7 Votes

One Hel of an ADC - Patch 4.19

October 12, 2017 by iCeCoCaCoLa64
Comments: 11    |    Views: 69383    |   

Hel ADC (also works in Mid, and all other game modes)

Smite God: Hel

Item Purchase Order

Safe Starter

Build Item Sands of Time
Build Item Uncommon Sash
Build Item Mana Potion

Aggressive Starter

Build Item Golden Sash Build Item Mana Potion Build Item Mana Potion Build Item Mana Potion

First Two Items

Build Item Warlock's Sash Build Item Shoes of the Magi

Third Item (Choose One)

Build Item Spirit Robe Build Item Shield of Regrowth

Finishing Items

Build Item Obsidian Shard Build Item Rod of Asclepius Build Item Rod of Tahuti

If you got Spirit Robe, sell it late game for

Build Item Mantle of Discord


Build Item Purification Beads Build Item Horrific Emblem Build Item Heavenly Wings Build Item Aegis Amulet Build Item Meditation Cloak

God Skill Order

Decay / Restoration

Decay / Restoration 1 3 6 7 10 key bind

Hinder / Cleanse

Hinder / Cleanse 4 15 16 18 19 key bind

Repulse / Inspire

Repulse / Inspire 2 8 11 12 14 key bind

Switch Stances

Switch Stances 5 9 13 17 20 key bind


So you're probably thinking, "Hel as an ADC? Your drug dealer must be doing a good job." Well, let me clarify something: Hel doesn't necessarily meet the typical ADC requirements (high attack speed & lots of lifesteal/crit chance). However, she can lane with the Support and it will work out nicely. But it's much easier to just call her an ADC.

DO NOT pick Hel unless your Support is aggressive (ex. Fenrir) or has high CC (ex. Ymir). I've found that Hel and Ymir are a nearly unstoppable duo lane pair despite having two magical Gods in one lane.



STARTER ITEMS: Normally, whenever a stacking item is first in your build, it's best to just not get a Starter item so you can get your stacks as early as possible. However, Sands of Time is a very good item which gives decent MP5, power, and 10% CDR for just 800 gold. and it can help you with some sticky situations in the early game. So if you feel it's better safe than sorry, start with Sands of Time, Uncommon Sash, and a mana potion. Otherwise, start with Golden Sash and 3 mana potions.

WARLOCK'S SASH gives health, mana, and magical power, so it's the best first item on Hel. Plus you can get even more health and power through stacks, so it doesn't fall off late game. Remember to tell other players that you're stacking!

SHOES OF THE MAGI give penetration, which is a big part of this build. You will get cooldown reduction later in the build, but you can wait, so no need to get Shoes of Focus.

SPIRIT ROBE gives that cooldown reduction you've been waiting for, plus some protections and CC reduction. Late game, if you have all your items and some gold to spare, sell this for MANTLE OF DISCORD. It gives more CDR and protections so it's much better on Hel, but is too expensive to get early game.

SHIELD OF REGROWTH is also a very good protection item for Hel. It gives a lot of extra sustain, some CDR, and the passive can help you get back to lane faster, or escape an unwinnable fight.

OBSIDIAN SHARD because I told you that penetration plays a big part in this build. 70 Magical Power and 33% penetration, what more can I say?

ROD OF ASCLEPIUS isn't as good as it used to be, but it's still a staple on Hel. The reason we wait so long to get this is because both the item and Hel's healing scales off Magical Power, and at this point in the build, you have a lot of that. So a 25% boost is quite a lot.

ROD OF TAHUTI because you're a mage. Do I really need to explain this item?


PURIFICATION BEADS if the enemy team has some unpredictable CC that could be bad for you. Things such as Xing Tian's ultimate are extremely predictable and can be Cleansed (2) instead of having to use Beads.

HORRIFIC EMBLEM slows enemies, so it's good for chases. Note that it also reduces the enemies' attack speed, so you can also use it to engage hunters/assassins.

HEAVENLY WINGS can be used instead of Horrific Emblem if the enemy also has Heavenly Wings. If the enemy pops this relic, you do the same so you can keep up with them, then slow them with Hinder (2) once it wears off to gain a huge upper hand.

