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Quick Eset Conquest Guide

1 0 9,772
by Kriega1 updated March 2, 2024

Smite God: Eset

Build Guide Discussion 1 More Guides
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Eset Build

Start for War Banner Build

Build Item War Banner War Banner
Build Item Cloak Cloak
Build Item Chalice of Healing Chalice of Healing

War Banner Support Build

Notes Stone of Binding and Ethereal Staff are your general filler slots that can be traded for whatever is needed for that match.

Notes

Stone of Binding and Ethereal Staff are your general filler slots that can be traded for whatever is needed for that match.

Build Item Spartan Flag Spartan Flag
Build Item Prophetic Cloak Prophetic Cloak
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Reverent Pridwen Reverent Pridwen
Build Item Stone of Binding Stone of Binding
Build Item Ethereal Staff Ethereal Staff

Start for Timeline Build

Build Item Sands of Time Sands of Time
Build Item Spellbook Spellbook
Build Item Healing Potion Healing Potion
2
Build Item Mana Potion Mana Potion

Timeline Mid Build

Notes Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds.

If Anti-Heal is needed, you can trade Spear of Desolation for Divine Ruin.

Can swap The Alternate Timeline for Pendulum of Ages if you do not feel like you're likely to die in fights.

Notes

Book of Thoth is the typical go to option with Pendulum of Ages/ The Alternate Timeline builds.

If Anti-Heal is needed, you can trade Spear of Desolation for Divine Ruin.

Can swap The Alternate Timeline for Pendulum of Ages if you do not feel like you're likely to die in fights.

Build Item The Alternate Timeline The Alternate Timeline
Build Item Book of Thoth Book of Thoth
Build Item Divine Ruin Divine Ruin
Build Item Staff of Myrddin Staff of Myrddin
Build Item Obsidian Shard Obsidian Shard
Build Item Soul Reaver Soul Reaver

Start for Focus Build

Build Item Conduit Gem Conduit Gem
Build Item Lost Artifact Lost Artifact
Build Item Healing Potion Healing Potion
2
Build Item Multi Potion Multi Potion
2

Focus Mid Build

Notes If Anti-Heal isn't needed, swap out Divine Ruin for Book of Thoth.

Can alternatively go Rod of Tahuti (either glyph) or a defensive option like Magi's Revenge over Staff of Myrddin.

Can swap Charon's Coin for Obsidian Shard.

Notes

If Anti-Heal isn't needed, swap out Divine Ruin for Book of Thoth.

Can alternatively go Rod of Tahuti (either glyph) or a defensive option like Magi's Revenge over Staff of Myrddin.

Can swap Charon's Coin for Obsidian Shard.

Build Item Gem of Focus Gem of Focus
Build Item Chronos' Pendant Chronos' Pendant
Build Item Divine Ruin Divine Ruin
Build Item Charon's Coin Charon's Coin
Build Item Soul Reaver Soul Reaver
Build Item Staff of Myrddin Staff of Myrddin

Support Relics and Shard

Build Item Temporal Beads Temporal Beads
Build Item Cloak of Ascetic Cloak of Ascetic
Build Item Entangling Wings Entangling Wings
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Phantom Shell Phantom Shell
Build Item Sundering Blast Sundering Blast
Build Item Sturdy Shard Sturdy Shard

Mid Relics and Shard

Build Item Temporal Beads Temporal Beads
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Horn Shard Horn Shard

Alternative Support Items

Notes Chronos' Pendant - Good CDR utility option if omitting other sources of cooldown in the build when going for a different build path.

Spear of Desolation / Divine Ruin - Offensive damage options, Deso is decent for cooldown if another CDR option was dropped, Divine could be considered for anti-heal.

Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Sovereignty - Good into heavy physical damage team comps.

Sentinel's Gift/ Sentinel's Embrace - More sustain focused / tankier alternative to War Flag/ War Banner, but worse for early game pressure.

Amulet of the Stronghold - Situationally good into magical heavy enemy team comps.

Spirit Robe - Helpful if getting CC chained or to prevent getting bursted too quickly off of one hard CC.

Shogun's Kusari - Helpful for multiple auto attackers on your team, and/or your team's auto attackers have built more ability based to help their AA dps.

Abyssal Stone - Utility option that can be easily applied.

Bewitched Dagger / Eldritch Dagger - Good utility option when you're having constant relic usage and enemy team has a heavy AA focused team comp (especially melee gods). Eldritch Dagger is better for some occasional extra tankiness.

Winged Blade - Situationally decent into heavy slow / lockdown comps and can help your team.

Magi's Shelter - Can be considered into certain enemy matchups that rely on specific CC to setup / heavy CC enemy teams, though the passive can be awkward at times to get beneficial use for allies.

Absolution - Bonus CC immunity to help nearby allies when playing around your ultimate.

Erosion - Decent anti-shield counter option, but generally better to build on frontline guardian supports depending on matchups.

Notes

Chronos' Pendant - Good CDR utility option if omitting other sources of cooldown in the build when going for a different build path.

Spear of Desolation / Divine Ruin - Offensive damage options, Deso is decent for cooldown if another CDR option was dropped, Divine could be considered for anti-heal.

