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Swiggity Swagni Swaggin' It Up In The Arena (Updated to January 2014)

12 0 103,433
by TormentedTurnip updated November 22, 2014

Smite God: Agni

Build Guide Discussion 9 More Guides
Choose a Build: Core
Core Little Bit O' Physical Defense Higher Magical Defense
Tap Mouse over an item or ability icon for detailed info

Agni Build


Build Item Shoes of Focus Shoes of Focus
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Tahuti Rod of Tahuti

Standard Full Build

Build Item Shoes of Focus Shoes of Focus
Build Item Spear of the Magus Spear of the Magus
Build Item Focused Void Stone Focused Void Stone
Build Item Gem of Isolation Gem of Isolation
Build Item Polynomicon Polynomicon
Build Item Rod of Tahuti Rod of Tahuti

Healing Counters

Build Item Weakening Curse Weakening Curse
Build Item Divine Ruin Divine Ruin
Build Item Pestilence Pestilence
Build Item Gem of Isolation Gem of Isolation

Best Actives

Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Aegis Amulet (Old) Aegis Amulet (Old)

High CC

Build Item Magi's Cloak Magi's Cloak

Agni's Skill Order

Noxious Fumes

1 X Y
Noxious Fumes
3 15 16 18 19

Flame Wave

2 A B
Flame Wave
1 4 6 7 10

Path of Flames

3 B A
Path of Flames
2 8 11 12 14

Rain Fire

4 Y X
Rain Fire
5 9 13 17 20
Noxious Fumes
3 15 16 18 19

Noxious Fumes

1 X
Agni summons a cloud of noxious fumes at his ground target location, doing damage every second. Firing any of Agni's abilities into the fumes detonates the gas, stunning and dealing bonus damage to all enemies in the radius.

Ability Type: Ground Target
Damage (per Tick): 10 / 20 / 30 / 40 / 50 (+5% of your Magical Power)
Damage (Bonus): 20 / 40 / 60 / 80 / 100 (+20% of your Magical Power)
Damage (Max): 100 / 200 / 300 / 400 / 500 (+50% of your Magical Power)
Stun Duration: 1s
Radius: 20
Fumes Duration: 10s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Flame Wave
1 4 6 7 10

Flame Wave

2 A
Agni summons a wave of fire in front of him that scorches all enemies in its path. Ignites Noxious Fumes.

Ability Type: Line
Damage: 90 / 140 / 190 / 240 / 290 (+65% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 15 / 14 / 13 / 12 / 11s
Path of Flames
2 8 11 12 14

Path of Flames

3 B
Agni blazes a path forward in a quick dash, leaving flames trailing behind him. Any enemies passing through the flames catch fire and burn for damage every .5s for 2s. Ignites Noxious Fumes. Agni is immune to knockback while dashing.

Ability Type: Dash
Damage (per Tick): 20 / 30 / 40 / 50 / 60 (+15% of your Magical Power)
Min Damage (DoT): 80 / 120 / 160 / 200 / 240 (+60% of your Magical Power)
Max Damage : 200 / 300 / 400 / 500 / 600 (+150% of your Magical Power)
Path Duration: 3s
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
Rain Fire
5 9 13 17 20

Rain Fire

4 Y
Every 18 seconds, Agni gains a flaming halo that can be expended to summon a giant meteor at his ground target location. He can summon 1 every .8 seconds. Ignites Noxious Fumes.

Ability Type: Ground Target
Damage: 140 / 180 / 220 / 260 / 300 (+70% of your Magical Power)
Max Halos: 3
Radius: 20
Cost: 0
Cooldown: Dependent on Halos

My Sincerest Apologies

I would like to apologize if the title of this guide gave you cancer. Here's an image to finish the job and put you out of your misery:

I'd also like to apologize for not playing Conquest, as this guide is apparently useless because "Arena doesn't matter," or something like that. I'm sure this guide can be helpful regardless of the game mode you enjoy most, but make sure to take the information with a grain of salt. That is, unless you do play Arena, in which case you should adhere to every single statement I make in this guide, without question!


