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"I do all the work" -Grover

December 25, 2017 by Tlaloc1050
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Healing Focused, Conquest

Smite God: Sylvanus

Item Purchase Order


Build Item Watcher's Gift
Build Item Lono's Mask
Build Item Mana Potion
Build Item Mana Potion
Build Item Multi Potion
Build Item Multi Potion


Build Item Shoes of Focus Build Item Travelers Shoes

Next 2 Item, Selfish

Build Item Breastplate of Valor Build Item Genji's Guard

Next 2 Items, Aura Based

Build Item Jade Emperor's Crown Build Item Shogun's Kusari

Next 2 Items

Build Item Rod of Asclepius Build Item Lotus Crown

Last Item

Build Item Spirit Robe Build Item Mantle of Discord


Build Item Rod of Asclepius Build Item Lotus Crown Build Item Blink Rune

Full Build Example

Build Item Shoes of Focus Build Item Jade Emperor's Crown Build Item Shogun's Kusari Build Item Rod of Asclepius Build Item Lotus Crown Build Item Spirit Robe


Build Item Pestilence


Build Item Mana Potion Build Item Multi Potion Build Item Chalice of the Oracle Build Item Sentry Ward Build Item Ward


Build Item Blink Rune Build Item Magic Shell Build Item Bracer of Undoing Build Item Phantom Veil

God Skill Order

Verdant Growth

Verdant Growth 1 15 16 18 19 key bind


Wisps 2 4 6 7 10 key bind

Nature's Grasp

Nature's Grasp 3 8 11 12 14 key bind

Wrath of Terra

Wrath of Terra 5 9 13 17 20 key bind

About Sylvanus

Sylvanus is a guardian with High CC. He also has Team Healing, which is a rare trait among Guardians let alone gods. He is usually the support you'll want if you're playing a god with no self-sustain and bad wave clear. Someone like Artemis. His abilities work best when combined together.

Pros and Cons


  • High CC
  • Team Sustain
  • Large-Area Disrupting Ultimate
  • Sylvanus can also increase the MP5 of Allied Gods
  • AOE Basic Attacks
  • Amazing Lane Clear


  • Low Mobility
  • Get Over Here Nature's Grasp is fairly difficult to land by itself
  • Verdant Growth's MP5 benefit is stationary and can be destroyed in just one basic attack
  • Anti-Healing will shut Sylvanus down

Items Explanation

Core starter items on supports. Provides extra sustain and gold to you. Try to not last hit minions or else you won't get the benefits. Sell both later for your 4th and 5th items. Potions are for extra sustain.

Pick Shoes of Focus if you want to use your abilities more often. It also helps with Mana problems as you'll be using your abilities for Healing and CC a lot. Although, you already have Verdant Growth to help.

Choose Travelers Shoes if you want more mobility. You won't need to heal yourself much due to the passive HP5 when out of combat. The mobility out of combat is great for rotating while the gold bonus will allow your items to come online earlier.

Breastplate of Valor and Genji's Guard are good choices if you wanna use your abilities more often. You won't have to worry about mana much if you choose these two due to the large amount of MP5 and Mana they give. The protections are nice as well.

Jade Emperor's Crown and Shogun's Kusari are great because they decrease the DPS of the enemy ADC and increases your ADC's DPS. Shogun's Kusari also provides decent MP5 and some CDR. Although this build provides less protections than the Selfish Build.

In the example build above, the total healing gained from Wisps is 257.5. If you add the effects of the Rod of Asclepius it becomes 309. At maximum rank Wisps gives 30 protections. With Lotus Crown ang allied god healed by Wisps gets 50 protections! That's more than Spirit Robe even!

Choose Spirit Robe if the enemy has a lot of hard CC. Pick Mantle of Discord if you want more protections. Both give a lot of protections and some CDR which is great for Sylvanus so he can use his abilities more often.

Mainly for gods with high self or team healing. Also gives a very large amount of magical protections and some health. Replaces either Shogun's Kusari or Genji's Guard depending on which variation you chose.

Wards are extremely important. They can prevent ganks and alert you of the enemy's presence. Place them in the jungle. Place Sentry Wards on the Fire Giant.

