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Silly-Vanus *Updated Builds

13 6 69,695
by Gingybread updated October 10, 2014

Smite God: Sylvanus

Build Guide Discussion 16 More Guides
Tap Mouse over an item or ability icon for detailed info

Sylvanus Build

Starter

Build Item Watcher's Gift Watcher's Gift
Build Item Hand Of The Gods (Old) Hand Of The Gods (Old)
Build Item Shoes Shoes
Build Item Multi Potion Multi Potion
Build Item Ward Ward

Final Build

Build Item Midas Boots (M) Midas Boots (M)
Build Item Hide of the Urchin Hide of the Urchin
Build Item Gem of Isolation Gem of Isolation
Build Item Mystical Mail Mystical Mail
Build Item Spear of the Magus Spear of the Magus
Build Item Winged Blade Winged Blade
Build Item Wrath of the Gods Wrath of the Gods
Build Item Salvation Salvation
Build Item Shoes of Focus Shoes of Focus
Build Item Shoes of the Magi Shoes of the Magi

Defensive (mid game mix-match)

Build Item Sovereignty Sovereignty
Build Item Bulwark of Hope Bulwark of Hope
Build Item Stone of Gaia Stone of Gaia

Offensive (late game mix-match)

Build Item Divine Ruin Divine Ruin
Build Item Soul Reaver Soul Reaver
Build Item Obsidian Shard Obsidian Shard

Actives

Build Item Greater Providence Greater Providence
Build Item Teleport to Gods Teleport to Gods
Build Item Greater Purification Greater Purification
Build Item Shell of Absorption Shell of Absorption
Build Item Greater Blink Greater Blink
Build Item Weakening Curse Weakening Curse
Build Item Enfeebling Curse Enfeebling Curse

total tank build

Build Item Wrath of the Gods Wrath of the Gods
Build Item Greater Providence Greater Providence
Build Item Shoes of the Magi Shoes of the Magi
Build Item Sovereignty Sovereignty
Build Item Stone of Gaia Stone of Gaia
Build Item Void Stone Void Stone
Build Item Mystical Mail Mystical Mail
Build Item Hide of the Urchin Hide of the Urchin

Sustain Support Build

Build Item Wrath of the Gods Wrath of the Gods
Build Item Greater Meditation Greater Meditation
Build Item Midas Boots (M) Midas Boots (M)
Build Item Sovereignty Sovereignty
Build Item Rod of Asclepius Rod of Asclepius
Build Item Warlock's Staff Warlock's Staff
Build Item Stone of Gaia Stone of Gaia
Build Item Bulwark of Hope Bulwark of Hope

Sylvanus's Skill Order

Verdant Growth

1 X Y
Verdant Growth
2 8 11 12 15

Wisps

2 A B
Wisps
1 3 6 7 10

Nature's Grasp

3 B A
Nature's Grasp
4 14 16 18 19

Wrath of Terra

4 Y X
Wrath of Terra
5 9 13 17 20
Verdant Growth
2 8 11 12 15

Verdant Growth

1 X
Sylvanus throws a seed to a target location. If it hits an enemy they will take damage, lose Protections, and become Rooted. If the seed lands on the ground, after 5s it will grow into a flower providing MP5 to nearby allies. The pod can be destroyed by Basic Attacks (maximum 3 pods), exploding and releasing poisonous spores that reduce Protections of nearby enemies.

Ability Type: Circle, Root, Damage
Damage: 80 / 120 / 160 / 200 / 240 (+50% of your Magical Power)
MP5 Increase: 20
Protections Reduced: 5 / 10 / 15 / 20 / 25 (+5%) for 5s
Root Duration: 1.5s
Range/Radius: 45/10
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Wisps
1 3 6 7 10

Wisps

2 A
Sylvanus releases wisps that seek out nearby allies and enemies. Allied gods are Protected and all allies are Healed while enemies take damage over time.

The initial wisp heals allied gods and damages enemy gods for twice the normal amount. This ability does not create seed pods when hitting minions.

