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Osiris [The annoying god](Conquest solo lane bruiser guide) Update the 21/5 Added ability chapter

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Smite God: Osiris

Build Guide Discussion (7) More Guides

Purchase Order


Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Death's Toll Death's Toll
Build Item Healing Potion Healing Potion
Build Item Healing Potion Healing Potion

First Item

Build Item Breastplate of Valor Breastplate of Valor
Build Item Stone of Gaia Stone of Gaia
Build Item Ninja Tabi Ninja Tabi

Mid game

Build Item Ninja Tabi Ninja Tabi
Build Item Frostbound Hammer Frostbound Hammer
Build Item Rage Rage
Build Item Breastplate of Valor Breastplate of Valor
Build Item Stone of Gaia Stone of Gaia

Last item Choice

Build Item Deathbringer Deathbringer
Build Item Qin's Sais Qin's Sais
Build Item Shifter's Shield Shifter's Shield
Build Item Magi's Cloak Magi's Cloak

Final build

Build Item Breastplate of Valor Breastplate of Valor
Build Item Ninja Tabi Ninja Tabi
Build Item Stone of Gaia Stone of Gaia
Build Item Frostbound Hammer Frostbound Hammer
Build Item Rage Rage
Build Item Deathbringer Deathbringer


Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Combat Blink Combat Blink
Build Item Weakening Curse Weakening Curse
Build Item Greater Purification Greater Purification
Build Item Heavenly Wings Heavenly Wings


Build Item Healing Potion Healing Potion
Build Item Ward Ward

Osiris's Skill Order

Sickle Strike

Sickle Strike

1 X
2 12 14 15 18
Spirit Flail

Spirit Flail

2 A
1 3 6 7 10
Judgement Tether

Judgement Tether

3 B
4 8 11 16 19
Lord of the Afterlife

Lord of the Afterlife

4 Y
5 9 13 17 20

About me

Hello everyone, my name is Xarenfr, i'm lvl 29 yet, i know not yet 30, not in league yet, but still wanted to share some things i have considered about our new god Osiris. Btw, this is my first guide, i'm trying to use bbcode in a good way, but feel free to comment as you want, about the presentation or the build itself.


Osiris [The annoying god](Conquest solo lane bruiser guide)

I m not going to talk about lore but jump directly to the gameplay. This guide will examine and give ways to deal pretty good with Osiris on the solo lane, giving him some tankiness a little damage, but focus on the teamwork, using you're ability at their maximum. To do that, we will need mostly, survivability, and cdr, so we can be that ****ing non stop slowing rooting annoying afterlife god breaker ;).


After the 14/5 update:

With today's patch, Osiris raises among the stars, or at least he really joined the Pantheon ;). Today we welcome a usual 470 life from the start, wich is basic for warriors. Before that we started with 410 ! So it is a 60 pv up at lvl 1 that makes a huge difference.
Also our Lord of the Afterlife got some changes for the better ! It now affects all ennemy gods in the targeted area, and not only the lowest health one ! That's a huge up, and the bonus, you can now cast it even if slowed, and you will be immune during the leap. So its even a better escape now.

So the build doesn't change, just you can be more confident and safe during your early, and possibly be more annoying with you're ult late game.

Pros / Cons


+ Nice harass
+ Crazy control
+ Ghost form !
+ Nice overall team job
Osiris has a good harass using his Spirit Flail mainly, trying to keep the enemy god low life, keeping him from farming. He has a lot of control with his Sickle Strike and Judgement Tether, and the Spirit Flail that can boost the Sickle Strike's slow. Fragmented will permit you some great escape like from Odin Ring of Spears, the Ice Wall of Ymir, at the same time it is really nice to avoid the slow from auto attacks. All the crowd controll abilities are quite great mid late game, when the teamplay shows the differences in the comp

+ Squishy for a warrior
+ Meh damage
+ Only real escape is ult
+ Ult easy to miss
+ Can be mana hungry
Osiris is really, i mean really squishy if not well stuffed, or not making good profit of Fragmented or Judgement Tether's dmg mitigation. As you're squishy you will need to build some tankiness, and keep the dmg items for mid/late game, cause, it is more important to survive and win lane than miss some kills and die. The aoe of Lord of the Afterlife is a little small, and has a lil time before landing, if your opponent is lil nervous moving, it can be easy to miss. And of course using a lot you're abilities to do you're job will make you consume a lot of mana, so take care not to be oom in a critical time.


