Odin, The Allfather

Welcome to the Hurt Zone, Baby!


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PRO GUIDE


By: Lionheart


God: Odin, The Allfather

Introduction


Who am I?
I am a SMITE streamer who only plays Junglers/Roamers.  I started playing SMITE the very first month it was in Closed Beta and have played well over 500 games (despite taking a two week vacation during August).  I would like to think I have a pretty good understanding of the game, but I am always learning new and interesting strategies.  Hopefully this guide will help you enjoy Odin as much as I have, and I look forward to playing with/against you in the near future!

About my guide:

This is my first SMITE guide.  For background, I was originally a strong believer that Odin was one of the worst characters in the game; however, after playing him for over one month, I have strongly changed my opinion of the Allfather.  Below is a comprehensive guide of how I choose to play Odin, including my skill build, item build, and overall playstyle.  If you have any questions, please don't hesitate to swing by my stream and ask!  Thanks for your time and please upvote the guide if you use it and/or like what you read!

http://www.twitch.tv/L10nh3art



PROS
- High damage late game
- Very strong laning phase
- Amazing sustain
- Largest vision radius in the game
- Great mobility

CONS
- No hard CC
- Only two damage dealing abilities
- Ring of Spears requires careful
placement
- Expensive core build


Item Build


Core Items:

Warrior Tabi II

Warrior Tabi II

Cost: 1335

Type: Physical

20 Physical Power, 4% Attack Speed, 4% Critical Strike Chance, Unique : 15% Speed (speed does not stack with other boots).
Vampiric Shroud III

Vampiric Shroud III

Cost: 1400

Type: Hybrid

10% Lifesteal, 10 HP5, 10 MP5.
The Executioner III

The Executioner III

Cost: 2200

Type: Physical

30 Physical Power, 20 Attack Speed, Passive : Basic attacks against an enemy reduce your target's Physical Protection by 20 for 5 seconds (max 3 stacks).
Frostbound Hammer III

Frostbound Hammer III

Cost: 2575

Type: Physical

25 Physcial Power, 325 health, Passive : Your basic attacks reduce your target's movement speed by 25% for 2 seconds. Basic ranged attacks reduce by 15%..
Creeping Curse

Creeping Curse

Cost: 700

Type: Ability

Using this item reduces all enemies ground speed by 35% in a 35 foot radius around you for 5 seconds. While on cooldown, nearby enemies are slowed by 10%. Cooldown -90s..
Purification Beads

Purification Beads

Cost: 700

Type: Ability

Using this item removes all stuns, fears, silences, and mesmerizes from you while making you immune to new ones for 2s. While on cooldown, durations to those effects are reduced by 20%. Cooldown -90s..

Luxury Items:

Warrior Tabi III

Warrior Tabi III

Cost: 2150

Type: Physical

30 Physical Power, 6% Attack Speed, 6% Critical Strike Chance, Unique : 21% Speed ( speed does not stack with other boots).
Qin

Qin's Blades III

Cost: 2650

Type: Physical

30 Physical Power, 150 Health, 25% Attack Speed, Passive : On basic attack hits, there is a 30% chance to deal magic damage equal to 10% of the target's maximum health. This only affects gods.
Deathbringer III

Deathbringer III

Cost: 3150

Type: Physical

50 Physical Power, 20% Critical Strike Chance, 50% Critical Strike Damage.
Ankh of the Golem III

Ankh of the Golem III

Cost: 2100

Type: Physical

15% Physical Lifesteal, 15% Attack Speed, 300 Health, Passive- You gain physical power equal to 1.5% of your maximum health.
Aegis Amulet

Aegis Amulet

Cost: 700

Type: Ability

Using this item makes you invulnerable to all damage for 2 seconds, preventing youfrom taking action. While on cooldown, you gain an additional 20 physical and magical protection. Cooldown-90s..