Ability Type: Target, Heal, Damage
Damage: 14 / 20 / 26 / 32 / 38 (+10% of your Magical Power) every 1s for 5s
Heal: 10 / 14 / 18 / 22 / 26 every 1s for 5s
Protections Gained: 10 / 15 / 20 / 25 / 30 for 5s
Minion Effectiveness: 35% Healing and Damage
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 14s
Nature's Grasp
4 14 16 18 19

Nature's Grasp

3 B
Sylvanus's treant launches his rooty hand out in front of him. The hand stops at the first enemy god hit, stunning them and pulling them back towards Sylvanus.

Ability Type: Line, Grab
Stun Duration: 1s
Range: 60
Cost: 70 / 65 / 60 / 55 / 50
Cooldown: 14 / 13.5 / 13 / 12.5 / 12s
Wrath of Terra
5 9 13 17 20

Wrath of Terra

4 Y
Sylvanus's treant slams his large trunks into the ground causing large thorny roots to break out of the ground around him. Enemies hit are knocked up and poisoned.

Ability Type: Circle, Knockup, Damage
Damage: 60 / 75 / 90 / 105 / 120 (+25% of your Magical Power) every 1s for 5s
Radius: 35
Cost: 100
Cooldown: 90s

Intro

Any updates/edits will be noted here.

EDIT:*I changed the skill sequence, it's way better now.
EDIT: Changed the builds based on suggestion and testing.
EDIT (Oct 10, 14): Changed the build and added Item and Build explaination. Also added early, mid, late game guide as well as a tip/trick.



* I will continue to update and tweak this guide as time passes.

Hey there everyone! I've only had a really small space of time to play Sylvanus in the PTS, but I believe I have found a few builds I enjoy.

Keep in mind that Sylvanus is a TRUE support character. He will not get you many kills. He secures kills for your team and uses his abilities to demolish teamfights.

This is indeed my first guide for Smite, but I have done a few builds and guides for DotA before.

SO, here is my guide for Sylvanus, Keeper of the Wild





BUY WARDS AS DUO LANE SUPPORT YOU IDIOTS!

Pros/Cons

Pros:

- Lane presence
- True supporting class
- Synergizes well with a lot of other abilities
- Buffing allies and damaging enemies with a single skill use
- High sustain
- Zoning capabilities
- Basic attack is too good
- Kill Securing for days

Just entering a lane can sometimes make opponents back off if they're a bubble blowin' baby

His ability to buff allies constantly while also damaging enemies is a great feature to Sylvanus.

His Pod has a defense mechanism that balances nicely (You lose something, they lose something)

His AoE's are endless and useful in team fights and can't be countered as easily as let's say Ares'.

Sylvanus' Ult can be extremely helpful when tanking towers/Fury/Titan/Giant, much like Ymir's.

All his abilities can be used in unison with other God's skills to secure kills and decimate a lane.

*Keeping people inside Zeus's ult. *Keeping people in Vulcan's ult. *Keeping people in Kukulkan's ult. ETC.

Artemis can set up a lot with Nature's Grasp

Sylvanus + Mercury.
Nature's Grasp + Special Delivery can put an enemy deep in your tower.

Even Tyr can make a lot of plays with the help of Sylvanus


Cons:

- No escape (Except speed buffs or actives)
- Very low damage output
- His 3 has a low range and can be escaped from easily
- Basic attack takes time to get used to
- Passive can be useless in laning phase
- Not very useful one on one


Like Cabrakan and Ares his escape is pretty much null and void.

He does little to no damage with his basic attack, but his DPS is better than other tanks.

The pull has a range of 60, but can easily be thwarted by a well timed escape or active ability

The AoE ranged basic attack takes practice to get right

His passive has a 25% chance to root an enemy that lands a basic attack on Sylvanus, this can sometimes be useless early game as 1/4 basic attacks will mostly be from minions

One on one Sylvanus will not do very well unless built fully. Having no escape, no option to kite, big target, low damage and not to mention having to burn through all your skills in order to at least survive a solo fight.

