees this ability cast immediately after using Siphon Darkness, to catch enemies in its AOE and deal massive damage. However, in a teamfight, you may want to show some restraint, and wait for the enemy to react before casting. This allows you to better predict the direction they will head to escape. Even if they escape the Siphon's AOE, confirming the lock is arguably much more important; with the help of teammates, it can set up an easy kill.
Skill #2:



Siphon Darkness
Nox creates a void of darkness that silences all enemies within. After a short duration it explodes, dealing damage. CD 13 seconds.

Leveling Priority: Prioritize this 1st.

General Use: Damage / Minion Clear / Zoning / Ability Interruption

Discussion: This is Nox's strongest and most defining ability, providing your main minion clear function, and a level of utility matched by few others.

Anyone in the AOE is silenced. This means you can prevent enemies from casting any abilities, or interrupt enemies that are channeling abilities. Use this to cause massive disruption. When using this for wave clear, you can deploy this ahead to get an edge on the enemy mid-laner.

Tips: More important than using this for damage, your main focus should be to use this for control. Initiate a 1v1 engagement with this (followed by Shadow Lock), or hold onto it in a teamfight specifically for its silence function. You can also use this for zoning purposes. E.g. In a narrow jungle path, drop it in front of a retreating enemy to make them think twice about running through it.
Skill #3:



Shadow Step
Nox dashes forward, dealing damage to all enemies. If she hits an allied god, she leaps into their shadow, traveling with them. When Nox exits a shadow, she deals damage again in a radius around her. Nox may cancel this ability early to exit shadows. Nox can stay in an ally's shadow for up to 8 seconds. CD 15 seconds.

Leveling Priority: Prioritize this last.

General Use: Escape / Initiation / Damage / (Situational) Global Mobility

Discussion: This is the most interesting and flexible ability in her kit. You'll generally hold onto this for use as an escape. However, when the situation is favorable / safe, you can:
  • Dash through the minion wave for clearing function
  • Initiate with this to close distance with the enemy
  • Dash through an enemy for added damage
  • Dash through an enemy for added damage, into a nearby teammate, then immediately cancel to exit their shadow and deal the secondary damage
  • If trapped in Odin's Ring of Spears with an ally, dash into them to avoid taking damage
Keep in mind, when you're in a teammate's shadow, you cannot be targeted / damaged.

Tips: The greatest (but most situational) utility is through your ability to leap into a teammate's shadow. Dash into them, and you will go where they go. For massive burst function, dash through an enemy into a nearby teammate, then immediately cancel and you'll hit them in the secondary AOE.

Situationally, you can use this to transport large distances, especially with global ults. Examples of Gods where Nox can hitch a ride: Apollo, Arachne, Athena, Chernobog, Jormungandr, Mercury, Ratatoskr, Thanatos, Thor.

In addition, you can use this offensively for huge gank potential, particularly with gods that have teleports or stealth (.e.g. Loki, Izanami, Ao Kuang, Da Ji, The Morrigan).
Ultimate:



Night Terror
Nox unleashes a vortex of dark energy that explodes on contact with an enemy god, dealing damage to all enemies in range 20 and applying damage over time. Enemies hit are also weakened, dealing 40% less damage for the duration. CD 90/85/80/75/70 seconds.

Leveling Priority: Level this whenever it becomes available.

General Use: Damage / Teamfights / 1v1 Kills / Kill Secure / CC Immunity

Discussion: This ability has incredible range, allowing you to target retreating / damaged enemies. Kill secure is arguably its most popular (and satisfying) use.

However, it provides arguably better utility (via the damage reduction) especially in teamfights, where the AOE burst can hit multiple enemies.

Remember that the short charging animation provides you with CC immunity, so you can ult in an emergency to prevent things like an Ares / Cerberus / Da Ji ult pull.

Tips: In teamfights, don't save this for kill secure. The 5 second damage reduction is incredibly useful, and can easily give your team the upper hand. When in the process of casting this, Nox can go through Janus' Portals.