Skill Order


Level1234567891011121314151617181920
Lunge

Lunge

Mana Cost: 70/75/80/85/90

Cooldown: 15/14/13/12/11

Odin lunges to his target location, doing 140/180/220/260/300 (+40% of your physical power) physical damage to all nearby enemies.
chosen skillchosen skillchosen skillchosen skillchosen skill
Odin

Odin's Shout

Mana Cost: 60

Cooldown: 20/19/18/17/16

Odin gives a commanding roar, rallying his allies. Odin and his allies gain an attack speed buff of 15/25/35/45/55% for 7 seconds.
chosen skillchosen skillchosen skillchosen skillchosen skill
Gungnir

Gungnir's Might

Mana Cost: 65/70/75/80/85

Cooldown: 15/14/13/12/11

This power, while used passively, provides 10/20/30/40/50 protection form physical attacks and 4/8/12/16/20 HP5. Upon activation of this power, he does a sweeping melee attack that does 90/145/200/255/310 ( 100% of your physical power) physical damage and slows all enemies around him by 30% for 2 seconds.
chosen skillchosen skillchosen skillchosen skillchosen skill
Ring of Spears

Ring of Spears

Mana Cost: 100

Cooldown: 75

Odin summons a wall of spears, blocking all normal movement. Odin gains +60 protection, +35/55/75/95/115 physical power and immunity to stun/fear/silence/root while inside the ring. Pressing the button again will bring down the ring.
chosen skillchosen skillchosen skillchosen skillchosen skill

General Information


"Go back home, pup, and tell them to send a worthy opponent!"

http://www.twitch.tv/L10nh3art

Last updated: Nov. 10, 2012

Important Update! - As of the Ares patch, you no longer need to purchase Vampiric Shroud.  If you like the item, feel free to continue buying it; however, you can now gain the necessary early game sustain through carrying both health and mana potions.  If you elect to use potions instead, continue your build as though Vampiric Shroud was completed and start building The Executioner.

Additional Update (11/10/2012) -- You may substitute Girdle of Might in place of Hand of the Gods at any point throughout this guide.  Girdle of Might does not provide you with the ability to clear camps as often, but it does have better late game utility and brings additional kill potential into the lane for both you and your ally.



Item Build


Opening Items (if lane partner starts with HotG in the Left Lane):
Warrior Tabi I, Creeping Curse, Healing Potion x5

Opening Items (if lane partner starts with HotG in the Right Lane):
Warrior Tabi I, Creeping Curse, Healing Potion x2, Mana Potion x3

Opening Items (if you start with HotG in the Left Lane):
The Executioner I, Hand of the Gods, Healing Potion x1

Opening Items (if you start with HotG in the Right Lane):
Warrior Tabi I, Hand of the Gods

Core Items:

Vampiric Shroud III, Warrior Tabi II, The Executioner III, Frostbound Hammer III

Luxury Items:
Warrior Tabi III, Qin's Blades III, Deathbringer III, Ankh of the Golem III

Abilities:
Purification Beads, Aegis Amulet, Heavenly Agility

Luxury Abilities:

Aegis Amulet - This item is only necessary if you are dealing with high damage ultimates and/or high burst situations (especially when you are in your Ring of Spears).  I recommend this item against enemies like He Bo and Zeus.  If the game is competitive, you might also consider picking it up to avoid strong ultimates from characters like Ao Kuang, Ra, Anhur, and Bakasura.  You do not need this item to avoid ultimates from Ymir or Sobek as both of those ultimates can be avoided by a well timed Lunge.  Finally, this ability can be used as a "second" Beads by activating it at the right time to avoid ultimates from Guan Yu, Wukong, and Cupid.

Heavenly Agility - This is an alternative selection to Creeping Curse in the opening build.  Good for closing the distance between you, your allies, and your opponents.  This can be the difference between catching an enemy in your ultimate with your teammate, or just catching the opponent by yourself.  It's always better if you can trap 2v1 (with the 2 in your favor) as opposed to 1v1.



Cheat Sheet (Fast Tips)


- Welcome to the Hurt Zone, Baby! 
Trapping opponents strategically with Ring of Spears where you can force them to waste abilities or panic is one of Odin's strongest suits.  Always prioritize opponents that do not have jumps or those who have already used their jump.

- Lunge + Gungnir's Might is your bread and butter combo. 
You need to learn exactly how much damage this combo does to your opponents because it will be the difference between picking up kills and getting yourself killed.  Learn it, love it, abuse it.