Skills

Passive: Nature's Protection

His passive, Nature's Protection has a 25% chance every 12s to root an enemy that lands a successful basic attack on Sylvanus for 1s.
This is a very good passive to have as support, simple, effective and helps secure kills.



Skill 1: Verdant Growth

Using his 1st skill Verdant Growth, Sylvanus Throws a seed to the target location. Hitting an enemy will do damage and root them for 2s. If the seed lands on the ground it will grow into a flower, after 10s and provide MP5 to allies in range. If the pod is destroyed (only by a basic attack) it will explode and release spores that reduce enemy protections for 5s.

This ability is very useful for:

- Laning phase
- Securing kills for teammates
- Initiating
- Tanking towers/Fury/Giant ETC.

I max this skill second.


Skill 2: Wisps

Sylvanus will release Wisps that seek out nearby allies and enemies. Healing allies and increasing their protections for 5s, while damaging enemies over time for 5s as well.

I max this skill first as it helps mid game when having team fights and attacking towers. Wisps also can be a very nice welcoming present to any jungler or solo laner who thinks they can come into your lane and poke you a bit.


3rd Skill: Nature's Grasp

The hulking Treant Sylvanus is riding on launches his hand out in front of him, stopping at the first enemy god hit and stunning them for 1s. This also pulls them towards Sylvanus

Nature's Grasp is not only useful mid to late game but IDEAL. It can secure kills more than any other support ability. (Yes, I'm looking at you Ares) Its cooldown is reasonable and the range isn't overkill, making this skill the hardest to use correctly.

Like Arachne's old ability it pulls an enemy in. Unlike said ability its not used to kill the enemy yourself, but instead to ensure a kill for a teammate against an escaping opponent.

This is the Third skill I max out as it's not extremely useful in early game.


Skill 4 (Ultimate): Wrath of Terra

Groot... I mean Sylvanus' Treant slams the ground creating large thorns to lunge out of the ground. Enemies hit are knocked up and take damage over time for 5s.

While the damage radius is certainly low on this ability, you can get a few kills out of it by simply mixing (or spamming.. like me) his other skills to maxamize damage.
My favorite set up is to use Verdant Growth on a ground location, Nature's Grasp an enemy into my range and then Wrath of Terra them into the double digits. I can usually get the kill by following up with Wisps or a few well placed Basic Attacks.

Items / Builds

Starting Items

Watcher's Gift (800 gold)
I use this starting item because, since Sylvanus has little to no damage he can still get benefits from helping team mates.

Hand of the Gods (300 gold)
This is a must have active for Support classes, it helps you with blue buff for your duo partner and can clear minions quickly

Shoes (300 gold)
Movement speed is always a good thing, plus you want to build your Midas boots first anyway.

- Multi Potion (1) Ward (1) (100 gold)
Multi Potion is only used so you have space for a Ward and heals both mana and health.
Ward is used... because junglers.



Core Build

Midas Boots (M)
As a support your boots dont really matter until end game, so why not get a bunch of extra gold from them?

Hide of the Urchin
This item is really great late game to mix in with Watcher's Gift

Gem of Isolation
I mainly decided that this item is better than a lifesteal item, as Sylvanus' passive and Verdant Growth have rooting capabilities the slowing ability of Gem of Isolation is very useful mid to late game

Mystical Mail
Supports usually use this item as it helps with keeping a lane under control and roaming grabbing blue buff for allies. The health bonus is always awesome.

Spear of the Magus
This was an easy choice for me, the Magic power increase, magic penetration increase and the debuffs to enemies are too good not to have.

Winged Blade
The health and protection gain form this item are needed late game. The aura as well really helps to push lanes.

Shoes of Focus OR Shoes of the Magi
Grab these last by selling your Midas Boots (M) you won't need them anymore. If your team is pretty much just trying to take on Phoenix's and the Titan, grab Shoes of Focus as the cooldown reduction is great for pushing the end game.If you're defending your own towers or phoenix's too much grab Shoes of the Magi for the Penetration.