Ability Combos

Core Combo




This is your main combo. Initiate with Siphon Darkness to prevent enemy ability use. This will typically trigger 1 of 3 reactions:
  1. The enemy will try to escape by running out of the AOE
  2. It will force the enemy to use Purification Beads
  3. The ability's silence will trigger a Magi's Cloak passive
In most cases, the first will occur. Follow up Siphon Darkness with Shadow Lock. If you connect before they leave Siphon's AOE, you will deal damage from both abilities.

Tips: In most cases, you will try for max damage, meaning you want to cast Shadow Lock immediately after Siphon Darkness, to trap them while they're still in the AOE. You need to pay attention to the direction the enemy is heading. It is easier to hit the Lock if you're very close to them, but if they're further away, you'll need to lead your aim a bit ahead of them.

However, you may decide a bit of patience is preferable, possibly allowing the enemy to escape the AOE but allowing for a higher probability of connecting with the Lock. Remember, Siphon Darkness is first and foremost a setup tool, and although it has higher burst damage potential, Lock is really your most important ability. If you have Spear of the Magus, it will give you stacks of protection reduction. If you have teammates with you, it will allow them to more easily connect on their damage.

Initiation Combo




This is your chase and 1v1 kill combo, without using your ult. Initiate and close distance with Shadow Step. If the enemy is retreating and has some distance on you, you'll likely only use this to get close enough to connect with Shadow Lock. However, if you're fighting a 1v1 and are confident in your ability to get a kill, you'll use this within closer range to connect with it for the damage.

Follow it up with the standard combo of Siphon Darkness and Shadow Lock. Since you're going for damage/kill, you'll pretty much always use Shadow Lock immediately after Siphon Darkness to keep them in the AOE...your close proximity to the enemy should help you confirm the Lock.

Remember that you're blowing your escape, so use this combo with discretion and awareness.

Teamfight Ability Use




This is your teamfight "combo," used when multiple enemies and teammates are likely present. Both Night Terror and Shadow Step are used situationally; your core is still Siphon Darkness to Shadow Lock.

Considerations:
  • Night Terror: Understand that Night Terror doesn't technically have to be used at the onset of a fight. Use your ult when you feel it has the most potential. That potential is usually best seen early in a fight, to give your teammates an advantage with the damage reduction it provides. Watch for enemies to bunch up, to hit multiple targets. If you have specific teammates with the ability to draw enemies to one area (e.g. Ares, Cerberus, Da Ji, Odin), you may wait for them to use that first.

    You may also use this defensively, if the enemy has predictable hard CC (remember you get CC immunity during the casting animation).

  • Shadow Step (Defensive): Your first priority for this is always for escape or avoidance of damage. Remember that you can hide in teammates' shadows to avoid damage.

  • Shadow Step (Offensive Burst): With teammates around, remember that you can use their presence for burst damage, if the enemy is in the right spot. Look for tanky teammates initiating on enemies to help them take their target down, or for squishy teammates that are getting jumped and could use some help.

    Remember you can get two hits of this ability, if you dash through the enemy into a nearby teammate's shadow, then exiting their shadow for the secondary burst.

Conquest Mid Gameplay

Mid-Lane - Start & Early Game

When the game begins, immediately start casting Siphon Darkness while standing in the fountain, until you have full stacks of Flame of the Night.

You'll want to drop your Siphon Darkness on the Speed Buff (0) as it spawns to help your Jungler. Then head immediately to lane (1).

Nox's early clear isn't great. You are almost solely dependent on Siphon Darkness. Play cautiously, and avoid taking any unnecessary damage. Your early game will mostly be focusing on forcing a stalemate with regard to minions, except for when teammates want to gank, at which point you become a setup person.

Secure the Damage Buff (3) for yourself anytime it's up, and contest / secure the mid-harpies (2). Go for the Oracle Harpies (4) if the Jungler is willing to accompany you.

Continue farming, and try to back as little as possible to keep up the mid-lane minion pressure. You're pretty item-dependent, and need to get those online as quickly as possible.

