Amazing Seige Potential
Naturally Supportive Kit
Omi Passive (no CD, or Mana pool)
Low Early Wave Clear
High Skill Ceiling (Must hit abilities)
Low Base Defences
Ally Dependant Heal
This leveling priority keeps Yemoja balanced in her capability to heal, and apply crowd control, while allowing the base damage of her abilities to come online earlier, using the ultimate primarily for crowd control until later stages of play.
Nothing but the base damage increases/decreases as the ultimate levels. The ult is full of great buffs at lvl 1 that dont increase or decrease, and the sheer size, length of time, and having a slow with a tremble makes this ability a great kill confirm for yourself, or team even without the base damage.
Having the extra base healing, and damage plus slightly increased stun duration on the 2nd 1, makes me personally feel leveling the ult later in favor of the max 1 and 2 earlier is the right choice.
The 3 is a great mobility ability, however the clunkiness of it makes your team afraid of them unless you go in first typically, or have communication with your team and the right set up, so the buffs are a little irrelevant till late game when you're team fighting, and moving everyone. And thus no real need to level it till then.
In Conquest, once you leave fountain with your blessing, potions and Chalice, head to lane. Yemojas early game is not the greatest, often times causing you to lose lane in place of out sustaining other supports/comps with better early clear than you. Keep this in mind while laning. Fighting for extended periods may not be the best for you early on.
When the minion wave spawns be in front of your carry, and use your 2 on the wave first to help clear, backing up while basic attacking anything in range till you get grouped with your carry. Be weary and mindfull of heavy lock down comps, as being separated from your carry and having low utility/defence starting out makes clearing early risky. However after you 2 the wave, save your remaining omi for healing through lvl 1, and at lvl 2 begin using the first 1 for primary clear/poke, and the 2nd 1 for lockdown/clear if needed.
As always be mindfull of your carrys HP. And make sure to soak up damage if/when your Omi is depleted in place of popping a heal. Be generous with your shell early, as this relic for Yemoja can turn fights very heavily in her favor through the entire game, and the shell buys you a little more time to recharge your Omi for healing.
Continue to help clear, heal and generally support your carry until you are simply just no longer able to, this will vary depending on the skill of you, your carry, and the enemy team. Most games with a decent carry I myself can survive till lvl 5, with my blessing fully stacked. This is the point where no matter what I will go back for items and wards.
Once back in lane, begin warding and be mindfull of ganks primarily, letting your carry do the majority of clearing for farm. Always be mindfull of your presence in the lane, and how you can support your carry passed just healing/peeling. In ways like body blocking or eating enemy CC that would otherwise kill your carry but you can survive. Do this until your carry can clear effectively on their own, your carry hits around lvl 6, or your game is reaching about the 10 minute mark. If all these factors are in play it's best at this point to begin to rotate, and support mid.
Once you're in mid lane, the game dosent change much for you. Being mindfull of ganks and warding is still your first priority. In mid lane as a support you rotate to hopefully force a rotation of the enemy support, and allow your carry to accumulate "solo farm" meaning they are no longer splitting wave with you, and should hopefully then begin to come online quicker.
If the enemy support dose not rotate, use the advantage of your tankiness sustain, and in Yemojas case your range, to put heavy pressure on the enemy mid-laner and collect their first tower if it isn't already down. Hopefully your jungler will gank for your carry, your carry will retreat, or your mid can gain enough pressure from you that your entire team (No Solo-Laner) can rotate back to duo for an easy double.
Do not go back to duo unless the enemy team is flooding duo lane and your support is needed. It is vital that your carry gain "solo farm" experience in order for your team to have a better offence/seige potential.
While in mid, be looking for opportunities to take the Gold Fury, as again this will be a large boost towards the victory of your team, and at any point, shut down the enemy jungler to prevent any rotations/hyper carry scenarios.
I feel Yemoja really supports the mid-laner more effeciant than most carrys paired up with her, but with practise and skill anyone can appreciate the healing and CC brought by Yemoja.
During this time in the mid-lane be evaluating your team, to see where you're needed most, and how you can best effect the mid-game.
Be carefull rotating to Solo, or as I've said back to Duo, because of the potential to steal XP from these other roles and inadvertently cause them to fall behind. Make your presence known wide and impactful, but always short lived as mid will be your primary home the rest of the game.
Late game, usually around the 20 minute+ mark, is where Yemojas presence becomes the most usefull. You should still be warding and keeping one eye on your team, and the other eye on the enemy jungle/solo for any backline dives or ganks.
At this point if you have not already there needs to be a sentry ward on the Fire Giant, and your team needs to take this objective as soon as you're able to, given the enemy team is dead, behind, or across the map.
Using your Ult, combined with a shell, and a spamming 2 will cause your entire team to be buffed, set up, supported, and at a huge advantage in most team fights, especially around objectives, towers or in lanes where people cannot retreat to the jungle.
Be mindfull of your carry/mid/jungles hp as they will need the most help from you now than ever, and losing them causes offensive capability to plummet.
When seiging remember the 2nd 1 will stun towers or Phoenixs. Yemoja is amazing at soaking up tower damage as long as her team is there for her to gain benefits from her own 2, towers are practically laughable. Using the First one to clear any minions coming in while using the 2nd 1 to stun the tower, and having the buff from your 2 makes Yemoja easily one of the best seiging gods in this game. But you run the risk of getting killed by opponents easily while tanking towers, so be ready to throw a 3 down to escape any bad situation.
(A NOTE ON THE 3) This ability in itself really only begins to shine in the mid to late game style of play as far as "support" for the team. If you're wanting to use this ability for peel or escape be sure to ping or communicate with your team some how, as many allies are weary of being knocked the wrong way. You can also remedy this by using portals selfishly, where they can stick around for someone else to use if need be. However being able to move the entire team quickly across the map, is again a very powerful supportive aspect of Yemoja, and should not be left without mention.
Thank you for reading my Yemoja Support god guide, I hope you've gained something that will help you in winning future games. This is my first guide so any comments or support (lul) is greatly appreciated. If you would like for me to do another build/guide on a different god, or have any suggestions I will take requests and questions in the comment section.
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