Here comes the skills, i found this skill order pretty nice, it can look strange at first, but i will explain it later.

Fragmented: This is your PassiveIt changes you into a ghost, really cool yea, but over that, you will be able to go through walls, gain some damage physical damage mitigation, and will not be subject to the slow from the auto attacks.

This will proc after launching eight abilities, you can try to keep it around 5 or 6, to make it proc when you feel it is good time to try to get some kill on youre lane, but don't take to much care about that. It will be better to keep the pressure on your opponent using Spirit Flail. And anyway the time you will try to get some kill, you will usually use your ult, to jump and for the damage, wich will make proc Fragmented anyway. What i recommend, keep in mind the possibility you have when it procs.

Tips and Tricks
  • If Fragmented procs, you can do that, run through the ennemy minions right on your ennemy(squeeze 3 of them with Hand of the Gods), put judgment of theter, and destroy his ***, keep the Lord of the Afterlife for the finishing blow, or the escape in case its not going good, or the jungler pops up.

Sickle Strike: This is your 1, a straight skill, who hit the first target it encounters and stick into it, making dmg and slowing the target.

I personnaly put one point into this at lvl 2 and then keep it like that untill mid game. We actually only want it soon to catch the slow debuff who will not get longer or stronger with lvl, only the damage will up, and still will be less than Spirit Flail, and in fact more difficult to land cause your opponent will usually try to hide behind his minions. We will start to max it later on to catch up the damages as the map roaming will start, and the cooldown is small.
From the moment you start roaming with you're team, use and abuse of it, as it is low mana, fast cast, and slow with little damage ability.

Tips and Tricks
  • Don't spam this early on, use it only if you're sure to land, if you chase with you're jungler for exemple. Even the mana cost is low, save it for Spirit Flail
  • Don't forget you can use this as an escape too when you're chased ! Quickly turn on throw it and run again.

Spirit Flail: This is your 2, an aoe who can be land from a pretty lovely distance. It makes really nice damages early on, you get a movement speed buff, and it boosts Sickle Strike's slow.

Osiris is set as a warrior, but my feeling is this is usually a tool for hunters or mages. There is a reason we have this, reason may be, Osiris is soooooo squishy, so he needs some long range harass before jumping onto the ennemy. And that's what you're gonna do, early on, max this out first, and harass with it, try to catch the minions and you're oponent with it. Take care of course of the minions, land it, and then retreat a few meters, then come back. You don't want to take unecessary damages. We never say it enough, but early on, minions f****** hurts ! Again this will be your main tool, so you will have to learn to use it wisely, don't spam it, sometimes it will be better to finish a wave of minions than harass, sometimes not. The cooldown is a lil long 10s, so take care.
Another thing, when you will get to mid game roaming with you're team, always use this after a Sickle Strike, to boost its slow. 50 percent slow ! That's half of the movement speed, without Purification Beads or magi's blessing there is just no way they will be able to escape you're team. Even they have those actives, if you can make ennemy team use them, it's good job cause this will allow greater crowd controll abilities from you're team mates, so damnit do it !

Tips and Tricks
  • Take care of you're mana early on with this one, try to ask when it is up the blue buff to you're jungler, or do it yourself if he is out there ganking somewhere else.

Judgement Tether: This is your 3, it cast an aoe around you with a pretty big area, all the ennemy inside are linked to you, and as long as it is, their damages are lowered, and if they are still inside after 4s(wich is lil long) they will be stunned for 2s.