The Amazing Swagni

Although Agni is one of the few original gods, which means that he was designed during Hi-Rez's early development stages, he is still one of the most versatile magi in the game - every single one of his skills can be used for at least two different goals, and they can also combo off each other in multiple different orders. He's the only mage with a dash (which just so happens to also cause damage and provide CC immunity); he has an ultimate that can be used at regular intervals, or saved over time for immense burst damage; and he also has excellent zoning utilities, as well as hard CC (which can be triggered by three different methods) with the potential to affect the entire enemy team.

The fact that he's still so damn lean even after all the bloating in his kit is what earns him the title "Swagni."

Pro's and Cons

+Highly versatile.
+Only mage with a dash.
+AoE hard crowd control.
+Ultimate can be used often, albeit for a reduced effect.

-CC requires a two-skill combo; must plan ahead.
-Ultimate has a delay between successive firings, making it difficult to land three in a row.

Skills and Level Order



This passive is a pretty standard damage-increase. It can be useful to gain all four stacks before a fight for just that little bit of extra burst damage, but be aware that it does not apply on-hit effects such as the passives from Gem of Isolation.

Video proof: here.

Stacks can easily be gained when teams are playing passively in the middle, farming minions. If you're going to clear a wave, try to use your spell before you have Combustion so as to not waste it.

Noxious Fumes

Funnily enough, sometimes I feel like Noxious Fumes, arguably Agni's most important skill, shouldn't even be leveled past rank one - its damage is negligible, so it's essentially just an increase in mana cost. Regardless, this spell is an excellent tool to both zone and disrupt enemies. All three of Agni's other spells can combo off it, and it also applies on-hit effects such as the penetration from Spear of the Magus.

Because, depending on your choosing, it can have anywhere between less than one second to a full ten second lifespan, there are three general categories that this spell can be used for:

1. Zoning - Forcing enemies into a certain area or direction, such as placing it ahead of retreating enemies to send them backwards.
2. Defense - Placing it under yourself or a teammate in order to discourage enemy offense, such as when a nearby enemy Loki enters stealth.
3. Instantaneous CC - Immediately detonating it with another spell, such as placing it under an enemy Ares that is chasing a fleeing teammate with Searing Flesh, then casting Flame Wave in order to end its channel, earning a VVT, VER in the process.

"Preemptive fuming" is vital because it takes two skills to detonate it, rather than the typical "press X to apply Y" skills that most gods have, such as Ymir's Frost Breath.

Oh, and before I forget: this is not to be used for damage. Its damage only exists so that it can proc on-hit effects - if you think fifty damage per second at level twenty is anything other than absolutely, horrendously pathetic, then please find a corner and remain there until you can perform basic subtraction.

Flame Wave

This is Agni's relatively safe, primary damage skill. It's an easy-to-hit, medium-ranged, forward casted AoE that can also apply Combustion, as well as detonate Noxious Fumes. Quite often, I see Agnis try to only use this spell to detonate Noxious Fumes. However, while it can be useful for comboing into a stun, you shouldn't hesitate to use it to inflict damage for the sake of inflicting damage, especially considering how easy it is for the enemy to avoid a Noxious Fumes into Flame Wave initiation.

This skill has the primary ranking priority (besides his ultimate) because it is his bread-and-butter damaging spell, and it is also the only spell which has a reduced cooldown the higher it is ranked.

Path of Flames

A dash on a mage? Wow, that's uncommon! What? It can also inflict damage? Cool! ...what? It can also be used as an effective zoning tool? That's nifty! ...what?! It can also be used in conjunction with Noxious Fumes to apply a stun to any enemies within its vicinity?! ...¡¿qué?! It also provides CC immunity?! And people say Chronos's skills are bloated!