- Do not learn Odin's Shout until you are prepared to push down an enemy tower. 
Odin's Shout, believe it or not, is the best steroid in the game for tower pushing.  Your creep wave will melt the enemy tower while the buff is active.  Beyond that, it's only purpose is for late game fights.  However, you can and should learn it before level 10 if you feel you can push a tower before then!

- Ring of Spears can be used both offensively and defensively.  Remember that you can trap opponents in Ring of Spears and then use Lunge to jump out.  You can also use Ring of Spears to wall off paths in both the jungle and at the phoenix area entrances to each base.

- Remember you have amazing sustain! 
Don't port back everytime you secure a kill or are low on health.  At level 11 with Vampiric Shroud III, Gungnir's Might (Passive), Blue Buff, and Green Buff, you are gaining 17/MP5 and 40/HP5.  Let time be your healer, not the fountain.


 

Comprehensive Guide



PLEASE READ THIS BEFORE PROCEEDING:


Make sure you convince your lane partner to buy Hand of the Gods or that you buy it yourself.  This entire guide is contingent on you going into the left or right lane with at least one Hand of the Gods.  Will this build work regardless?  Of course.  But most of my advice and everything I am about to write below is contingent on you running at least one Hand of the Gods in the left or right lane.  For a more aggressive (Heartseeker Build) Odin, check out Ominus's Odin Guide.


Also, this guide is geared more toward Solo, Duo, and Tri-Queue players.  I have not tested Odin extensively in competitive 5v5 play; however, I hope to have the opportunity to do so in the near future.



Okay!  Now, the first forty-five seconds of the game:

Scout.  Yes, you read correctly--you need to scout.  Run around the jungle on your side and take advantage of that wonderful Birds of Wisdom (Passive) that gives you twice the vision radius that any other character has.  Ask your mid to assist your lane partner in watching Blue or Green Buff.  This way if you find an enemy, both of your allies are nearby and ready to fight with you.

Do not learn any abilities while you are scouting!  Why?  Because if you get caught in the jungle, you're going to be real pissed that you learned Gungnir's Might right away instead of saving your skill point, learning Lunge, and avoiding an unnecessary death.  If you are forced to learn Lunge at level one, use the next two levels to upgrade Gungnir's Might and you will be right back on track.

Now, what is the goal of scouting?  First, to spot a potential counter-jungle forming in the jungle.  Second, to see who is in what lane early.  From the enemy Blue or Green Buff (depending on what side you are on), you can see who is sitting on the lane tower.  Be careful not to get caught inside the buff without being able to escape or fight!  From the far side of the left jungle, you can see who is sitting on middle tower.  Some of this information may be helpful, some useless, but at least you scouted.

Also, I cannot tell you how many times I have surprised an opponent during my scout and picked up first blood with the help of my teammates.  Seriously, you should always take advantage of Birds of Wisdom (Passive) and scout the jungle.



On to the next three minutes of the game:


You need to start at either Green or Blue Buff, 100% of the time, no exceptions.  If your opponent takes Blue Buff, you will need to manage your mana more carefully.  If your opponent takes Green Buff, you will need to focus your harass on his lane partner unless the player with Green Buff over-extends into your creep wave (you always want to focus down the target that is tanking your creeps).  Make sure you choose your starting items correctly!  Ask your lane partner to use his Hand of the Gods on Green or Blue Buff and clear it, or use yours if your lane partner did not purchase one.  If the opponent shows up and you are afraid they are going to steal the Buff, save your ability to last hit.  Afterward, you should proceed to the lane.

Note that some teams will start with two HotGs in the lane, whereupon they may proceed from their starting Buff to Yellow Buff and clear that for extra experience.  If this is a strategy you want to use, make sure that you do not start with Warrior Tabi I.  You absolutely need Item Not Founds to be able to trade properly in the laning phase, so leave yourself room to purchase at least one or two (see my recommended Opening Items above).

Upon arriving in the lane, you need to start aggression after clearing the first enemy wave.  Select the easier to kill target--typically the one that does not have a jump/dash ability.  If both have a jump/dash ability, target the one with lower health and defensive stats.  Harassing correctly is a delicate balance, so let me try to explain the basics of it...