This is a situationnal ability, use it to scare you're opponent, or when you chase with you're team, or in a middle of a teamfight. Dont forget the nice damage reduction, its only purpose is not only for stun after 4s ! This ability is indeed really nice against melee, since they need to be on you to kill you, they will be in range of Judgement Tether
Tips and Tricks
  • This is a nice escape too actually, when you're chased, launch it to stun your chaser, and avoid some damages.

Lord of the Afterlife: This is your ult, it allows you to jump onto someone, making some nice damage to all character, activating Fragmented instantly, making double damage to minions, and lil stun 0.4s to the ennemy. Since 14/5 patch Lord of the Afterlife you can jump even while slowed and you're immune to CC while leapping to your target.

This ult is perfect to engage in a solo lane when opponent is already half life hiding behind his minions. He will take lot of dmg, lil stun, the ult will kill the minions, so you will be free to launch a Sickle Strike followed by your Spirit Flail and that should do the job. However take care, the area is small and easy to miss, if you miss your oponent, the overall damage will be less, and don't overtry to get the kill in that case.
In extreme case of safety you can also use it as an escape, the jump will make you out of range, or jump over walls in the jungle, or even the spirit form will allow you to pass through an ymir Ice Wall or a Ring of Spears from an Odin
Of course, use it in teamfights too, jump into a bunch of ennemies from an unspoted(this point is important for the succes always remember even built lil tanky you're still not a real tank) point of view, followed by you're Judgement Tether.
Use it especially just after you're tank blinked into the enemy team, follow him. That will make the ennemy team panic, even the damage is not yet huge.
And remember don't over do it, if you see your life going down fast, just escape. Judgement Tether will allow that usually in teamfights, if you pop it just after Lord of the Afterlife

About the skill order:

I max first Spirit Flail for the harass/pushing power it has, followed by Lord of the Afterlife as it is avalaible of course, 3rd coming Judgement Tether because it will definitely be more usefull during the laning phase, thanks to the damage reduction and the escape it provides. I start to up Sickle Strike lvl 2 from the lvl 12 because i feel that litle more damage is good to take as the damage reduction from Judgement Tether at lvl 3 is already enough in my opinion. Eventually if you're facing a mage you may want to up Sickle Strike first. As a little more distance damage during ganks is never bad, and as mages don't fight in melee usually, you will be less need of Judgement Tether damage reduction.


I will explain in a different way than usual guides, when to take the items, step by step from early to late game, and at the same time about why i choosed them.


From the start you will need something more than Spirit Flail to clean the waves fast and take the blue buff, so for that we take Hand of the Gods directly at lvl 2, for the short cd, and later on up it to lvl 3 to secure fire giant or gold fury. Death's Toll will grant you the lil extra that is need to feel good, with life, life and mana steal and physical power. The Healing Potion will be needed since you're gonna go melee to kill or finish some minions, and therefore take some damage.

First item

or or The first item back will depend on who you'r opponent is, physical or magical, and how you're doing t'ill now.
If you're facing a physical, go for Breastplate, its all you will need, cdr, to be able to use you're Spirit Flail more often, mana, no need to explain, and protection, all of that for a nice price. Melee should be more easy to handle for you thanks to Judgement Tether, and the range of you're Spirit Flail.
If you face a magical, it is more tricky, if you're doing good, Ninja Tabi would be nice, but if you're encountering some problems, go for a Stone of Gaia.
Ninja Tabi will enforce you with more power, speed, and the cdr, this will allow you to keep the pressure.
Stone of Gaia will allow you to handle the fight more confidently, with lot of sustain and magical resist. Don't hesitate to ask you're jung for a gank if needed.

Mid game

or + + or So that's the time we start, or we are about to roam the map, some towers should have fall, and you're starting to feel how the game is going. In mid game you should almost have three items.

you should have your tabi ninja, a defense item( Breastplate of Valor or Stone of Gaia), and a damage item( Rage or Frostbound Hammer).