Actives

I personally prefer Wrath of the Gods and Greater Salvation, however Greater Blink is also a solid choice. As well as Greater Purification.



Guide

Early Game

In early phases, buy your starter items and head for the duo lane (Longest lane). Go in through the jungle from mid and wait at the mana camp for the minions to spawn. Hit them with Hand of the God's and back out of the circle (but continue to hit the mob from outside the circle) letting your duo partner get last hit and the blue buff.

Place a Ward in the middle section before the lane. Then go farm to level 5, keeping distance from the other lanes duo team. Use Wisps and Hand of the Gods to quickly clear waves or scare off any aggressive opponents.
Don't be afraid to leave lane and let your Hunter get some solo farm, they'll need it as early as possible. Go help mid lane for a bit. Going back to base every once in a while to buy another Ward, potions and upgrades.



Mid Game

By now you should be at least level 10 and Wisps should be maxed out. At least 1-2 towers should be destroyed as well.
Make sure to get the blue buff for your hunter ASAP every time it spawns. With Wisps maxed you can do it solo, letting them farm more while you kill the jungle minions. Help your team as much as you can, don't stay in one lane too long.


Late Game

With all skills maxed and your full build, you can really prevail in tanking Gold fury and Fire giant (And of course towers). Getting to the opponents phoenix in at least 2 lanes is the next priority. Use judgement calls on taking Fire Giant, make sure to Ward it as soon as the 3rd tower is destroyed in a lane.


Tips & Tricks

My absolute favorite thing to do is use Nature's Grasp to pull an enemy into my tower range, hit them with Verdant Growth to root them and blast them with Wrath of Terra and then Wisps. They'll either die from the tower or from Sylvanus' damage over time.

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Collapse All Comments

0
Talgor (8) | October 30, 2014 9:58am
Gingybread wrote:



Meditation is only in 1 build, and thats my arena build where its very helpful.


False. Meditation is useless in Arena as well. Ge blink instead so you can blink in and ult.
2
OwnedBySin (1) | October 23, 2014 6:40am
Nothing wrong with this build, works fine in Arena and Joust. haven't played this in Conquest. but i guess it will do the job aswell. Unkillable Tree's are dope.
1
Gingybread | October 20, 2014 2:03am
yoavsnake wrote:

Don't ever, EVER get meditation...


Meditation is only in 1 build, and thats my arena build where its very helpful.
0
yoavsnake (5) | October 18, 2014 10:05am
Don't ever, EVER get meditation...
1
Gingybread | October 10, 2014 4:19am
Deltacow wrote:

Maybe when your done full build you could replace boots.


I usually do, but I added it to the guide! Thanks!
1
Kadius (3) | October 7, 2014 9:45pm
I still think those ******** wisps is just the same as Necrophos' Q ability in dota lol
2
Deltacow (4) | October 5, 2014 6:17pm
Maybe when your done full build you could replace boots.
1
Gingybread | October 4, 2014 12:05am
I B1eed B1ue wrote:

This build is **** get hastened fatalis m8

Outta ma face, trollzilla.
Either that, or you're ******ed.
1
Raventhor (158) | October 3, 2014 10:14am
I B1eed B1ue wrote:

This build is **** get hastened fatalis m8

?????
1
I B1eed B1ue | October 3, 2014 9:49am
This build is **** get hastened fatalis m8
1
Gingybread | October 1, 2014 9:14pm

Definitely a quality guide for a new god! Only suggestions I have is to have a breakdown and strategic explanation of item builds instead of the generic labeling. Also, you absolutely need Hide of the Urchin! It is a incredible asset for all supports, especially one such as Sylvanus

I will be adding stuff periodically! I'll also have a guide on Tiermonster front page here soon.
Urchin shall be in my defensive mixandmatch, I agree entirely!
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League of Legends Build Guide Author Gingybread
Silly-Vanus *Updated Builds
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