Your harass combo is Lunge + Gungnir's Might + one to three auto-attacks (the last part is circumstantial/optional).  You should execute the harass as follows:

  1. If the enemy creep wave is larger than your creep wave, you do not jump in unless you are 100% certain you will kill the target with your Lunge + Gungnir's Might combo.  This is the number one way I see inexperienced Odin players die in the early game.  Remember, even if you have it, Green Buff does not make you unkillable.

  2. If the enemy creep wave is even with your creep wave, you can engage on them for harass--but do not stay to fight unless your lane partner is there and both of you have dealt significant damage where you are 100% certain you will kill your target.  Not every Lunge into the enemy needs to result in a kill.  Simply jumping in and throwing down damage will force your target to play passive and/or chip their health down for a free kill.

  3. If the enemy creep wave is smaller than your creep wave, you can engage on them and continue to fight them until the next enemy creep wave arrives.  This is your ideal scenario for attacking your target because if they turn to fight you, your creep wave will melt them.  At the same time, you will take very little damage from the enemy creep wave because you have your passive health regeneration from both Gungnir's Might and Green Buff (if you have it).


If you are harassing properly and have a competent lane partner, one of two things will probably happen: (a) you get some kills and deserve a pat on the back, or (b) you get no kills, but you successfully zone your opponent back and obtain a strong level advantage in the lane.



Early Game:

What I explained above is probably the most important part of this guide--much of your lane dominance needs to be established as soon as possible because that dominance will strongly determine who in the lane controls the buffs.  Having buff control leads to more gold and more EXP, which can greatly contribute to winning your lane, taking the enemy tower, and hopefully winning the game.

Make sure that each time your lane's Hand of the Gods is off cool-down, you and your lane partner use it strategically.  Hand of the Gods does not always need to be used on buffs.  You can use it to clear enemy creeps during an initiation in order to secure a kill (instantly changing the balance I described in the previous section).  You can also use [item:Hand of the Gods] to secure Red Buff, Orange Buff, White Buff, the enemy Green or Blue Buff, and your core Buff (Green or Blue) when your lane is pushed to the enemy tower.  If you established the appropriate dominance, you should be able to hit level five before your opponents and your lane partner, which allows you to force enemies into the Hurt Zone (WOOOOOOOOOOO!!!!) by trapping your opponents in your Ring of Spears with your ally there to support you.

Finally, try not to back until you have enough gold to buy Vampiric Shroud III outright or, if you didn't start Warrior Tabi I, enough to buy Warrior Tabi I and Vampiric Shroud IIVampiric Shroud III provides you with permanent regeneration that is on par with Green Buff and stronger than Blue Buff.  Combine those statistics with Green Buff or Blue Buff, and your passive from Gungnir's Might, and you will see why the item is essential to your core build and high lane sustain.  Don't forget that your Green or Blue Buff respawns around 4:23 (Game Timer).

Also, if you need it, be sure to pick-up Purification Beads after acquiring Vampiric Shroud III.  It's almost guaranteed that you will want the ability at some point during the game (because you are not tanky outside of Ring of Spears + you are an auto-attack character, so Hard CC ruins you).  You can hold off on this ability if no one in your lane has any serious Crowd-Control ("CC") that you are concerned about, but make sure you buy it no later than the Mid Game.

Once you and your lane partner push down the Tier I tower in the left lane, you can move on to the Mid Game.



Mid Game:

You have to make a decision here--do you want to be the Roamer or the Farmer?  Either you or your lane partner needs to remain in the lane to eat up the Gold and EXP, as well as protect your tower.  The other player needs to roam and help out other lanes.  I prefer to farm the buffs and lane until I obtain The Executioner III and my Purification Beads.  Usually you can find one or two engages while farming to force enemy players out of the lane and/or pick-up a kill.

Make sure that your lane partner - or - you wards the right side of left lane in the jungle.  Why?  Because you're going to want vision if they are coming to gank you and you need vision of whatever objective spawned on that side (Fire Giant or Gold Fury).