Usually i take Rage, to get the crit, and more overall dps, but sometimes, when your team already has nice damage output Frostbound Hammer will be a good choice, for the health and the slow(Yea, more slow, someone is gonna hate you :) ). I take Rage before Deathbringer, because it is faster to finish, 500g less, but that's up to you.

Another thing, the defense items, are a MUST have into the 4 first items. That's usually, if the game is well balanced in therms of kills, towers and gold, where the difference into the team fights, and the comp will show up. And you definitely don't want to be the first dead into the melee. So your fourth item should always be the second defense item.

PS: Don't forget to finish your Hand of the Gods

Late game

Just complete the build to keep up with the damage output, use your skills to give good opportunity to your team mates. And at this time of the game, you will be good against assassins, if you engage them, there should be no worries, use your judgment theter, slow them, and kill them.
But always remember stick with your team, be usefull alive!

And the always good recommendations, wards on fire giant and gold fury minimum, some other main cross roads in the jungle too. Think about using your lvl3 hands of the gods wisely. Play the objectives, don't chase alone across the map without visibility, and don't play the kills. Use the VGS, but don't abuse of it, if you do to much of it, your teammates will start to not paying attention to it due to the overflow of useless informations. Always remember, only teamwork will lead you to victory.


First ability:

Now about the abilities, your first one as said before, should always be Hand of the Gods, as you will need it to depush, or do the blue buff faster sometimes.

Second ability(situationnal):

I like to take Weakening Curse against a healer opponent, like Ra, Hel or Aphrodite. Dealing against healer would be the most difficult thing for you so for that Weakening Curse would be a really good counter. The slow will also help you confirm kills. It is a nice item as well early and late game, to cut out their heal during teamfights. If you can cut down a Hel's or aphrodite's heal in a mid or late game teamfight, that can be a savior turn, it is always frustating when you're about to kill that Apollo, he is only around 1/5 of his life and here come Hell heal, putting him back to 4/5, after what he turns against you and kill you.

Blink Blink Combat Blink is always a good choice for melee caracter, for obvious known reason, use it as an escape, engage, chaser. There is many possibilty for this tool.

Sprint is a good choice too, especially for its low cd and its imune at rank 3. It has the same advantages as blink, wich you should take will depend of the opponent crowd control capacity. If the ennemy team has a lot of slows, sprint should be prioritize over blink. If they don't, Blink may be a better engage, simply because its instant gap closer. But remember that if you take it for the escape capacity Greater Sprint is better, because of the CD, lower than Combat Blink.

Purification Beads is always a good choice, to counter many gods ults, erase slows, stuns, or any control abilities. Another good thing about Purification beads its is rank 3 Greater Purification who reduces all CD by 5s, it may not look so awsome like that, but that can allow some great combos, as you already have a lot of cdr with this build. I'll speak more about that in the combo section. But beads is definitely one of the main abilities on my list.

Avoid these

Here is the abilities you should avoid, remember you only have 2 slots for abilities, and can not sell them like items. Taking those items as second means you can not go for Weakening Curse, sprint, blink, or Purification Beads, wich would be much more usefull.

MeditationTaking this one could be tempting, allowing you to spam more your abilities, the thing is, you can do without. The Blue buff and some pots should be enough to sustain you in mana if you don't spam your skills.

It is always good to ward, but don't forget you can buy wards at the shop, even it is more convenient to have the ability, if it can be replaced by consummable(who are soooo cheap now btw ! 50g man !) it will be much better.

This one can be disscussed, depending on who your opponent is, against a Ra Searing Pain it can be good, but still i find it less usefull than the other i mentionned before. As most ults when you re in a 1vs1 lane can be avoided with a good timing and judgment.


