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Urchin > Warlocks - Hel conquest mid 3.12

1 0 9,790
by masterricu updated July 12, 2016

Smite God: Hel

Build Guide Discussion 2 More Guides
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Hel Build

Final Build

Build Item Shoes of Focus Shoes of Focus
Build Item Hide of the Urchin Hide of the Urchin
Build Item Book of Thoth Book of Thoth
Build Item Chronos' Pendant Chronos' Pendant
Build Item Rod of Tahuti Rod of Tahuti
Build Item Polynomicon Polynomicon

Leave Base

Build Item Vampiric Shroud Vampiric Shroud
Build Item Boots Boots
Build Item Mana Potion Mana Potion
4
Build Item Ward Ward
2

Hel's Skill Order

Decay / Restoration

1 X Y
Decay / Restoration
2 6 9 10 11

Hinder / Cleanse

2 A B
Hinder / Cleanse
4 12 13 14 15

Repulse / Inspire

3 B A
Repulse / Inspire
1 3 5 7 8

Switch Stances

4 Y X
Switch Stances
16 17 18 19 20
Decay / Restoration
2 6 9 10 11

Decay / Restoration

1 X
DECAY (Dark Stance) - Hel fires an orb of decay that deals damage and passes through minions. The orb will explode in a 12 unit radius if it hits a god or reaches max range.

RESTORATION (Light Stance) - Hel fires an orb of restoration that damages enemy minions and stops on gods. Hitting an enemy god deals damage. Hitting an allied god provides that god and Hel Health and Mana.

Ability Type: Line, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+60% of your Magical Power)
Light Heal: 45 / 60 / 75 / 90 / 105 + 4 per level
Light Mana Heal: 55 / 70 / 85 / 100 / 115
Light Damage: 70 / 120 / 170 / 220 / 270 (+50% of your Magical Power)
Cost: 45 / 50 / 55 / 60 / 65
Cooldown: 8s
Hinder / Cleanse
4 12 13 14 15

Hinder / Cleanse

2 A
HINDER (Dark Stance) - Hel debuffs all enemies in the targeted area, reducing their Magical Protection and slowing them for 3s.

CLEANSE (Light Stance) - Hel cleanses all allied gods in the targeted area, removing all Crowd Control effects instantly and protecting them from future ones for a duration.

Ability Type: Circle, Debuff
Dark Protections Debuff: 5 / 10 / 15 / 20 / 25 + 5% Magical Protection Reduction
Dark Slow: 20 / 25 / 30 / 35 / 40%
Light CC Immunity: 1.5s
Range: 55
Radius: 20
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 16 / 15 / 14 / 13 / 12s
Repulse / Inspire
1 3 5 7 8

Repulse / Inspire

3 B
REPULSE (Dark Stance) - Hel conjures a burst of dark energy around her, damaging all nearby enemies.

INSPIRE (Light Stance) - Hel conjures a burst of light energy around her, healing herself instantly and applying a heal over time to nearby allies that ticks every 1s. This heal is half as effective when healing minions. Hel gains Increased Movement Speed, and allies gain a reduced amount (7%) for the duration. Hel and allies also gain 20% Attack Speed while the buff is active.

Ability Type: Circle, Heal, Damage
Dark Damage: 70 / 120 / 170 / 220 / 270 (+75% of your Magical Power)
Light Self Heal: 45 / 60 / 75 / 90 / 105 + 5.5 per level
Light Heal Per Tick: 6 / 8 / 10 / 12 / 14 + 0.9 per level
Light Movement Speed: 15%
Light Duration: 5s
Radius: 30
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Switch Stances
16 17 18 19 20

Switch Stances

4 Y
Dark Stance - Hel's abilities cause damage and she gains increased Magical Power.

Light Stance - Hel's abilities heal and support her allies and she gains increased Protections.

Passive - Hel gains increased MP5 and half of all benefits gained from Switch Stances are shared with allied gods within 30 units.

Ability Type: Buff
Dark Magical Power: 30 / 40 / 50 / 60 / 70
Light Magical and Physical Protections: 13 / 16 / 19 / 22 / 25
MP5: 15 / 20 / 25 / 30 / 35
Cost: 0
Cooldown: 1s

Introduction

Hello again, smitefire. Been playing some hel recently, and for the longest time I was torn about what to build on her. Shes super mana hungry, needs cooldown, needs protections, needs health, just so many thing. But I think Ive finally found a build that works for me. It will be taking care of these issues in this order:

1) Movement cooldown and mana
2) Health mana protections
3) Mana and power
4) Cooldown and power
5) Tahuti
6) Situational

So with that said, lets get into the build...