After seeing all that it can do, you may be curious as to why this spell doesn't have a higher priority than Flame Wave. Well, increasing its rank improves its damage, but not its speed, distance, cooldown, or duration. Since Flame Wave will almost always be used for its damage, and Path of Flames's utility is essentially the same from ranks one to five, it's really a no-brainer to level up Flame Wave first.

Redundancy for the sake of clarity isn't a bad thing, so let's repeat the above in list format. Path of Flame can be used for:

1. Escaping, such as from an on-target Spirit Ball from Eset.
2. Stunning by using it in conjunction with Noxious Fumes. It can can be used to detonate a Noxious Fumes that has already been placed, or Noxious Fumes can even be placed over an existing Path to be immediately detonated.
3. CC immunity, such as casting it immediately before Ares's No Escape in order to prevent its pull (as of this patch).
4. Zoning, such as creating a trail that closes off an enemy's escape, forcing them into another direction.

It's possible to utilize several aspects at once, such as damage and zoning by charging through enemies while simultaneously cutting off an escape route.

Please, be very wary of using this spell offensively. Dashing back into your team, catching enemies in its path along the way: good. Charging head-on into a group of enemies for "l33t dmg lel!11": beyond bad, and worthy of epic facepalms.

Rain Fire

This is a pretty unique ultimate - rather than a standard cooldown of 90 seconds, Agni gains a "Halo" every thirty seconds, which visibly circles around his head, and stacking up to three times. This means that he can cast one meteor regularly or save them for higher burst or zoning potential. Because of the delay both between successive casts as well as casting and impact, it is not a good idea to attempt to hit an enemy with all three meteors unless they are under hard crowd control.

It's also often used to detonate Noxious Fumes, especially preceding it. That is, using the delay between firing it and its impact to also place down Fumes, resulting in a quick stun (explained further in the playstyle section).

Stats to Gear Towards

Your build should be flexible, meaning that it should change depending on the enemy team's composition. However, there are certain stats that are necessary to build towards every game, and they're obviously listed below - that's kind of the point of this chapter.


Magic Power

Why is MP so important? Well, without it, you'll hit like a wet noodle, and considering your primary role as a mage is to inflict damage to the enemy team, it's kind of a big deal: More MP = more damage = more kills = bigger Internet ***** = higher self-esteem = land an awesome job = get rich = get that girl = Snoo Snoo and sammiches. Need I say more?


Penetration is standard to any damage dealer, as it allows one to burn through protections. If you don't build penetration, your MP will be ineffective and therefore no Snoo Snoo for you. Is the importance of penetration hard to remember? Just replace it with the word coitus - boom, you're done. Well, hopefully not this early in the guide.


Cooldown Reduction

The more often you cast your spells, the more utility you have - not only will you have increased sustained damage, but you will also be able to zone, dash, and stun more foten.

Crowd Control Reduction

A simple Magi's Blessing can cap out CCR, and it can be useful to build towards if your teammates are not providing enough peels. What's better? Building full damage and dying instantly, or building high damage and...not dying instantly? No, that's not rhetorical - the latter is the best option.


Essentially the same that goes for above - if you need some defense, don't hesitate to build some. You bring more to the table than simply damage as Agni, so you won't become useless just because your Flame Waves hit for a hundred less damage.



Hey, everyone loves mana. Nobody likes the guy with infinite sustain that hits like a wet noodle, though. Considering your ultimate costs no mana whatsoever, and how often you'll return to the base in arena, you should not be having any mana trouble.


There are other stats, such as movement speed and health that are beneficial, but I don't feel like covering them as they come with items that carry the primary stats you will build towards. If it's not listed above, it can still be useful as long as you don't go out of your way to purchase it.


What's better to follow a section explaining the stats to gear towards than one that provides a list of items with said stats? Bacon, of course! Unfortunately for you, you cannot have any of my bacon, because it's, well, mine. In lieu of bacon, I shall provide you with the next best thing: what items to build, and why to build them!

Core Items

These items are essential for Swagni and they will be excellent choices every single game.

Shoes of Focus

Please, for the love of Jebus, build this first. Just because you have a dash does not mean you can simply delay purchasing the most overpowered item in the game. The reason the CDR boots should be purchased above the penetration boots is because of how much better the alternatives are for each stat; Spear of the Magus and Obsidian Shard are much better than Winged Wand or Chronos' Pendant.

Spear of the Magus

This is listed as a core item because penetration is necessary, but it is interchangeable with Obsidian Shard. Because you have four damaging spells (one of which can be cast up to three times), it's easy to prolong its debuff on enemy gods, but it mostly comes down to personal preference on which item you pick.

Rod of Tahuti

Although this should not be purchased until after the build is almost complete (due to both its expensive cost as well as its passive), the raw magic power it provides easily grants this item core status. Remember, higher MP results in Snoo Snoo and sammiches.

Beneficial Items

These are usually the best items to build against a standard enemy composition.

Focused Void Stone

Odds are, you're going to be facing a mage or two...or three. Not only does this provide some defense against magic, it also provides beautiful MP and penetration - an all around perfect item for any mage. It should be built early on, as late game the protection will be negligible.


Not only does this item provide excellent sustained and burst damage for many magi, it also encourages you to work towards your passive. Basically, it flows well with his kit, and ranks as a core item provided you can actually land your basic attacks (unlike me).

Obsidian Shard

Cheap, powerful, and it totally matches his eyes! This is a viable alternative to Spear of the Magus, and should be purchased instead if you prefer spamming spells. In which case, I would also recommend replacing Polynomicon with Bancroft's Talon.

Gem of Isolation

It's got everything you'd ever want statwise, and its passive is a pain in the *** for anyone that has to deal with the excessive amount of damaging spells in your kit (NF, FW, PoF, and RFx3).

You might be wondering why GoI is listed as a counter to healing in the build section of the guide - that is understandable, as it is not a direct counter to healing. However, making it difficult for enemies to reach their healer, or for their healer to reach his/her allies is an incredibly effective method of shutting down healers, or at the very least slowing them down (literally). Take it from someone who has over three thousand worshipers on Hel as well as masteries on the other healing gods: GoI is a pain in the ***.

Other items that depend on enemy composition include, but are not limited to, Divine Ruin and Magi's Blessing.


Honestly, don't stray from Purification Beads and Aegis Amulet or Aegis Pendant, except in the cases of building Weakening Curse against heavy-healing teams or Heavenly Agility to assist healers on your own team, or blink if you're scurred of Odin's ultimate.

I typically try to explain this section better, but I don't think it's necessary with Agni.


First and foremost, let's talk about minions - as boring as it is murdering mindless waves of artificial "intelligence" that follow a set path as they traverse the map, they're an essential part of arena. Because you have two methods of safe, instantaneous waveclear, do yourself and your teammates a favor and be the minion *****. A simple Flame Wave or Rain Fire will suffice, and if you manage to hit both minions and enemy gods with it as well, good for you. You can also use minions to build your passive, especially early on in the game when single spells don't incinerate them (well, completely).

Now for the actual fun part! What is your combo and how do you use it? Well, as I mentioned previously, Agni is extremely versatile, meaning he doesn't have just one, simple combo like some of the other, no-skill-floor-low-skill-ceiling magi *coughAnubiscough*.

How to use each spell was mentioned previously, but I'll mention a few common combos again.

1. Casting Flame Wave > Path of Flame > Noxious Fumes > Rain Fire is a quick way to inflict a lot of damage, but comes at the cost of using both your escape and stun. The reason it's casted in this order is because it makes it easier to properly land both Path of Flame (because you're not worried about both the enemy's position and Noxious Fumes's location) and Rain Fire (because they will be stunned).

2. Sometimes considered to be properly categorized under "tips and tricks," casting Rain Fire immediately followed by Noxious Fumes is a standard combo used in higher-tier play, often christened the "insta-stun ragequit combo" for its ability to make all affected players immediately punch a wall and toss their computers out of the nearest window. The goal is to use the delay between firing Rain Fire and its impact to your advantage; you will have just enough time to place Noxious Fumes under it, providing a "surprise," unavoidable ignite-stun.

3. Coming from behind enemy lines and casting Path of Flame to return to your teammate's side, followed by a Noxious Fumes to stun your enemies is an effective way to help your team initiate on them.

4. Rain Fire spam! This can either be used to inflict high-damage to CC'd targets, or as a zoning tool to help your teammates either escape or eliminate remaining enemies.

You can inflict a lot of damage as Agni, but you also bring heaps of utility - effective use of Agni's skills depending on the situation, whether it's zoning, CC, or even simply damage itself, will result in many victories.

Counters - WIP

As a game with over forty different gods, think of Smite as a convoluted Rock-Paper-Scissors. There are many variables that contribute to how effectively a god counters another god, transcending abilities to include unexpected factors such as the environment (closeness of walls or quantity of pathways) and overall composition, such as one god having a dangerous spell on a long cooldown, forcing you to counter it, thereby increasing the potential danger of another spell considered to be less dangerous. However, it is possible to generalize counters, turning this convoluted mess into something slightly more manageable, like Rock-Paper-Scissors-Lizard-Spock.

For example, stuns are bad, mkay? They make it easy for enemies to violate Agni's hiney, and the gods who have stuns with excessive durations, such as Ymir, could be considered, at the very least, a potential counter to Agni. Stuns with shorter durations, or stuns at are more easily avoidable (e.x.: Isis's Spirit Ball thanks to Path of Flame), are less of a counter and more of a nuisance.

"Cut to the chase, Dr. TT; who are his counters?"

Well, since you asked so nicely, I'd be happy to tell you! But first, I'd like to mention that you're certainly not getting any bacon with that attitude.

Anyhow, let's list the top offenders of violating Agni:

Yim Yims
How Much Does it Hurt?

Fling, Smack, Dead

The All Father Man*****
It's that damn ultimate, man.

<Many other counters, yada yada>

Hey, it says Work-In-Progress, man!

Tips and Tricks

Noxious Fumes can be cast immediately after (and in the same spot as) Rain Fire in order to apply a surprise stun.

Path of Flame provides CC immunity, meaning it can be used to avoid spells like Ares's No Escape.

Not only can Path of Flame detonate Noxious Fumes by passing over it, but Noxious Fumes can be cast over an existing Path of Flame to be immediately detonated, and an enemy doesn't even need to be standing on the flames to be within ranged of the stun.

Casting a Flame Wave immediately after a Loki enters stealth will allow you to trace his movements for three seconds if Combustion is active. If both Noxious Fumes and Path of Flame are off cooldown, you can use Path of Flames in his direction and then detonate Noxious Fumes over him to break his stealth.

And finally, when in doubt, kill it with fire!:


Ain't nothing done been changed, yet.


Any updates with no mention in the changelog are simply grammatical/spelling fixes.

Fall 2013

Winter 2014

Fall 2014

In the works (not really): completion of the countering section.

Suggestions welcomed.


Lebly (and Pieface) helped me test Combustion, which is pretty damn important. Huge props to them.

Raventhor has provided valuable input in improving the build, and he also has excellent guides of his own (that I feel receive far too little attention and updates). Check him out.

Sanguis has given me a beautiful template that integrates MOBAfire's skillsequence coding into Smitefire, which he put to great use in his top-notch Ymir Guide, and Greenevers has improved upon it.

Subzero008 has, as always, provided a helpful review. He's awesome, even if he has a ******* for Anubis Artemis. Check out his excellent guides and give them their well-deserved upvotes for me.

And most importantly, I'd like to thank the creators and producers of the Avatar series because it's totally relevant to the publishing of this guide.

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Collapse All Comments

Greenevers (105) | July 12, 2014 8:11am
I just learned about it this morning, he seems annoying but jeez his VEJ are so funny 😂😂

"Your momma so fat she takes up 3 lanes and the jungle. Lmaoo

FG3000 posted a video with all his abilities and such too
Jordenito (66) | July 12, 2014 1:08am
I know I'm necroing, but, there is going to be Swagni skin for Agni.

Go to 14:40
TormentedTurnip (96) | November 15, 2013 3:29am
Hm, I think I'll be keeping the Con's section as it is in case any newer players read it - it should be obvious that magi have low defenses, but eh, whatever, lol.

I do agree that the columns are simply not going to provide enough space, but I really like the humor I could bring with the spoiler tags and such, so I've figured out a simple solution: same format, but only one god horizontally, if that makes any sense - think of the cleansing section of my Hel guide.

And fine, I'll change it to "has a ******* for Artemis." :P

And in regards to "glad to see the ideas put into practice," I don't ask for input just so I can ignore it xD

I agree with your assessment on Anubis, but I understand what Sub is saying as well - Anubis is much more dependent on positioning, so his skill floor isn't infinitesimally low, but rather just low. Skills ceilings are certainly based off potential, and Agni has far more of it than Anubis does.

And don't worry about going off topic; I welcome many almost any discussion.
Raventhor (157) | November 14, 2013 8:26pm
A+ guide, as you know. Glad to see the ideas put into practice

Also, Subzero, Anubis isn't higher skill ceiling. Both skill floor and skill ceiling are barely separated, and low, as there isn't much room for outplay potential. The 'safeness' of agni doesn't make him lower skill ceiling; that actually makes him higher, as the outplay potential separates the floor (being able to play the god) and ceiling (being able to master the god).

Anubis will not change no matter what you do well or not. He has no mobility and no outplay potential as far as his skillset is concerned. He is made to position himself and use his combo, and that's it. While it can be argued that this reliance makes him a higher skill ceiling, that's not necessarily a god statistic more than a human factor, and is the same in every god; learning to place yourself doesn't make a god 'harder' or 'easier', just makes you better as a player. Agni, however, has the ability to dash around, avoid enemies, outplay them through his CC immunity, and has multiple different roles (Sustained Damage with much CDR, or nuke damage with very high MP, for example).

Sorry for the off-topic, I just see skill-cap/skill-ceiling being used oddly in many situations. Generally, people with outplay potential through high mobility are the higher skill-ceiling gods.

Again, A+, +1, etc
Subzero008 (112) | November 14, 2013 7:32pm
I like the new updates. The emphasis on the insta-stun is well-placed, and the addition of a counters section is a welcome one.

I do have one problem, and that is the columns. The addition of columns, while aesthetically pleasing, sharply limits your space available. For something as important as god counter-strategies, I'd recommend creating a more in-depth analysis.

In short; you need more space, and should remove the columns.

One caveat on the Cons section: I don't think "melts under focus" should be a Con, since that applies to pretty much every god in the game. I think just two Cons is fine, at least for Arena. (In Conquest, I might put something about how the delay with his ult makes it really easy to get hit by smart junglers, but this is Arena.)

PS: Also, I don't have a ******* for Anubis, per se, I just like playing gods who rely heavily on a grasp of the basics, like Ymir and Ao Kuang and other "old-fashioned" gods. In other words, I like Artemis a bit too much.

Nice update. Keep it up!
TormentedTurnip (96) | November 14, 2013 6:23pm
Thanks man, I've actually have a surprising amount of fun just trying to come up with new coding - something I'd never have thought I'd ever say xD

I, myself, like how you head many skills and items with icons of increasing dimensions (without them ever getting too large), and I know I've seen a few people model theirs after yours.

I'm really hoping this guide does well, as the other (Sw)Agni guides on this site aren't very informative.
BestMinionEver (69) | November 14, 2013 6:13pm
HAHA! SwAgni in da house :D

always get some new ideas by watching how you use the different cods :)
TormentedTurnip (96) | November 12, 2013 12:33pm
Well, now, I'm all warm and fuzzy inside. <3

I think the main difference between this and my Hel guide is the absence of the, what was it, "gold fish oogly eyes," or something? :P The Hel guide was my first one, and I've gained a lot of experience since then - it's easier to start from scratch than to update major changes in, but the content of my Hel guide is so, um, reliable, that I can't bring myself to redo it.

His ragequit combo sure can be infuriating, so I will definitely make sure to dabble with it, especially focusing on when to use it. Oh, and I can't believe I forgot to emphasize on when and how not to use Path of Flame - that'll definitely be updated in soon.

Hm, I think the countering section will take priority over improving the actives section, but slightly below delving deeper into the playstyle section. It's certainly to be desired, even if some might argue that it's not mandatory, so, yeah, definitely going to have to work on that!

As for Anubis, you can argue that his skill floor is high in the sense that he has to play well when his skills are off cooldown, but I just dislike his design: extreme damage combo with no versatility - kill or be killed, essentially. I find having multiple options at your disposal to be far more fun, rewarding, and requiring of skill than landing a combo and playing safely when it's on cooldown, but I suppose that's personal preference.
Subzero008 (112) | November 11, 2013 7:37pm
Oh man, this guide is awesome! And I hate Agni!

I have one quibble with this guide: I think the insta-stun ragequit combo should be more emphasized, since it's the main reason why Agni is so terrifying.

Literally, that's it. You get a 5/5 or 10/10 on everything else. But I guess I should go a little more in depth.

Skills + Skill Explanations


Just amazing. Each skill goes very in-depth to what it can do and when and where to use it.

Items + Item Explanations


Again, this is incredibly well-made. Everything has a place and is well-explained.

"Feel" of the guide


Amazing. The guide feels casual and humorous, without feeling like a gimmick. Of course, this is all a matter of personal preference.

Aesthetically, I like this a lot better than your Hel guide, for some reason. Everything is clean and easy to read. It's not as pretty as the Mona Lisa, metaphorically, but it's beautiful nonetheless.



I like how you put a lot of emphasis on helping your team out over spamming your ult to deal damage, as well as the tips and tricks section. Nicely done.

One missing segment that some may view as optional is a Counter section. Which gods will screw you over and which gods that you will dominate, etc.



I would say that Anubis is arguably higher-skill ceiling than Agni, especially in Arena. Why?

While Anubis' combo takes nearly no skill to execute, and Agni has a more versatile and therefore more hard-to-manage skillset, Agni is overall a more forgiving pick than Anubis. Let's say you screw up an insta-stun combo. You still deal high damage, and can repeat it quickly.

If you miss one Mummify as Anubis, you're done for. Your goose is cooked.

Similarly, Agni's dash allows him to avoid CC and reposition himself. If he makes a mistake, he can just dash out of it.

For Anubis, if he makes one mistake, he'd doomed. Mummify won't save him from an ambush by three other gods.

Lastly, the one component that makes both of them deadly - the CC - is far easier to use on Agni than Anubis. (That insta-stun is evil personified) Once you master the insta-stun technique, very few enemies can avoid it, especially with the huge combined area of Rain Fire + Volcanic Fart, while Anubis must react to enemy players when firing his Wrap.

(Also, I think Anubis is actually a pretty good counter to Agni due to his insane burst)



This guide has almost no faults, and was a delight to read (Even though I've sworn off Agni forever). Full marks, gold star, A+ sticker. Upvote.
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