Coming next:

- Versus
- Combos
- More detailled teamwork section

Let me know how you fell about all of that, was a lil work to go, but i'm doing good with this build until now. Except againt Ra, where i definitely need some ganks from the jungler some times. Feel free for the suggestions.

Updated the 14/5:Correct some errors, added little text about 14/5's patch into the introduction.

Updated the 21/5:Changed a little bit the abilities and added an ability chapter.

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Godslap | November 25, 2014 11:01pm
Well laid out guide and good explanation.
Of course Osiris becomes mana hungry if you build him with full CDR. Why not build him like an auto attacking bruiser like Vamana instead of a mix of auto attack and ability spam. The combination of a slow debuff and a runspeed buff makes him able to stick to targets very well, so no need for full CDR.
Crit or static damage is a matter of choice, but I would swap Breastplate of Valor for either Qin's Sais, The Executioner or a defensive item like Runeforged Hammer. Also Warrior Tabi instead of Ninja Tabi.
Sentaku | July 4, 2014 6:31am
Builds aren't the best, and for the pros and cons you put mana hungry? If your mana hungry with Osiris then your playing him wrong, he's one of the best mana consuming warriors in game. Have you played Odin? That's true mana hungry right there
Xarenfr | May 14, 2014 6:50pm
Thank you for your comments and feedbacks !

First i wanted to apologize, i'm not english native speaker, so i made a mistake while translating the patch from yesterday. I correct it, crippled means slowed, i used a translator, which i understand something like root. I corrected the error today. Sorry about that

Pentargonite, about Frostbound Hammer, it was interesting because of the huge amount of life it provides, actually all depends on my team comp, if i need to go tanky or not. But still i know there are better items. I will update that next, and rework a bit the item section wich is more now a walkthrough.

BUYACUSHUN, glad you liked the guide :), your build is more full dps than bruiser, i would feel too squishy, but i will try it. I'm sure the lifesteal is nice since with the aoe of the basic attack from Osiris. Should bring him enough sustain. But i don't know if you can handle a gank so good or roam safely. Maybe now it is ok with the up of his life base.
I'm interested if you can give me some feedback about how you're doing with this build on the solo lane. I know usually people build him more dps than me, but i feel than his rôle in the groupe is to kill and slow/stun squishys and still be able to handle damages and stay with the team.
BUYACUSHUN | May 14, 2014 10:16am
Just made an account because I planned on making an osiris guide, then i saw your starting items were the same as mine! I kinda glanced at it but the explanations seemed ok. The Final build seemed pretty good. I usually go CDR Boots, Bloodforge (immense lifesteal from AoE basics on minion waves), jotunns, rage, voidblade, deathbringer. Also you're guide brought me immense joy because i had no clue about the patch! So glad he got buffs :D
Pentargonite (62) | May 14, 2014 9:55am
Just gonna say, Frostbound Hammer is in general a bad item. There are much better choices.
Xarenfr | May 13, 2014 3:56pm
Hello and thanks for the advice.

Actually after reading back im thinking i should have detailled more the damage items cause many could fit. At least instead of Frostbound you re right. Even i half of the time skip it for quin ´sais or asi. More pen is good too, but Titan s bane acting on a % of pen i already has, and i have none with this build so maybe another pen item would be better.

I will update this soon!

Feedback appreciate! :)
Acenima (1) | May 13, 2014 9:48am
Have you considered using Titan's Bane instead of Frostbound Hammer? I mean you already have a reliable slow on a 3 second CD with full CDR. You're gonna for certain chunk down any squishy target with your build but what about tankier Gods? Usually people take Qin's Sais for the purpose of tanky targets but I really think Titan's would be a bigger benifit with your build. Anyhow I like the guide and the overall build is very solid to.

Just test out the Titan's Bane, I think you'll like it more than Frostbound.
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League of Legends Build Guide Author Xarenfr
Osiris [The annoying god](Conquest solo lane bruiser guide) Update the 21/5 Added ability chapter
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