Skills


This is the ability you max 2nd. Its two of your three damaging abilities, thats also a self heal, that also hits fairly hard. This ability also has a small AOE of its own, so if an enemy god is standing next to minions, it will splash onto them. This is an important thing to keep in mind.


This is the ability you max 3rd. I put a point into it at level 4 to either cleanse myself of a slow or slow the enemy and close the distance. This ability gives you built in pen as well.


This is your main clearing and damaging ability. You want this maxed 1st. Because you will have to get up close to clear with this ability, it basically makes you a warrior-mage. This is why we build her slightly tanky with the urchin. I'll go into detail about that later.


This is the ability I max last. You can put 1 point into it at level 5 if you desperately need the mp5, and if you went pen boots you will. Personally, I go cooldown boots, so Im not that bothered by it. I prefer to get it late game for that damage boost.

Items


I prefer these over pen boots, your clear will be the same, with benefits being it gives her 250 mana (which is huge) along with 10% cooldown. Also keep in mind your Inspire gives you extra movement speed on top of that if you need it as well.


This is the point of the game where hel is the squishiest. At this point you could go for warlocks, but with only three damaging abilities, her best having 70% scaling, youre not getting much out of warlocks damage-wise. Urchin gives you everything you need early game: health, mana, and both phys mag defense for a lower price. You will notice your heals feeling more potent as well as protections > raw health for healers.


This item permanently solves hel's mana issue, as well as giving her tons of damage. Its not too late to stack, and hel doesnt depend on this to clear wave. You can 100% clear wave at level 10 without this item, just with boots and urchin, which is why we get this third instead of rushing it sooner.


Hel needs cooldown very badly, however I dont like building breastplate on her because early game it does nothing about their midlaner, and if you build 2 defense items it makes hel too bulky and not a potent healer or damage dealer. Cooldown can wait till item 4.


Tahuti is the best damage item in the game, its pretty much standard pickup for all mages.


This is your situational pickup. If you want strong 1v1 damage go for poly, if you are ahead in gold and want better teamfights get arse clapius, if your Hinder doesnt give you enough pen and tanks are still the problem, go ob shard.

Items not to build on Hel


As the title says, urchin is just better. Its cheaper, easier to stack, gives you everything you need early game ESPECIALLY protections, and you dont lose out on that much power. Your heals will also heal more of your health bar if you go urchin than just raw health that warlocks gives you.


Sadly it makes hel too bulky since now you have to build a mag def item too. Thats 2 defense items instead of combining them into urchin and getting your cooldown later. Breastplate is also bad because it splits your protections. It may protect you from minnions and their jungler, but their midlaner will outtrade you more than likely. Urchin gives you everything you need all in one item as your second item.


Unlike Zeus, I DONT recommend you get this item. Hel is capable of cleaning herself from cc with her 2, so you dont need the item for its passive. Nor do you need the movement speed as bad as you need the protection that urchin gives you.

Summary

This build is overall cheaper then Stuke99's guide and hits harder. ;) Hel is a squishy god early game and this build helps to solve that. Late game, hel can go absolutely crazy and hard carry a team, so long that you survived early game long enough to get your build along.

If you have any questions, feel free to ask, this build also works in clash, seige, arena, etc.

If you are interested in my other top guides, here's of few of my top rated:

Zeus


Ymir

Ullr

Thor

Sylvanus

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2
Murmz | July 12, 2016 12:59pm
Nice build! I'm going to have to try it but, just one thing. Why would you leave Rod of Asclepius as a Situational item? This item is nearly always a must for Hel, in my opinion.
1
masterricu (12) | July 12, 2016 11:49pm
Because of its lack of power and price tag. It a choice of "Do I want to heal for 450 instead of 350?" or "Do I want poly passive to hit for 270 every 3 seconds?".

I wouldnt swap it out for the other items either. Thoth is a must, chronos is a must, tahuti is a must, this leaves it as situational.
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League of Legends Build Guide Author masterricu
Urchin > Warlocks - Hel conquest mid 3.12
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