AEGIS AMULET is pretty self-explanatory, you'll know when you need it.

MEDITATION CLOAK is a good first relic to get in Arena or Joust. In Conquest, I recommend asking your Support to get the Relic for you.

The first ten minutes (ADC) + General tips

Conquest meta changes at the drop of a hat, so whatever it is you're supposed to do at the beginning of the game, do it. Clear camps, go to lane, do the macarena, I don't know anymore. But once you get to lane, just clear the wave with Decay (1) and your basic attacks. Always stay in your Light Stance when you're not fighting, as it gives you and your nearby teammates extra MP5, meaning you can last longer before returning to base.

Now when it comes to minion waves, you're generally going to clear them with Decay (1). This won't fully kill them early game, so finish the rest off with your basic attacks. Three things to note: 1. Try not to use both Repulse (3) and Decay (1) on the same wave in the early game. 2. When attacking a wave, switch to Dark Stance, let your Passive bar fill up (which takes three seconds), use Decay (1), then switch back to Light Stance. 3. Don't use Restoration (1) as a means of damage in the early game. Save it for healing you and your Support.

Now, never commit to attacking an enemy unless you and your Support coordinate the attack, and you're certain that you'll get a kill (or at least get them low enough to make them retreat). When attacking, it's best to use Hinder (2) before doing anything else; it will slow them and reduce their magical protection for a short time, meaning they're easier to hit and you do more damage to them. Then obviously use Decay (1), then Repulse (3) once you're close enough. If you and your Support don't need immediate healing, switch to Light Stance and get them with Restoration (1) before they get out of your range.

Now, by the time you return to base for the first time, you should be level 7 or 8 if you're doing well. Not much to say from this point forward, so here is a list of general tips and some things to note:

- Inspire (3) acts as a 25% speed boost (65% if you have Regrowth) as well as a heal. Use that to your advantage.
- Cleanse (2) is one of the most overpowered abilities in the game, but it can be really hard to time. Make sure you tell your Support to stay close to you if the enemy has CC such as Ares's ult.
- Stay in Light Stance whenever possible. Quickly switch to Dark Stance to use an ability on a minion wave (wait for your Passive to fill up first if you can), then switch back to Light Stance. Switch to Dark Stance if you want to fully commit to attacking an enemy.
- You can train a dog to come at the sound of a bell. Similarly, you can train enemies to go defensive whenever you use Hinder (2) on them. This can be useful if done right, but use it sparingly; 70 mana is a lot.
- Using your starting mana potions too late or too early could make Hel fall back early game. You obviously don't want that, so learn when it's best to use your potions.
- Anti-heal is Hel's kryptonite, but don't give up! All of your abilities have a use outside of healing.
- Hel's 1 and 3 reset her AA "chain". What this means is that she can use a basic attack right before and after using the ability without losing any time.
- The Death Combo: Hinder, Basic, Decay, Basic, Repulse, Basic, Switch Stances, Basic, Restoration, Basic. If you're confident you can kill someone, this is the best way to do it. Make this muscle memory.

Damage & Healing Analysis

This test was done at level 20 using these items: Warlock's Sash (fully stacked), Shoes of the Magi, Spirit Robe/Shield of Regrowth (they don't affect damage at all), Obsidian Shard, Rod of Asclepius, and Rod of Tahuti. No Relics, power potions, jungle buffs, etc. were used. Note that these don't account for enemy protections at all, these are just the raw numbers.

BASIC ATTACK: 182-219 damage in Light Stance, 197-237 in Dark Stance.
DECAY (1): 567-680 damage, 7.2s cooldown.
RESTORATION (1): 529-635 damage, 369-444 heal, 7.2s cooldown.
HINDER (2)/CLEANSE (2): 10.8s cooldown.
REPULSE (3): 696-835 damage, 10.8s cooldown.
INSPIRE (3): 369-443 self-heal (burst), 65-74 ally-heal per tick (6 ticks) 10.8s cooldown.
SWITCH STANCES (4): 1.8s cooldown

Note: The variables are because of her Passive.

Final Words

Hel is an amazing ADC when done right. If anyone ever tells you otherwise, tell them they're a ****ing scrub, and that they should git gud.

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