Don't forget to Ward the entrances to your lane. If you're worried about ganks, you'll want to put them in defensive positions. If you find you're able to aggress and pressure the enemy, and are finding time to hit the enemy tower, put them in the offensive locations instead, as you DO have an escape to help you retreat if necessary.


Mid-Lane - Mid-Game

As Siphon Darkness is leveled close to max, it should be able to handle a minion wave fairly easily. When you get Chronos' Pendant online, you'll start wanting to be a bit more aggressive, and going for your 2-1 combo anytime you can, to get good poke damage and put the enemy on their heels. If they stick around too long at low health, you can go for a kill with your ult as well.

You will be teaming up with the Jungler and/or Support here and there, and should also be focusing more on objectives. Look for opportunities to secure the Gold Fury or the Fire Giant & Pyromancer. Work with them to secure together, and look for gank attempts whenever possible.


Mid-Lane - Late-Game

Although she can deal pretty good damage, her best use is via her CC, which provides incredible utility for your team. Lock down enemies with Shadow Lock, interrupt enemy abilities with Siphon Darkness, and use Night Terror at the start of any teamfight, as the damage reduction is more important than kill secure potential.


Mid-Lane - Early-Game Warding


  • Green: Safe as long as you're not pushing your lane, giving vision of the entrances to your lane so you can see incoming ganks. Best if you are playing conservatively and are looking for an early stalemate.

  • Yellow: Slightly more risky from the Duo side, since the enemy can approach from around the Damage Buff without being spotted. However, you gain a better view of the left harpy camp and earlier warning of enemies incoming from that side.

  • Red: Risky, and most effective if you've got support or are pushing your lane hard.
Per Estidien: You can also placing a ward directly in front of the enemy tower, which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps.[/list]

Conquest Support Gameplay

Support - Start & Early Game

Head to the Duo lane (1) to start with the minion wave. The enemy Duo is likely to do the same.

When in lane, if your wave clear is stronger than the enemy's, you can try to force them under their tower. Use that pressure to get a head start on clearing the next wave, or consider invading their jungle to steal their Protection Reduction Buff camp (3*). Note that with Nox as support, this is very risky. Otherwise, just secure your own Protection Reduction Buff camp (3) with the ADC.

Keep in mind that Nox Support is unconventional, and tanking damage counteracts Flame of the Night. Only take damage to protect your ADC, but you'll mostly want to focus on the minion waves to start.

If the enemy is aggressive, your main function will be interruption and peel. However, once you have all 3 abilities online, if you've been able to whittle down the enemy health or your Jungler is ready to gank, you can initiate with Shadow Step and lock them down with Shadow Lock.

Don't forget to Ward the nearby jungle paths.


Support - Mid-Game

With some protections, you can now tank enemy damage to the extent that you can play more aggressively and go for kill secures. You'll likely be rotating between lanes, grabbing an occasional jungle camp, but mostly looking to disrupt the enemy jungler, or gank the Duo or Mid lanes.

You need to make sure your teammates know you're ganking, and to have them be with you, because you'll need their damage to help secure the kills.

Pay more attention to warding, covering common jungle paths, and dropping Sentry Wards on key objectives (or common defensive ward locations of enemies to help you surprise them).


Support - Late-Game

Tanking towers won't hurt too much now. Like sugar, it's good in moderation. Tank objectives like the Fire Giant and towers. Either you or your solo laner will do it.

Remember to always keep a ward on the Fire Giant and phoenixes that are down.

Stick with an ally at all times and remember to play with a Support's mindset. Others' lives are the priority, and you need to use your abilities to control a teamfight.


Support - Early-Game Warding

Placing 2 wards at a time is your best bet to warn you of incoming enemies from multiple locations. Below are color-coded locations for pairs of wards depending on your aggressiveness in-lane. (note locations for Support are shown on the left portion of the map)


  • Green: Locations for safest play. Gives you a good view of the main entrances to your lane to warn you of incoming ganks, but you won't have much advance warning.

  • Yellow: Same offensive ward location, but the defensive ward is pushed out a bit to give you a bit earlier warning from normal enemy jungle paths However, it will not help you spot an aggressive jungler that approaches from behind, near the buff camps.

