This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
You can choose to get a heavenly wings or other useful relic instead of shell, but I generally have the best luck with shell. You can also choose to forego the shoes for an upgraded relic out of base, but on my supports, I generally like to start with tier 1 boots.
I find that you can generally get 1500 gold before backing for the first time, so if you get tier 1 shoes, then you can afford full shoes as well as chalice of the oracle so you have wards.
When I play support I generally see all 3 of these. Though I haven't played a ton of Baba Yaga support yet, in the few games I have played they have served me well.
Realistically, this is just an amalgamated list of items that I could consider picking up. Some definitely more than others. Like I probably wouldn't consider bancroft's on a support, but it just feels so right in my head.
Like I said, these items are far from finalized and I'll be playing around with them in the future. Bottom line is probably going to come down to if you're playing support, there are some of these that you probably won't be picking up
Putting this together, I just kind of went through the motions of buying items. As a support I nearly always have Gauntlet of Thebes, Sovereignty, Shogun's Kusari, and Pridwen as these alone give you 150 of each protection, 30% CDR, and some good auras for your team.
From there, I have to think about how the game is going. As Baba Yaga, I have generally been able to afford some extra damage, so stacking a late warlocks staff can work (only viable because of her passive). Ethereal staff is also a great hybrid item for supports as it grants extra health along with its 90 power.
This build is far from complete and i'm honestly using it more for discussion at the moment. Until I get a better feel for items one Baba Yaga I'm mostly just spit-balling here.
I cannot stress enough that this is a work in progress and probably won't get you anywhere useful in game. I would love to talk about items with others though. Perhaps if you have more experience than I currently do, I'd love to hear it, Thanks!
Effects: Baba Yaga's passive allows you to stack items extremely quickly. If you don't have any stacking items in your inventory, it will instead heal you.|
My Thoughts:Baba Yaga's passive is really good once you get to know how to use it effectively. As stacking items goes, it is important to know that the fewer stacks an item hase, the more essence it will take from the cabin to grant a stack. The description on the passive tells us that the cabin can accumulate 100 essence and it takes 400 essence to fully stack an item. This means that Warlock's Staff, which has 100 max stacks takes 4 essence per stack. Alternatively, Charon's Coin only has 8 stacks so it will take 50 essence per stack. That said, its important to note that stacks for Warlock's Staff generally come easier than those on Charon's Coin, which requires kills or assists. Though it would take a while, Baba Yaga can realistically stack Charon's Coin without getting a single kill or assist.
Item stacking is not the only useful part of this passive though. If you have no stacking items in hand, then the essence in the cabin will instead heal you for 0.8% of your maximum health per 4 essence in the cabin. While 0.8% doesn't sound like a lot, when you get a significant amount of essence in the cabin, it gets pretty good. Lets say your cabin is full of essence. You would get 25 ticks of healing, multiply the 0.8 by 25 and you get 20% of your maximum health as a heal. 20% maximum health when you have 300 health is 600 healing. Really not too shabby if you're gonna be building her for support or solo where you likely have protections.
Usage: You main damage source for gods and minions. Also your best CC effects in my opinion.|
My Thoughts:I love this ability. It feels really good to use, especially when you get those thick, meaty triple hits on a god with the Y shaped attack. That said, make sure you pay attention to what this ability is going to do. Most, if not all gods have some sort of display on the top left of their health bar that represents their passive. this display tells you both the shape and effect of wild witchcraft before you even select the ability. The absolute worst thing you can do with it is expect a line attack and get the oval one as you will generally miss if you don't account for the different shape. Additionally, with the oval, it is important to note that it will always spawn from your right-side first and come back to you on your left.
While this ability is your primary source of damage early on as well as some powerful CC's, it also provides useful benefits to your team. When you have the movement speed or protections effect, it could prove very useful to throw it at your own team rather than the enemy to help someone live or perhaps even chase down a kill with an additional 30% movement speed. Overall, this is a very versatile ability and I recommend playing around with it more than anything. I'm sure I still haven't figured out all the best ways to use it!
Usage: Secondary damage source as well as a source for strong soft CCs.|
My Thoughts:This is a really weird ability, and so far, i'm diggin' it. The weird part of this ability is that you can store an extra potion in your consumable slot for later use. As such, it is generally important to keep a consumable slot open so that you can use this ability twice in rapid succession. It is also important to note that if you don't have a free consumable slot for the brew, then you cannot cancel the ability and you must throw the potion.
The damage done by the potion is respectable once you start to level the ability, especially since you can throw 2 of them very quickly. But this isn't all damage. Each time you cast this ability, a different potion is brewed with different effects. As you level the ability you get more effects (3/3/4/4/5 effects per rank of ability). While the game my call them "eye of newt", "dragon scale", and "wolf tooth" they are most easily recognized by color in game. Your "eyes of newt" are orange and increase the damage done by 7.5%. "Dragon Scales" are blue and slow enemies by 12.5% for 2.5 seconds. Lastly, "Wolf Teeth" are green ad reduce enemy attack speed by 7.5% for 5 seconds. Note, that these effects do stack on themselves, so having 5 wolf teeth in one potion will decrease enemy attack speed and power by 37.5% for 5 seconds, which is kind of a big deal. These different ingredients are really what make this ability pop in my opinion, especially when used in conjunction with being able to store a potion.
Usage: Movement. Be it into or out of a fight this ability can get you there while doing pretty major damage to the enemy.|
My Thoughts:While the actual jump on this ability is fairly short, it gets you where you need to go while doing tons of damage in the process. I'm not sure who decided that this get-away skill needed to scale at 85% of your magical power, but it does, so you may as well use it. I like to use this ability to run at the enemy and quickly turn around and jump right back out unless my team is there to go full send on a team-fight. Aside from the absolutely absurd damage that this ability can pump out, its really fun to hop into the middle of the enemy team and just drop a house one 'em. Who needs a tactical nuke when you can have a tactical house?
Usage: Defensive ultimate with long range spooky damage.|
My Thoughts:To begin with, spooky damage is a term coined by my buddies and I. It references abilities that you don't really think are going to do a lot to you until you chekc how much damage you took and you see that it did like, half of your health. Generally these are DoT abilities like Rising Dawn or Wrath of Terra so Baba Yaga's ultimate definitely applies. That said, since this is spooky damage, don't underestimate it, that's the whole point is that it's easy to underestimate how much it does. Since you get 4 shots of 160 damage, thats a total of 640 without any power added at all. That doesn't even factor in the tick damage from the fires after each shot or the landing damage.
While the damage is nice, the defensive properties are extremely useful as well. From what I can tell, you are completely CC-immune while ulting, which can persist for 8 seconds. Name another god with full CC-immunity for 8 seconds while still having complete free mobility, I can't. On top of that, you even get a pretty decent health shield upon using the ability and you get to heal or stack off of any essence in the cabin when it arrives. Initially, I didn't like the ultimate too much, but having played around with it more, it's a really nice ability.
You need to log in before commenting.
Collapse All Comments
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved