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Sylvanus Conquest

0 1 179,231
by masterricu updated August 10, 2016

Smite God: Sylvanus

Build Guide Discussion 10 More Guides
Tap Mouse over an item or ability icon for detailed info

Sylvanus Build

Final Build

Build Item Shoes of Focus Shoes of Focus
Build Item Breastplate of Valor Breastplate of Valor
Build Item Genji's Guard Genji's Guard
Build Item Spear of the Magus Spear of the Magus
Build Item Hide of the Urchin Hide of the Urchin
Build Item Rod of Asclepius Rod of Asclepius

Leave base

Build Item Watcher's Gift Watcher's Gift
Build Item Boots Boots
Build Item Mana Potion Mana Potion
4
Build Item Ward Ward
2

Sylvanus's Skill Order

Verdant Growth

1 X Y
Verdant Growth
1 6 10 12 14

Wisps

2 A B
Wisps
2 3 7 8 11

Nature's Grasp

3 B A
Nature's Grasp
4 15 16 18 19

Wrath of Terra

4 Y X
Wrath of Terra
5 9 13 17 20
Verdant Growth
1 6 10 12 14

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
2 3 7 8 11

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 15 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

Hello!

This is my second guide on the smitefire website, I have done a lot of work on gods recently recently reaching legendary Sylvanus mastery. So I figured I'd make a guide since I dont see him that often. I've put many hours into conquest and jungle practice to see what items benefit him best. Here it goes!

Pros / Cons

Advantages

    High sustain
    Early game pressure
    Counters Geb
    High Mobility with this build
    Early game map awareness thanks to not needing green pots

Disadvantages
    Good in lane, but literally no presence in late game team fights
    Heals are slow and take time
    Abilities are DOT damage, prepare for ks
    Very single target CC
    His 3 is hard to land

Reason for items

Shoes of Focus

I used to have traveller's shoes on here, but I dont recommend it anymore. Sylvanus heals himself so the passive isnt all that useful, and as far as movement speed, sylvanus builds Rod of Asclepius and possibly Winged Blade depending on the enemy team comp, so the traveller's shoes arent that useful.

Sylvanus is a bit mana hungry, and build max cdr is pretty essential for the rest of you build that you will see later.

Breastplate of Valor

Standard support item, beastplate is better late game, makes you cc immune more often with your ult, and cc the enemy more often to set up potential kills. To me that is more valuable then Sovereignty, even after the 3.3 nerf.

gengis guard

Normally a support should get Heartward Amulet as it gives you and your team protections and mp5, however, for roughly the same price, you can get more protections and max out your cdr at 40% which I think is essential. Its your call, but in my opinion, the 10% and 80 prot is far more valuable than an aura, when you will be the one frontlining anyway.

Spear of the Magus

I removed Rod of Tahuti as well as Polynomicon because the build was overall missing pen, and damage doesnt scale well with sylvanus. This is a cheaper alternative that will also provide shred for your mid mage to do more damage. Spear is also getting some nice buffs in 3.15, so Ill be looking forward to that.

Hide of the Urchin

I felt like the original build wasnt giving you enough protections, so this single item helps to take care of that. Keep in mind, if only their hypercarriers are a problem, you can replace this with midguardian mail as well.


Rod of Asclepius

Lastly, a decent item to have when you are ahead. Health, movement speed, more potent healing, all 3 are things sylvanus needs badly. If the enemy team has a lot of slows, and your active isnt enough to handle it, then you might want to consider picking up a Winged Blade.

Skills

The reason you get your 1 first is to give your teammates mana under their towers. I saw somebody do this in a Lassiz stream and thought, huh, what a bro move! It also speeds up boar clears slightly then getting whisps first.

Once you hit level 2 and after, you will be maxing your 2. It will keep you healed, damage any enemy duos that try to play aggressive against you, and really his 2 is only useful early to mid game. Because of its delay, unlike hel for example, its not very good in late game team fights. Still spam it anyway tho lol.

You will RARELY use his 3, so only put 1 point into it and max it late game before ult. That's about it.

Updates

**Removed poly and tahuti to reduce build cost, and introduce more pen and protections into the build.** 8-10-16

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1
TheNordicFolk | October 13, 2017 11:41pm
I'd love to see an update to this build! Please update whenever you can!
1
Gulfwulf (81) | October 14, 2017 12:40am
Watcher's Gift and Lono's Mask as well as healing and mana pots should be your starting items. I'd then get Traveler's Shoes, lotus crown, Rod of Asclepius, Winged Blade, Void Stone, and Spirit Robe. Sell the shoes for Shoes of Focus late game. Change out the items as needed.
1
Branmuffin17 (394) | October 21, 2016 12:31am
Hey ricu,

Here's what I'd like to see to make this a more robust guide/build.

You have only the one build, and it's a very situational build. You give 0 options for any counterbuilding vs a fast basic-attacking team (e.g. Midgardian Mail or Witchblade), a team with lots of team/personal healing ( Pestilence), etc. These are just some examples.

I also would be uncomfortable suggesting Spear of the Magus as what ends up being a core item for you. Yes, his abilities do DoT damage, which means it stacks easily. However, he's not a major damage dealer like Bacchus or Sobek or Ymir, so the only times I'd consider this would be if he's got 2 other magical gods on his team, and neither of them got Spear themselves.

I'd also consider, personally, Traveler's Shoes for him, just to help his rotations (since he has no other movement abilities). It's also easy for him to connect on his abilities, so you can easily get the passive's gold.

Finally, on starting items, depending on how aggressive you might be with whatever ADC you play with, your Wisps are nice but they might not fully support your health. You also don't necessarily need Ward to start (not saying they're never helpful, mind) unless your teammates are just bad and will never warn you of rotations...so you might be better served, while you get Wisps leveled up, by going 4 Mana Potion and 4 Multi Potion. I'd consider this the better start for me, but just mentioning that that's my opinion.

Anyway, make sense? Thoughts?
1
masterricu (12) | October 23, 2016 4:10pm
As an Ares main I have to have at least one pen item on my guardians :P. But I will explain only to do this when ahead when I have time to edit the guide.

Travellers are certainly an option, I just dont see the use of hp5 when I can heal myself. I;d personally rather have cooldown to heal my team more often and for teamfights. But that comes down to the player.

Of course there are situational items, but the focus here is playing to the gods strengths. I will add a situational list once I get the chance, but that kinda goes the same for every guardian in game as well. Which should be common knowledge.

Lastly, you dont know how bad people want to gank duo lane at level 4 when they see they have a mastery 8 sylvanus. I kind of have to keep wards on me at all time LOL. And because my sustain is so good, I sometimes dont back until I hit level 7, which makes keeping early wards on me useful.
1
Hibariaux | May 19, 2016 10:00pm
If i wanted lotus crown, would i switch out rod for it? Or is rod of asceplius better?
1
masterricu (12) | May 25, 2016 1:55pm
Sadly lotus crown falls off late game, and with your Verdant Growth passive, blue boots, breastplate, and gengis guard you dont worry about mana 1 bit.

If auto attack gods are a problem late game, or you just want defence, you can give up rod or polynom for Winged Blade or Midgardian Mail. Just keep in mind your heals will be less potent and you lose out on burst in return for more survivability.
1
DucksRock (41) | April 6, 2016 10:10am
Technotoad64 wrote:

How exactly does Hastened Fatalis work with basic attacks that are ground target?

"When your basic attack hits a target", dosent matter how, and sylvanus's basics slow him as well.
1
Technotoad64 (46) | April 6, 2016 10:08am
How exactly does Hastened Fatalis work with basic attacks that are ground target?
1
masterricu (12) | March 21, 2016 5:56pm
OnePunch-Man wrote:

His 3 should not be slept on, it's godlike against people who love to camp in there tower all day or about to jump escape.


To be honest, I feel that 26 seconds is plenty fast enough for that ability to come back up again. And you do get blue boots online fairly fast, so its more like every 23.5 seconds.

Why waste mana on an ability that only decreases the cooldown a few seconds, when you can hit harder with your 1 and you 2? :P
1
OnePunch-Man | March 12, 2016 7:09pm
His 3 should not be slept on, it's godlike against people who love to camp in there tower all day or about to jump escape.
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