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Do not buy Hand of the Gods outside of Conquest.
Sentinel's is less valuable on Yemoja for lack of a mana bar and Compassion is amazing lategame in combination with her healing and shielding. You can go many other relics depending on the circumstances but Magic Shell is an amazing default option. You can skip Hand of the Gods if you don't expect to pressure early, but I prefer to purchase it most of the time.
Core build, Desolation under the assumption you have antiheal form the midlaner and that you don't need full defense, and Sovereignty unless crit is blending you in particular, then buy Spectral!
Your second relic is very flexible, but Bracer is so versatile between the ward, damage buff, speed buff, and duration of it's placement that I use it fairly often.
Gauntlet of Thebes is a solid anchor item to get, just with a lot of valuable stats and a solid aura. You can skip if if you prefer, but I recommend it!
Yemoja needs as much CDR as possible as soon as possible to be able to pump about cc heals and ults, due to her Omi system.
You also likely want Chalice of the Oracle within your first two or three times back to base. I know some people don't like the item, but the ability to ward aggressively and check for enemies around the map at any time is VERY nice and you can't do that if every ward costs 50 gold.
Still buy Sentry wards as you would normally for objectives or contested warding areas, but spam as many standard wards as you can using your chalice at any opportunity you see that one would help in.
Spectral is an amazing counter to crit and can be bought to prevent crit hunters or assassins from killing you, buy it if the enemy has crit and is a danger to you.
Shogun's Kusari is an amazing item with CDR, an attack speed buff for your whole team, and decent defensive stats. I buy it whenever I have a hunter or attack speed based god who is performing well enough to merit it.
Spear of Desolation is a somewhat risky choice for lack of defensive stats, but it allows Yemoja to spam abilities practically infinitely as long as you aren't losing the fights too hard. I recommend it whenever you feel comfortable enough to get away with it.
Divine Ruin is like Desolation but you would sub it into it's place when you require antiheal and your mid doesn't have Divine Ruin themself.
Witchblade is a very attractive choice to counter teams with a lot of attack speed gods where some are magical, as most other anti auto attack items don't impact magical gods. It also has CDR, movement speed, and decent tank stats.
Relic Dagger is a nice option to max out your CDR that also has an amazing passive, allowing you to spam relics constantly. It's similar to Desolation in that it lacks tanky stats somewhat, buy it's a happy middle ground between getting a damage item and getting a tank one and the passive is amazing.
Sovereignty can be bought at any point or not at all. It can replace Gauntlet of Thebes, it can come after it, or you can get it after your core cdr items. It's a more generic and general use defense item with an amazing passive but no cdr sadly.
Any of these relics can work great but the ones I would pick for general use are shell and bracer for the solid mix of survivability, movement speed, vision, and a damage buff. You can go Phantom Shell instead of Fortifying if they have walls like Odin, another Yemo, Cabrakan, etc. Bracer of Radiance can be nice to have large amounts of the map warded but is generally worse than a larger buff to your teams damage and movement speed, don't be afraid to experiment with it though.
Frenzy is an amazing choice that you can pop when ulting or locking down a target, taking an objective, pushing in general to buff all of the attack speed based dps characters around lately.
Meditation is mediocre but the CDR on Ascetic is really impactful on your ability to repeatedly cast CC or heals.
Heavenly Wings is solid and both upgrades can be nice, but I prefer augmenting Yemoja's already absurd CC with an additional root especially vs gods who struggle to do their job through roots for lack of easy ways to negate it.
Horrific Emblem is a great counter buy for high damage teams that are pressuring your team or gods who lack ways to cleanse slows or quickly disengage. Buy it if the enemy is dealing too much damage and you need to make them stop.
Ankh is specifically good against high healing compositions. I recommend it VS Vamana in particular and also VS strong heals mid combat like Hel, Terra, Aphrodite, another Yemoja, Sylvanus, and so on.
Purification Beads isn't something you want to buy but if the opponent has heavy cc that they can use to kill you then it is a necessity to avoid things like Baron ult, Khumba combo, or Fenrir ult that will be a serious threat to your personal safety or inhibit your ability to peel by stunning you.