Blink Rune is probably the most important relic for Sylvanus. In order for his ultimate Wrath of Terra to be most effective he needs to be in the center of a group of enemy gods. Since he has very little mobility and no dash or leap, it will be almost impossible for him to get in via just walking there. Enemies won't just stay still, they'll back up for you'll lose a lot of health unnecessarily. That's why Blink Rune is core.

Magic Shell is great when in teamfights. If there are a lot of high area damaging gods this would help. If you see an allied god who's about to be hit by a high damaging ability, this will help a lot.

Bracer of Undoing is nice if you're dying a lot due to high burst gods. Use this after the damage has been done. Although not really nessecsry since you have Wisps to heal you back. An interesting choice.

Phantom Veil, a must if there's an Odin on the enemy team. His ultimate Ring of Spears is a death trap for any god who doesn't have a leap. Even then, if it's down they'll probably die. Sylvanus himself is especially vulnerable since there's a 100% healing reduction. Leaps and blinks that are natural in a god's kit is rare. Even if they do have one it'll usually have a long cooldown. Always get this if there's an Odin.

Basic Attacks and Abilities

Basic Attacks

Sylvanus' basic attacks are unique; with him being the only god who has them. Izanami's kama's are similar but can hit the whole wave. Sylvanus' can only hit 3. You should focus on the archer minions hitting all three with one basic. Don't past hit them though, leave them to your ADC or else they won't get the last hit bonus and you won't get the assist bonus.

Nature's Protection

If an enemy melee is focusing you this can root them, making them stationary and vulnerable to more CC and damage since they're a stationary target. It's also useful if you're escaping and your attacker gets rooted. Similar to Midgardian Mail.

Verdant Growth

Great for rooting enemies. You should also use it before or after you use nature grasp. For more info see the Ability Combos section. In the beginning of the match you should place one of these under your tower. Place it far enough where the enemy can't destroy it with basic attacks. The MP5 is great for you and your ADC. This plus Wisps and you'll have a lot of sustain.


Team healing and sustain. Use after or during a teamfight on yourself and allied gods. The protections are great as well and will greatly increase the toughness of your team.

Nature's Grasp

Great for crippling and disrupting enemy formations. You can also pull enemies through walls. Use this for escaping enemies. Don't forget there's a delay before it reaches the target. You can also use this to grab enemy gods who are chasing your teammates away allowing them to escape. Then they'll target you, but that's where your passive Nature's Protection comes in. If they're basic attack based.

Wrath of Terra

A highly disrupting ability which is quite useful in teamfights when combined with blink. Remember to stay out of combat so you can use blink. Also useful against enemy gods who are chasing an escaping teammate. The disruption is great. Throw in a Verdant Growth and they'll have a way better chance at escaping. Try to aim this in the center hitting most enemies.

Ability Combos





+ + +


Gamplay Stages (Conquest start for supports as of 4.24)

Early Game

In my opinion Sylvanus is stronger in early and mid game, but falls off late. In early game his basic attacks are quite valuable because they help gods with bad clear. This part of the guide is constantly changing due to the meta. After you buy your items, head to the middle lane. Place a flower under the radius of your tower of the MP5. Help clear bunched up minions with your. But don't last hit them, leave that to your mid laner. Try to match the play style of your mid laner. For example if your mid laner is playing aggressive try to play aggressive as well. If he heads to the damage buff camps go there with him. You should ward often and can rotate to help other lanes as well.

Mid Game

Your heal is fairly powerful now. Your mid should be more independent and you can rotate to other lanes more often. Keep an eye out for the enemy jungler, they like to pick on mids and carries, understandably. You should begin warding the fire giant. If there's an enemy deicide try to secure an objective like the fire giant or a tower.
color=red]Late Game

You're not as strong as earlier, but still useful. Warding the fire giant is very important now because without wards it can be easily be taken. Team up with your carry to take out objectives like towers and phoenixes. Be careful of being ganked while doing so. Most victories come from a deicide, and it's quite hard to recover from one. Always stick with your team or the enemy will just pick you off.

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