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Yemoja Support Conquest Guide

5 0 2,225
8.3
by Dashboarrd updated December 4, 2023

Smite God: Yemoja

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Yemoja Build

Starter

Notes This I found to be Yemoja's best start. Benevolence is very key on her since the healing you get from it adds to the healing you do with your autos and mending waters. The HP pots help you sustain through lane and the ward allows you to see early incoming ganks.

Sturdy Stew is also just her best recipe, since she can't use Bao because she doesn't technically have any mana.

Notes

This I found to be Yemoja's best start. Benevolence is very key on her since the healing you get from it adds to the healing you do with your autos and mending waters. The HP pots help you sustain through lane and the ward allows you to see early incoming ganks.

Sturdy Stew is also just her best recipe, since she can't use Bao because she doesn't technically have any mana.

Build Item Benevolence Benevolence
Build Item Glowing Emerald Glowing Emerald
Build Item Sturdy Stew Sturdy Stew
Build Item Healing Potion Healing Potion
5
Build Item Ward Ward

Full Build

Notes For me this is her main full build. Compassion and Gauntlet of Thebes give her auras to protect allies. While Fae-Blessed Hoops and Breastplate of Determination give you 30% CDR.

Emperor's Armor makes it much easier to siege and Spirit Robe gives her the remaining CDR while also giving her damage mitigation for late game scenarios. You also get a lot of HP with this build too.

Notes

For me this is her main full build. Compassion and Gauntlet of Thebes give her auras to protect allies. While Fae-Blessed Hoops and Breastplate of Determination give you 30% CDR.

Emperor's Armor makes it much easier to siege and Spirit Robe gives her the remaining CDR while also giving her damage mitigation for late game scenarios. You also get a lot of HP with this build too.

Build Item Compassion Compassion
Build Item Gauntlet of Thebes Gauntlet of Thebes
Build Item Breastplate of Determination Breastplate of Determination
Build Item Fae-Blessed Hoops Fae-Blessed Hoops
Build Item Emperor's Armor Emperor's Armor
Build Item Spirit Robe Spirit Robe

Relics and Shard

Notes Try to upgrade your relics as early as possible. I typically get my shell to tier 3 right after I've finished building Thebes. Also, these won't always be your relics.

It really depends what their team comp is, but these are always a safe bet if you're unsure of what to get.

Notes

Try to upgrade your relics as early as possible. I typically get my shell to tier 3 right after I've finished building Thebes. Also, these won't always be your relics.

It really depends what their team comp is, but these are always a safe bet if you're unsure of what to get.

Build Item Fortifying Shell Fortifying Shell
Build Item Emblem of Increasing Peril Emblem of Increasing Peril
Build Item Horn Shard Horn Shard

Situational Relics

Notes These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang or one of her mentioned threats, Hades, then Beads is needed to prevent those characters from snowballing off of you.

Heavenly Wings is also good if they have a lot of slows. I like going Entangling Wings, but if you have multiple ADCS then Hastened Wings is better.

Speaking of multiple ADCs, if you have a lot of auto attackers then Frenzy is a nice first relic. I would also recommend Ankh if they have any healers whatsoever, The effects from this relics alone can win you a teamfight.

Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, and Freya.

Notes

These relics are more situational depending on team comp. But for example, if you're against an Ao Kuang or one of her mentioned threats, Hades, then Beads is needed to prevent those characters from snowballing off of you.

Heavenly Wings is also good if they have a lot of slows. I like going Entangling Wings, but if you have multiple ADCS then Hastened Wings is better.

Speaking of multiple ADCs, if you have a lot of auto attackers then Frenzy is a nice first relic. I would also recommend Ankh if they have any healers whatsoever, The effects from this relics alone can win you a teamfight.

Lastly, Bracer's a nice pickup if you have immobile characters that might benefit from the movement speed they get from it. Also really good with mage ADCs, such as Olorun, Sol, and Freya.

Build Item Temporal Beads Temporal Beads
Build Item Entangling Wings Entangling Wings
Build Item Belt of the Berserker Belt of the Berserker
Build Item Blighted Ankh Blighted Ankh
Build Item Bracer of Brilliance Bracer of Brilliance

Situational Items

Notes This can be pretty complex, so it's hard to get it all down through text. But a few pivots you could do with your build are, Sovereignty if they are 4+ physical characters or if their dive is mostly physical. This could replace Emperor's Armor in the build.

Heartward Amulet for the same reason, but if they're magical damage. Erosion if they have a lot of shielding, for example if they have a Charon.

You can go Shogun's Kusari if you have multiple auto attackers on your team.

You can replace both Emperor's Armor and Spirit Robe for any of these items listed. However, I would always keep the first 3 items from the full build, I would consider those core.

Notes

This can be pretty complex, so it's hard to get it all down through text. But a few pivots you could do with your build are, Sovereignty if they are 4+ physical characters or if their dive is mostly physical. This could replace Emperor's Armor in the build.

Heartward Amulet for the same reason, but if they're magical damage. Erosion if they have a lot of shielding, for example if they have a Charon.