Once you are comfortable with your build, go around and join in the team fights.  I recommend you try to save your Lunge for escape or initiation purposes only!  Do not use it arbitrarily for damage unless you are chasing an enemy after the initial engagement.  A well-placed Lunge can be the difference between life and death for you.  Your goal should be to join team fights, drop Gungnir's Might to slow/DPS opponents, and try to place a good Ring of Spears to initiate The Hurt Zone (WOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!).  Don't be afraid to use Lunge as an initiate if you are positive you will land a good Ring of Spears; but again, it may be equally good if you save it for escape or chase purposes.  Pick up an Aegis Amulet if you are having difficulty surviving engagements.

You need to be very mindful of who you use your Ring of Spears on!  It is completely wasted if you trap in a bunch of opponents who can jump out to safety. It is also a waste if you trap too many enemies and not enough allies so that all you effectively do is get yourself killed.  Try to strike the right balance--if you can't get a good Ring of Spears off in a fight, that's okay!  It is much better to stay alive and help DPS down opponents with Gungnir's Might, Odin's Shout, and Auto-Attacks than it is to trap a bunch of enemies in Ring of Spears and get yourself or an ally killed.  Plus, you can always use Ring of Spears as a follow-up in the chase after a team fight to catch a retreating enemy and finish them off.



Late Game:

By now, I am assuming you have completed your Core Items and have probably purchased all three of your abilities.  You may also be on your way to your first luxury item (hopefully you selected Qin's Blades III).  So, what can you do at this point?

  1. You can solo Gold Fury.

  2. You can solo Fire Giant with Green Buff, Yellow Buff, and Red Buff.  You can also two-man Fire Giant without any buffs.  It's important that you put pressure on and control Fire Giant--especially in the Late Game (you might say, duh, that is common sense... but you'd be surprised).

  3. You can probably solo any carries and you should be doing everything you can to reach them in every single engagement.  Chase them, slow them, wall them in, and generally become their worst nightmare.

  4. You can stop being greedy and start buying Wards (if you haven't already).  Seriously, don't be that guy.  If you weren't the one warding earlier, now is the time to start warding.  Help your team gain vision so that they don't get picked off.  And hey, while you're at it, maybe you will also stop the enemy team from ninja-grabbing Fire Giant or Gold Fury.

  5. You can use your Birds of Wisdom (Passive) to scout opponents and set-up the perfect pick or engagement.


Understand that the late game is all about team fights and pushing down as many phoenix towers as you can.  You excel at fighting in both the lane and the jungle, so select the best location based on your team composition!

If you are looking for additional items to pick-up after Qin's Blades III, I strongly recommend you consider either Ankh of the Golem III or Deathbringer III.  Both have pros and cons.

The new and reworked Ankh of the Golem III will provide you with additional lifesteal to improve your sustain in team fights, additional attack speed for a higher chance to proc the Qin's Blades III passive, additional health for survivability, and additional attack damage based on your total health.

On the other hand, Deathbringer III will provide you with an increased chance to critical strike and a massive increase to your physical damage, which benefits both ability scaling and auto-attacking.  Your critical strikes will also hit for a lot more damage, but you will be sacrificing attack speed, sustain, and survivability for it.  Remember, you can only pick up one or the other, so choose wisely.

The way you fight will be exactly the same as the Mid Game, only you are much stronger and deal a lot more damage.  Lunge your way to victory--and do not neglect buffs (Red, Yellow, Orange, and White are all very good for you in the late game).  Welcome to the Hurt Zone, baby!!! WOOOOOOOOOOOOOO!!!!!

Warrior Tabi I

Warrior Tabi I

Cost: 750

Type: Physical

10 Physical Power, 2% Attack Speed, 2% Critical Strike Chance, Unique : 10% Speed (Speed does not stack with other boots).
Creeping Curse

Creeping Curse

Cost: 700

Type: Ability

Using this item reduces all enemies ground speed by 35% in a 35 foot radius around you for 5 seconds. While on cooldown, nearby enemies are slowed by 10%. Cooldown -90s..
Healing Potion

Healing Potion

Cost: 50

Type: Consumable

This consumable heals 250 health over 25 seconds.
Warrior Tabi I

Warrior Tabi I

Cost: 750

Type: Physical

10 Physical Power, 2% Attack Speed, 2% Critical Strike Chance, Unique : 10% Speed (Speed does not stack with other boots).
Creeping Curse