Spectral Armor - For Anti-Crit if the enemy hunter is building into crit or/and other members of the enemy team building crit are a threat.

Sovereignty - Good into heavy physical damage team comps.

Sentinel's Gift/ Sentinel's Embrace - More sustain focused / tankier alternative to War Flag/ War Banner, but worse for early game pressure.

Amulet of the Stronghold - Situationally good into magical heavy enemy team comps.

Spirit Robe - Helpful if getting CC chained or to prevent getting bursted too quickly off of one hard CC.

Shogun's Kusari - Helpful for multiple auto attackers on your team, and/or your team's auto attackers have built more ability based to help their AA dps.

Abyssal Stone - Utility option that can be easily applied.

Bewitched Dagger / Eldritch Dagger - Good utility option when you're having constant relic usage and enemy team has a heavy AA focused team comp (especially melee gods). Eldritch Dagger is better for some occasional extra tankiness.

Winged Blade - Situationally decent into heavy slow / lockdown comps and can help your team.

Magi's Shelter - Can be considered into certain enemy matchups that rely on specific CC to setup / heavy CC enemy teams, though the passive can be awkward at times to get beneficial use for allies.

Absolution - Bonus CC immunity to help nearby allies when playing around your ultimate.

Erosion - Decent anti-shield counter option, but generally better to build on frontline guardian supports depending on matchups.

Build Item Spectral Armor Spectral Armor
Build Item Chronos' Pendant Chronos' Pendant
Build Item Divine Ruin Divine Ruin
Build Item Spear of Desolation Spear of Desolation
Build Item Shogun's Kusari Shogun's Kusari
Build Item Amulet of the Stronghold Amulet of the Stronghold
Build Item Abyssal Stone Abyssal Stone
Build Item Erosion Erosion
Build Item Spirit Robe Spirit Robe
Build Item Sovereignty Sovereignty
Build Item Magi's Shelter Magi's Shelter
Build Item Bewitched Dagger Bewitched Dagger
Build Item Eldritch Dagger Eldritch Dagger
Build Item Sentinel's Embrace Sentinel's Embrace
Build Item Winged Blade Winged Blade
Build Item Absolution Absolution
Build Item War Banner War Banner

Alternative Mid Items

Notes Spear of Desolation - Solid flat pen option with a passive that works well on Eset, more often seen when Divine Ruin is not needed.

Pendulum of Ages - More damage focused Sands of Time upgrade.

Calamitous Rod of Tahuti - More direct damage glyph option compared to Perfected Glyph.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Magi's Revenge - Situational defensive option to prevent getting locked down by CC.

Ethereal Staff - Niche anti-tank bruiser option.

Notes

Spear of Desolation - Solid flat pen option with a passive that works well on Eset, more often seen when Divine Ruin is not needed.

Pendulum of Ages - More damage focused Sands of Time upgrade.

Calamitous Rod of Tahuti - More direct damage glyph option compared to Perfected Glyph.

Perfected Rod of Tahuti - More CDR / utility focused glyph option compared to Calamitous Glyph, with good synergy with Chronos' Pendant and Spear of Desolation.

Magi's Revenge - Situational defensive option to prevent getting locked down by CC.

Ethereal Staff - Niche anti-tank bruiser option.

Build Item Spear of Desolation Spear of Desolation
Build Item Pendulum of Ages Pendulum of Ages
Build Item Perfected Rod of Tahuti Perfected Rod of Tahuti
Build Item Calamitous Rod of Tahuti Calamitous Rod of Tahuti
Build Item Magi's Revenge Magi's Revenge
Build Item Ethereal Staff Ethereal Staff

Eset's Skill Order Notes In Mid prioritise maxing Spirit Ball then Wing Gust then Dispel Magic. First 5 levels for Mid: Wing Gust > Spirit Ball > Wing Gust / Dispel Magic > Dispel Magic / Wing Gust > Circle of Protection

Wing Gust

1 X Y
Wing Gust
1 4 10 11 12

Spirit Ball

2 A B
Spirit Ball
2 13 14 15 16

Dispel Magic

3 B A
Dispel Magic
3 6 7 8 9

Circle of Protection

4 Y X
Circle of Protection
5 17 18 19 20
Wing Gust
1 4 10 11 12

Wing Gust

1 X
Eset flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing Magical Damage to all targets in their path. Eset is immune to Root and Knockback effects while casting.

Ability Type: Line, Buff, Damage
Damage: 35 / 55 / 75 / 95 / 115 (+45% of your Magical Power)
Maximum Damage: 140 / 220 / 300 / 380 / 460 (+180% of your Magical Power)
Gusts Spawned: 4
Movement Speed: 25%
Firing Duration: 3s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 10s
Spirit Ball
2 13 14 15 16

Spirit Ball

2 A
Eset sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Eset can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range.