  • Red: This provides you with great early warning in the offensive zone when pushing your lane. It doesn't cover your backside, however, so you'll be relying on your own skill and good communication with teammates to keep you alive.

Some Of My Guides



If you liked this guide, check out my other ones below!


The Overarching Series


The
Overarching
Arena Guide

The
Overarching
Assault Guide

The
Overarching
Conquest Guide



Individual God Guides



Bacchus:
An Alcoholic's Chugging Guide

Freya:
Aurora
Gory-alis

Ganesha:
Selflessly
Gifting Kills

Shifu Guan Yu:
The Battle
Master

Loki: The Backstabbing Bastard

Medusa: Getting Everyone Stoned

Credits

This Guide Was Written By:




With The Artwork Of:




And Feedback From:


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0
[-]
Kriega1 (87) | August 30, 2019 4:17pm
No Ethereal Staff?
2
[-]
Branmuffin17 (291) | August 30, 2019 5:13pm
No. Stfu Kriega.

Lol

Okay so I've honestly never considered ethereal for Nox. She has a great escape, and cc up the wazoo, and so I don't really consider a somewhat bruiser item for her in that sense. Uhhh wait... Are you talking about the support build? Cuz if so... Lol Hmmm... What's your thought process here?
0
[-]
Kriega1 (87) | August 30, 2019 5:14pm
For both the Mid and Support build, though less of a priority on the support build.
Load more comments (1 more replies) →
1
[-]
FootFetish (4) | July 18, 2019 8:34am
Hi bran, uhh i don't really have any important suggestions apart from placing a ward in the centre of the middle lane, but all the information about Nox that you have is perfect, really complete guide.
Sad that your friend left :/
2
[-]
Branmuffin17 (291) | July 18, 2019 10:29am
Hey Foot,

Thanks for the feedback. Note that I do talk about placing a ward in the middle of the lane, though it's not marked on the map itself. That writeup says:

"Per Estidien: You can also placing a ward directly in front of the enemy tower, which can give you a lot of information if you keep an eye on the mini-map. If they are sitting on the ward in mid, you know where they are. If their icons push further into the lane, you can assume they are pushing. If they go towards the right or left jungles you can make early calls on "Be Carefuls" or "Enemy Incoming" or you can assume they are doing their buff camps. If their icons move backwards towards their tower you can generally assume that they are going to one of the back pathways into the jungle, likely to clear camps."
1
[-]
FootFetish (4) | July 18, 2019 11:57am
Oof, my bad.
nothing to thank though, i'm here to help u
1
[-]
GameGeekFan (50) | July 15, 2019 11:06pm
"She is great in a teamfight due to her ult's AOE ability to , and brings much to the table."

Paragraph below the comic.
You're welcome.
1
[-]
Branmuffin17 (291) | July 16, 2019 10:35am
Yeah I had been working on that paragraph, but forgot as I got sidetracked writing other things. I can't multitask well.

Fixed. It's the AOE ult's ability to reduce damage by 40%...that's huge in a teamfight.
1
[-]
Gulfwulf (66) | July 15, 2019 11:10pm
GameGeekFan wrote:
"She is great in a teamfight due to her ult's AOE ability to , and brings much to the table."

Paragraph below the comic.
You're welcome.

Ability to do what, exactly?
1
[-]
Kriega1 (87) | July 16, 2019 2:31am
Ability to silence
1
[-]
GameGeekFan (50) | July 15, 2019 11:21pm
Yea rereading this has just made me more confused.
1
[-]
boogiebass (38) | July 15, 2019 6:16pm
Mysterionz, our dear friend tlaloc has decided to move on. A moment of silence... no pun intended.
1
[-]
xmysterionz (49) | July 16, 2019 12:50pm
Yeah I commented on his blog post. Plus, I took some moments to understand the joke with the "silence"
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League of Legends Build Guide Author Branmuffin17
Nox - I See a Red Door and I Want It Painted Black (S6, All Modes, Patch 6.12 "RWBY")
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