Creeping Curse

Cost: 700

Type: Ability

Using this item reduces all enemies ground speed by 35% in a 35 foot radius around you for 5 seconds. While on cooldown, nearby enemies are slowed by 10%. Cooldown -90s..
Healing Potion

Healing Potion

Cost: 50

Type: Consumable

This consumable heals 250 health over 25 seconds.
Mana Potion

Mana Potion

Cost: 50

Type: Consumable

This consumable restores 150 mana over 25 seconds.
The Executioner I

The Executioner I

Cost: 700

Type: Physical

10 Physical Power, 5% Attack Speed.
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Healing Potion

Healing Potion

Cost: 50

Type: Consumable

This consumable heals 250 health over 25 seconds.
Warrior Tabi I

Warrior Tabi I

Cost: 750

Type: Physical

10 Physical Power, 2% Attack Speed, 2% Critical Strike Chance, Unique : 10% Speed (Speed does not stack with other boots).
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Vampiric Shroud III

Vampiric Shroud III

Cost: 1400

Type: Hybrid

10% Lifesteal, 10 HP5, 10 MP5.
Warrior Tabi II

Warrior Tabi II

Cost: 1335

Type: Physical

20 Physical Power, 4% Attack Speed, 4% Critical Strike Chance, Unique : 15% Speed (speed does not stack with other boots).
The Executioner III

The Executioner III

Cost: 2200

Type: Physical

30 Physical Power, 20 Attack Speed, Passive : Basic attacks against an enemy reduce your target's Physical Protection by 20 for 5 seconds (max 3 stacks).
Frostbound Hammer III

Frostbound Hammer III

Cost: 2575

Type: Physical

25 Physcial Power, 325 health, Passive : Your basic attacks reduce your target's movement speed by 25% for 2 seconds. Basic ranged attacks reduce by 15%..
Warrior Tabi III

Warrior Tabi III

Cost: 2150

Type: Physical

30 Physical Power, 6% Attack Speed, 6% Critical Strike Chance, Unique : 21% Speed ( speed does not stack with other boots).
Qin

Qin's Blades III

Cost: 2650

Type: Physical

30 Physical Power, 150 Health, 25% Attack Speed, Passive : On basic attack hits, there is a 30% chance to deal magic damage equal to 10% of the target's maximum health. This only affects gods.
Deathbringer III

Deathbringer III

Cost: 3150

Type: Physical

50 Physical Power, 20% Critical Strike Chance, 50% Critical Strike Damage.
Ankh of the Golem III

Ankh of the Golem III

Cost: 2100

Type: Physical

15% Physical Lifesteal, 15% Attack Speed, 300 Health, Passive- You gain physical power equal to 1.5% of your maximum health.
Purification Beads

Purification Beads

Cost: 700

Type: Ability

Using this item removes all stuns, fears, silences, and mesmerizes from you while making you immune to new ones for 2s. While on cooldown, durations to those effects are reduced by 20%. Cooldown -90s..
Aegis Amulet

Aegis Amulet

Cost: 700

Type: Ability

Using this item makes you invulnerable to all damage for 2 seconds, preventing youfrom taking action. While on cooldown, you gain an additional 20 physical and magical protection. Cooldown-90s..
Heavenly Agility

Heavenly Agility

Cost: 700

Type: Ability

Using this item buffs all allies ground speed by 35% in a 35 foot radius around you for 5 seconds. While on cooldown, increases nearby allies ground speed by 10%. Cooldown -60s..
Aegis Amulet

Aegis Amulet

Cost: 700

Type: Ability

Using this item makes you invulnerable to all damage for 2 seconds, preventing youfrom taking action. While on cooldown, you gain an additional 20 physical and magical protection. Cooldown-90s..
Heavenly Agility

Heavenly Agility

Cost: 700

Type: Ability

Using this item buffs all allies ground speed by 35% in a 35 foot radius around you for 5 seconds. While on cooldown, increases nearby allies ground speed by 10%. Cooldown -60s..
Vampiric Shroud III