You can go Shogun's Kusari if you have multiple auto attackers on your team.

You can replace both Emperor's Armor and Spirit Robe for any of these items listed. However, I would always keep the first 3 items from the full build, I would consider those core.

Build Item Sovereignty Sovereignty
Build Item Heartward Amulet Heartward Amulet
Build Item Erosion Erosion
Build Item Shogun's Kusari Shogun's Kusari

Yemoja's Skill Order Notes As a side note, this is the way I like to play Yemoja, mostly spamming her 2 and 3. However, if you like spamming her 1 more for more damage, then I would suggest maxing the 1 after maxing her 2, then saving her 3 for last.

Notes

As a side note, this is the way I like to play Yemoja, mostly spamming her 2 and 3. However, if you like spamming her 1 more for more damage, then I would suggest maxing the 1 after maxing her 2, then saving her 3 for last.

Bouncing Bubble / Moonstrike

1 X Y
Bouncing Bubble / Moonstrike
1 3 16 18 19

Mending Waters

2 A B
Mending Waters
4 6 7 8 9

Riptide

3 B A
Riptide
2 10 11 12 13

River's Rebuke

4 Y X
River's Rebuke
5 14 15 17 20
Bouncing Bubble / Moonstrike
1 3 16 18 19

Bouncing Bubble / Moonstrike

1 X
Bubble: Yemoja tosses out a bubble that bounces twice, dealing damage and slowing enemies by 30% before exploding into smaller bubbles that deal 50% damage. Enemies hit by both bubble bounces take 50% damage on the second hit.

Moonstrike: Yemoja calls upon the Moon to deal damage to enemies below. The inner strike is the largest, dealing full damage and stunning all enemies and enemy structures hit.

Ability Type: Area, Slow, Damage
Bubble Damage: 40 / 75 / 110 / 145 / 180 (+30% of your Magical Power)
Slow Duration: 1s
Moonstrike Inner Damage: 50 / 90 / 130 / 170 / 210 (+40% of your Magical Power)
Moonstrike Outer Damage: 20 / 40 / 60 / 80 / 100 (+15% of your Magical Power)
Moonstrike Stun Duration: 1s
Range: 70
Cost: 2 Omi
Mending Waters
4 6 7 8 9

Mending Waters

2 A
Yemoja sends out a wave of water that damages all enemies it passes through, dealing extra unmitigated damage to their shields. Once the wave reaches an ally it bounces to all nearby allies healing and shielding them for 3s.

Ability Type: Line, Heal, Damage
Damage: 65 / 95 / 125 / 155 / 185 (+40% of your Magical Power)
Bonus Damage To Shields: 2 / 2 / 2 / 2 / 3x
Heal: 20 / 40 / 60 / 80 / 100
Shield: 30 / 60 / 90 / 120 / 150 (+15% of your Magical Power)
Range: 60
Cost: 3 Omi
Riptide
2 10 11 12 13

Riptide

3 B
Yemoja creates a water ring that Knocks Up everyone that enters it. Allies are pushed further and gain both Movement Speed and Protections for 3s. Enemies go a shorter distance and are Slowed. After entering a ring you are briefly locked out of entering another. Yemoja can place the ring at a maximum distance to reverse the direction.

Ability Type: Area, Knockup
Movement Speed: 10 / 12.5 / 15 / 17.5 / 20%
Protections: 20 / 25 / 30 / 35 / 40 Physical and Magical Protections
Slow: 10% for 2s
Ring Duration: 3s
Range: 80
Cost: 3 Omi
River's Rebuke
5 14 15 17 20

River's Rebuke

4 Y
Yemoja unleashes her full power creating two large walls of water that block enemy movement and projectiles. After a delay the river cascades down, damaging, trembling and slowing enemies.

Yemoja gains a buff to her Omi regeneration while she is in the river field that lingers briefly after she leaves it.

Ability Type: Area, Buff, Damage
Damage: 240 / 305 / 370 / 435 / 500 (+70% of your Magical Power)
Initial Slow: 60% decreasing by 20% each second
Slow Duration: 3s
Omi Regeneration: 1 extra every 2 seconds
Buff Duration: 4s after leaving the area
Range: 100
Cooldown: 140s

Yemoja Threats

Tap each threat level to view Yemoja’s threats

Max
2
Major
1
Even
0
Minor
0
Tiny
0

Yemoja Synergies

Tap each synergy level to view Yemoja’s synergies

Ideal
0
Strong
1
OK
0
Low
0
None
0

Intro / About Me

Hey there, I go by Dashboarrd and I'm a Grandmaster Support Conquest player. I've competed in the SCC (Smite Challenger Circuit) and I have won SOC (Smite Open Circuit). I have also won plenty of gem tourneys during the weekends, such as Iced and Vulpis. I have put in many hours into Smite and in particular Yemoja. I hope this guide can give you some new direction with Yemoja if you're struggling with her, or just improve your overall Yemoja gameplay.


