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Smite Item: Sands of Time

Smite Item Sands of Time

Item Details

Sands of Time

Removed

Cost: 800

REMOVED FROM THE GAME

+20 Magical Power
+5 MP5
+10% Cooldown Reduction

PASSIVE – This item grants 2 additional MP5 per 10% of your missing Mana.

Item Discussion

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Branmuffin17 (273) | June 13, 2017 11:39am
This is actually a pretty incredible starter right now (as of Patch 4.10). It's already been observed and used commonly in Conquest with good results, but seems to be a solid choice in other modes as well.

In Joust / Clash / Arena / Assault, the question is always, "do I get a starter, or just move ASAP into my first main item?" To that, I'll say that for the price, the 10% cooldown is one big key, but the sustain from the MP5 is significant, especially at lower levels when mana pools are still small.

It's also the best magical offensive/sustain starter option in any teamfight mode...when multiple people are splitting the minion waves, you aren't guaranteed to get the last hit, making Vampiric Shroud an unreliable sustain source. At the same time, Soul Stone gives back 40 mana when stacks are built and you activate an ability...but it's situational and isn't constantly working to regen mana.
1
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Bernardozomer (33) | June 13, 2017 1:43pm
Wasn't it always good?
1
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Branmuffin17 (273) | June 13, 2017 2:01pm
Yes, but I'm one of those that always is wondering if I should build a starter or just go straight into boots ASAP (as I stated in my OP)...in Conquest, in Mid, I'd almost always go with this (or Soul Stone if I wanted additional early aggression for specific gods that could take advantage of it)...but in other modes, more than half the time, I'd skip it.

Duotem had mentioned it as being good in basically any mode...and so I started just getting it often in most modes...and seriously, the mana regen early game is great, and really helps early usage.
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