Vampiric Shroud III

Cost: 1400

Type: Hybrid

10% Lifesteal, 10 HP5, 10 MP5.
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Warrior Tabi I

Warrior Tabi I

Cost: 750

Type: Physical

10 Physical Power, 2% Attack Speed, 2% Critical Strike Chance, Unique : 10% Speed (Speed does not stack with other boots).
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Hand of the Gods

Hand of the Gods

Cost: 700

Type: Ability

Using this item damages nearby enemy minions, jungle camps, and the Minotaur. While on cooldown, you basic attacks on minions deal 20 damage and heal you for 10 health. Cooldown -90s..
Vampiric Shroud III

Vampiric Shroud III

Cost: 1400

Type: Hybrid

10% Lifesteal, 10 HP5, 10 MP5.
Warrior Tabi I

Warrior Tabi I

Cost: 750

Type: Physical

10 Physical Power, 2% Attack Speed, 2% Critical Strike Chance, Unique : 10% Speed (Speed does not stack with other boots).
Warrior Tabi I

Warrior Tabi I

Cost: 750

Type: Physical

10 Physical Power, 2% Attack Speed, 2% Critical Strike Chance, Unique : 10% Speed (Speed does not stack with other boots).
Vampiric Shroud II

Vampiric Shroud II

Cost: 1050

Type: Hybrid

7% Lifesteal, 7 HP5, 7 MP5.
Vampiric Shroud III

Vampiric Shroud III

Cost: 1400

Type: Hybrid

10% Lifesteal, 10 HP5, 10 MP5.
Purification Beads

Purification Beads

Cost: 700

Type: Ability

Using this item removes all stuns, fears, silences, and mesmerizes from you while making you immune to new ones for 2s. While on cooldown, durations to those effects are reduced by 20%. Cooldown -90s..
Vampiric Shroud III

Vampiric Shroud III

Cost: 1400

Type: Hybrid

10% Lifesteal, 10 HP5, 10 MP5.
The Executioner III

The Executioner III

Cost: 2200

Type: Physical

30 Physical Power, 20 Attack Speed, Passive : Basic attacks against an enemy reduce your target's Physical Protection by 20 for 5 seconds (max 3 stacks).
Purification Beads

Purification Beads

Cost: 700

Type: Ability

Using this item removes all stuns, fears, silences, and mesmerizes from you while making you immune to new ones for 2s. While on cooldown, durations to those effects are reduced by 20%. Cooldown -90s..
Qin

Qin's Blades III

Cost: 2650

Type: Physical

30 Physical Power, 150 Health, 25% Attack Speed, Passive : On basic attack hits, there is a 30% chance to deal magic damage equal to 10% of the target's maximum health. This only affects gods.
Ward

Ward

Cost: 75

Type: Consumable

This is a ward that allows you to see enemy movements in the area where you place it. It remains for 3 mintues or until killed, Contains a line-of-sight radius., Only 3 may be bought at a time..
Qin

Qin's Blades III

Cost: 2650

Type: Physical

30 Physical Power, 150 Health, 25% Attack Speed, Passive : On basic attack hits, there is a 30% chance to deal magic damage equal to 10% of the target's maximum health. This only affects gods.
Ankh of the Golem III

Ankh of the Golem III

Cost: 2100

Type: Physical

15% Physical Lifesteal, 15% Attack Speed, 300 Health, Passive- You gain physical power equal to 1.5% of your maximum health.
Deathbringer III

Deathbringer III

Cost: 3150

Type: Physical

50 Physical Power, 20% Critical Strike Chance, 50% Critical Strike Damage.
Ankh of the Golem III

Ankh of the Golem III

Cost: 2100

Type: Physical

15% Physical Lifesteal, 15% Attack Speed, 300 Health, Passive- You gain physical power equal to 1.5% of your maximum health.
Qin

Qin's Blades III

Cost: 2650

Type: Physical

30 Physical Power, 150 Health, 25% Attack Speed, Passive : On basic attack hits, there is a 30% chance to deal magic damage equal to 10% of the target's maximum health. This only affects gods.
Deathbringer III

Deathbringer III

Cost: 3150

Type: Physical

50 Physical Power, 20% Critical Strike Chance, 50% Critical Strike Damage.




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