You can reach out to me via the following channels:

Abilities

Yemoja's Abilities


Note: Yemoja's auto attacks heal allies when hit. The heal starts off small, about 1 or 2 HP per tick, but scales as the game progresses, up to about 5 / 6 HP per tick.

Passive - Omi

Instead of mana, Yemoja uses Omi to cast her abilities. The benefits of this is that her abilities (aside from her ult) have virtually no cooldown, but use Omi instead.

Yemoja can have up to 10 Omi at max rank. Starting off with 7, and gaining an additional 1 Omi at levels 6, 11, and 16. This Omi regenerates overtime, and additionally mana and MP5 are converted to Yemoja's health.


Ability 1 - Bouncing Bubble / Moonstrike

This is really 2 abilities in one. Every use of this ability consumes 2 Omi and switches to the other ability. Keep this on stun or Moonstrike as it's easier to open a fight with.


Ability 2 - Mending Waters

This is your primary sustain for your allies in a fight. It gives both a heal and shield to your ally and any nearby allies (including you). This ability consumes 3 Omi.

I would say this is your primary Omi expenditure in a fight, and you should be looking to spam this ability onto your teammates once they're in danger.


Ability 3 - Riptide

A fantastic ability for engaging, chasing, disengaging, or even peeling in a fight. This ability also consumes 3 Omi per use.

You can use this ability to block off corridors, so you can essentially use it as a zoning tool. Another cool thing you can do is to move your teammates with it while they're crowd controlled. For example, if you teammate gets stunned, use Riptide to move them from their current position. This will make it more difficult for the enemy to hit you ally during the stun duration.


Ultimate - River's Rebuke

Yemoja's ult costs no Omi but it does have a base cooldown of 140 seconds. This ability is really good at blocking LOS (line of sight), blocking enemy auto attacks and some abilities, and preventing an enemy target from going through the river, whether they're trapped on the outside or inside.

Use it to trap enemies in as an engagement, separate a fight with it, or simply use it as a getaway zoning tool to peel for you and your allies.


Example Combos:

Use Riptide to start a fight and angle yourself in a position to be able to cast an River's Rebuke almost parallel to their position. If done correctly, Riptide will knock them back and that setup will allow you to trap them in an area with your ult.

Map Play

Game Start:
  • The ability to do 3 camps really depends on both who your ADC is and who you are as a support. Yemoja can typically do all 3 camps at once, but for some ADC pairings such as Xbalanque, it might be in your best interest to do 2 camps.

  • You want to start at your back camps (between Green buff and Purple buff, where your chests spawn). From there you drag those camps down to purple and meet your ADC at the rock in front of purple if you're doing the 3 camp start (your ADC should be dragging Green buff to you).

  • If you're doing a 2 camp start, then drag your camp up towards Green buff and go in the little pathway made between your rock and an island rock. This will group the camps and make them easier to kill as you move towards Purple buff.

  • From here you should be sitting in duo lane for a majority of the early game. You want to stay there to contest protection (or shield) buff and pressure with your ADC. If you have enough pressure you can also invade their camps, such as Purple buff and their backcamps, even Green buff.

Mid Game:
  • Around the mid game you want to now start to play around the middle of the map as more objectives are spawning now.

  • These objectives consist of Beacon, Oracle, and Pyromancer. Try to pressure mid t1 tower too if your team has the pressure for it. Once that's down it creates map pressure from mid lane.

Teamfights (Late Game):
  • Here you want to make sure to use your kit effectively. Yemoja can both setup and peel. You want to use your riptide and ultimate to start fights, while sitting in the backline and spam healing your allies who get gone on.

  • Try to force fights around walled areas in the jungle as this gives you your best opportunity to get a very big ultimate off.

Warding

Early Game Warding:


That ward you're buying in the early game, you want to place it at the area between their purple and shield camp about 23 seconds or so before the game actually starts, if you think you'll have pressure.

If you don't think you'll have pressure, place that same ward on your side in the same area about 10 seconds prior to the game starting. This will give you early gank info.


Early / Mid Game Warding:

As you're playing through duo lane you really want to ward their backcamps for info for your team. Get 2 wards, typically after you buy Thebes, and place them at their purple buff or their back camps and their green buff.

Try to refresh these wards as often as you can. They give very good info on where the enemy jungler is at and if the enemy team is mobilizing towards duo side to setup for a Gold Fury.

In the map below, the red circles indicate the spots that you should ward aggressively and the blue circles indicate the spots you should ward passively.


Late Game Warding:

Of course this depends where you're at in the game. But around fire giant, same concept. Try to get high wards around their backcamps, red, and even blue buff to give your team info. These wards are indicated by the red circles on the map.

On offensive sieges, try to place a sentry ward between their phoenixes that you're about to siege to gain info on people playing that gap. These wards are indicated by the Yellow circles on the map.

On defensive sieges, place a sentry between phoenixes they're about to siege so you and your team can play that gap area without worry. These wards are indicated by the Blue circles on the map.

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2
Cooldillan (3) | November 14, 2023 1:06pm
this is epic
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League of Legends Build Guide Author Dashboarrd
Yemoja Support Conquest Guide
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