Ability Type: Line, Stun, Damage
Damage: 70 / 115 / 160 / 205 / 250 (+70% of your Magical Power)
Stun: 1s
Range: 80
Radius: 10
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 10s
Dispel Magic
3 6 7 8 9

Dispel Magic

3 B
Eset Silences and slows enemy gods at her target location. Enemy gods hit also lose a portion of their Magical Protection. If Eset successfully hits an enemy god, allies near the Dispel Magic or Eset gain a shield. If Eset hits multiple enemy gods, the shield is increased by 30% for each enemy hit after the first up to a maximum of 60%.

Ability Type: Circle, Silence, Damage
Slow: 20 / 22.5 / 25 / 27.5 / 30%
Magical Protection Debuff: 10%
Debuff Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5s
Silence: 1.5 / 1.75 / 2 / 2.25 / 2.5s
Shield: 50 / 100 / 150 / 200 / 250
Radius: 15
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Circle of Protection
5 17 18 19 20

Circle of Protection

4 Y
Eset plants her staff at her target location for 5s. Allies within its radius take less damage. Any damage dealt within the radius charges up the staff. If Eset activates the staff again, it explodes, dealing damage to enemies inside and healing allies.

Ability Type: Circle, Buff, Damage
Damage: 180 / 215 / 250 / 285 / 320 (+50% of your Magical Power)
Healing: 75 / 110 / 145 / 180 / 215
Damage Mitigation: 30%
Max Charge: 700 / 1400 / 2100 / 2800 / 3500
Max Charge Damage/Heal Scale: 2 / 2.25 / 2.5 / 2.75 / 3x
Radius: 30
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Intro

Hi, this guide is brought to you by Kriega1, I started playing Smite on PS4 in 2016 around Erlang Shen's release in Season 3, and eventually long term migrated to PC Smite around mid Season 7. I have peaked GM/Masters on PS4 and Masters in Ranked Conquest on PC. I also am a Mentor on the Official Smite Discord where I focus on general building for each role. I hope you find this guide as a useful learning resource for playing Eset in the Support role and also in the Mid lane.

Abilities

Eset's Abilities

WIP

Passive - Funeral Rites


Ability 1 - Wing Gust


Ability 2 - Spirit Ball



Ability 3 - Dispel Magic





Example Combos:

Main Combos:

WIP

How to Play

(Mid) Gameplay Start / Early Game:
  • Start at the Fire Giant side Speed/Red buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the intersection (towards mid lane) between the Speed and Red buff camps, at the same time your Jungler will have leashed the Red/Speed buff towards the intersection.

  • As the 2 camps position together use Wing Gust to clear the camps. Make sure to pickup the Red buff once it has dropped. After these camps are cleared you will be level 2.

  • Now quickly make your way to the Gold Fury side Speed buff, if your jungler has not reached it yet (they should be) then leash the camp yourself towards the mid lane while you use Wing Gust to clear the camp. Avoid pulling the camp into tower range if possible. After this you will immediately head to lane while your jungler will typically clear the xp camp to the side of the green buff.

  • From here you will usually meet the enemy mid in lane on the first wave. Depending on yours and their early pressure/clear and positioning you will decide whether you'll be able to fight or not and whether you'll be able to use Wing Gust on the whole wave or just be able to hit the front melee minions.

  • How it goes from here will determine: if it's just a stalemate, you or your jungler has kill potential, if you will have mid camp pressure or if you'll have to back towards your tower line and safe clear.

  • From here you'll mainly be looking to clear waves, contest mid camps, clear the damage buff, assist support with health buff clear (once they rotate over from duo), and being aware of rotation opportunities.

  • In some cases you may be able to steal enemy side jungle farm but it is risky and not that generally beneficial for direct farm compared to your own side's farm and controlling neutral farm, but can be useful to put the enemy further behind.


(Support) Gameplay Start / Early Game:

WIP


(Mid) Mid Game:
  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to control the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury and Pyromancer objectives.

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. In 1vs1 cases you'll have to decide whether you or the other enemy has more kill potential and who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it.

  • As for Gold Fury and Pyromancer opportunities they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...


(Support) Mid Game:

WIP


(Mid) Late Game:
  • At this stage you'll mainly be looking at wave pushing, contesting Fire Giant, and Phoenix sieging / Phoenix defense, though Pyromancer and Gold Fury (especially Oni variant) will still be somewhat relevant but less important.

  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your ADC to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.


(Support) Late Game:

WIP

Warding

Support Warding:

WIP


Mid Warding:

Here are your regular warding spots for mid, to help your team be aware of the enemy team's general rotations especially when you're not in mid lane. Generally with good map awareness you shouldn't need to rely on wards much yourself for safety.


  • Green: Placing wards at these locations on both sides of the lane give you good general vision of the nearby jungle, giving vision of the entrances to your lane so you can see incoming ganks.

  • Purple: You can place a ward directly in front of the enemy tower (but not within its range), 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.


Late-Game Warding:

Over here is shown the ideal lategame warding spots around Fire Giant, though often you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe (e.g. if you are Mid and therefore will be squishy) for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes.



  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward.

    The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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1
ScorpioChris | March 1, 2024 7:45pm
I used "Mid Focus" build in the arena & it's working pretty good. 😁
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League of Legends Build Guide Author Kriega1
Quick Eset Conquest Guide
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