Just a long term player here to make guides to help friends of mine, if they benefit anyone else too then even better! This guide is a WIP, I intend to come back and add more later, but for now it should be serviceable!
During the earlygame you should be using Yemoja's first ability nearly exclusively with a few of her 3 woven in when beneficial. Her 2 is an amazing skill but it isn't worth the omi spent until leveled more, at least 3-4 points into it.
Yemoja's first passive is her omi system. Instead of mana or cooldowns, all of Yemoja's non ultimate abilities are solely contingent on having enough of her special resource known as omi to cast them. You gain more omi capacity upon leveling up, so the higher your level the more you can cast without having to stop. Omi regenerates over time, with the rate increasing based on your cooldown reduction. Any items that provide mana will convert that value into additional health, and any mp5 will become hp5. The bonus health isn't significant enough to focus on or build for, but it does mean a nice little bit of bonus sustain and tankiness. I highly recommend you pace your casting so that you're never completely out, as otherwise you're a bit useless. Try to keep at least 2 or 3 omi on you at all times in case you need to use an ability in an emergency, but make sure you use as much as necessary if it can secure a kill or save someone.
Yemoja's second passive is healing for any ally god you basic attack, so make sure to use it to patch up anyone near you that's not full hp whenever you have the opportunity to do so. It's a heal over time and it does not stack, so each ally only really needs one auto on them every seven seconds.
Yemoja's 1 should be your bread and butter the entire match for single target peeling, setting up kills, and clearing minions. It hits in a larger area on targets who are near you, so try to get up close and personal when you have the opportunity such as when ulting a target, when only a few enemies are around, or when peeling for an ally who is nearby. When you hit a distant target with her stun, try your best to place a 3 on them before the stun can end to throw the enemy towards your team while they cannot dodge.
Yemoja's 2 is amazing healing and shielding skill that's used best when in a large fight with multiple allies as it will bounce between multiple targets, including yourself. Focus on using it when multiple people need help as your 1 can only feasibly hit one or two targets at one due to it's size. The shield does not stack, so if possible you want to wait until it wears off or breaks to recast. Sometimes someone is taking too much damage to pace it however, it those circumstances just mash the button lol. The heal is a skillshot, so if you are uncertain about hitting a fast target then simply aim at a nearby ally instead and it should bounce to them automatically.
Yemoja's 3 places a deployable that moves all gods who touch it, friend and foe alike, and is her most flexible skill. You can push with it if it is placed near you, or at further ranges it will pull towards you making it perfect for saving distant allies or pulling enemies into danger. Allies who pass through gain speed and protections Capable of being used for rotations, saving allies, dislocating enemies, and also of being completely misused and ruining a fight if you aren't careful. Try to use it once when leaving fountain if you have enough omi just for a little boost, especially if an ally can use the speed too. Use it to throw allies out of harm's way when they are stunned, place it at the foot of skills like Da Ji or Heimdallr ult to throw people safely out,at the end of a narrow pathway in the jungle to impede an enemy from escaping, or on an enemy to throw them out of position whenever they get stunned or are moving predictably enough to be sure you can place it correctly.
Yemoja's ult seems fairly plain in it's effect but actually does a fair bit. It deploys two walls, standing inside of their bounds increases your omi regen rate, and at the end of it's duration it slows enemies caught inside and damages them a decent amount. The walls only prevent enemies and their attacks from passing, allies can come and go freely. Ideally you want to use this skill in a position where a wall in the environment blocks one side off, so no enemies can escape. Once you have an enemy caught inside you want to stun them as much as possible, body block their escape, put your 3 at the exit to hold them inside, anything to contain them until they die. You can also use it just to block things or to generate omi to heal more if necessary, it's very nice to prevent Fenrir from carrying an ally in his mouth for example. This ability has a comically long cooldown, so make sure you use it at the appropriate timing to get any sort of value or you'll be without it for nearly two and a half minutes. Don't nurse it too badly though, if you don't use it often enough that's the same result as misusing it.
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