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I recommend this build on him, and branching into cooldown. The HoG is for the second jungle camp; since Horus' cooldowns are so long by default, you'll want this to clear out the second camp quickly. You and your mage take Speed, you go and use HoG on the harpies on the way to Mana, and you lose almost no progress against the enemy jungler.
If you prefer, you can run a Golden Blade rush, as Golden Blade is alright on Horus. I would recommend sticking with the standard build.
The standard build for Horus Jungle is having cooldowns and ability-based damage items, such as Crusher.
Since your attacks after your 1 counts as a basic attack, it procs from Hydra's. Using this will help you burst down squishes with just two abilities in a CC chain. There is no escape from it except through beads.
Serrated Blade is here to help empower your basic attacks to finish off opponents that don't get completely demolished by your 1 and 2.
The speed boots I prefer because I like having that extra speed.
I recommend these after you sell Blessing and Boots.
Heartseaker makes Horus Jungle just that much more deadly. You can burst most people in the match down to 3/4 health if they're a tank, or to dead if they're squishy.
I like Shield of Regrowth on Horus because he has many ways to proc it. He can use it on allied gods who are ahead of him or in lane to get there, get the speed boost, and run down anyone. Or he can use it to empower his 3 as an escape; combined with the Speed boots, you can jump over to Minions and run off without any concern. However, this does absorb an item slot for what could be a damage item, so understandably niche.
The rest of these are just fun things to put on him. If you want to build him Soul Eater you can, and its goofy.
I highly recommend Runeforged Hammer as it even further emphasizes his burst damage
I recommend leveling the ultimate last. I think the best way to use the ultimate is as a ranged blink to jump into the ult and gank from across the map. I think that is the main strength of Horus jungle, but I think the damage from his abilities are more important to level. The ultimate as it stands is still going to require niche use and may not always get you a good position. So its fine if that has a longer cooldown so long as when its up you can make good use of it.
His 3 is good to keep him sustained but you'll need it more in the late game than the ultimate. It also doubles as your escape.
I love Horus Jungle and I've played with Horus Jungle since the god released. I always had fun with him in that role, so I wanted to share my general builds and thoughts about him here.
Horus has many benefits and glaring weaknesses as jungle, which I will cover momentarily. But all in all, I think he is perfectly valid as a jungler, and people don't give him enough credit for it.
Here is a list of pros and cons that I can think off the top of my head:
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There is no situation in a jungle build though where you should ever NOT have Assassin's Blessing. It's far too useful for it's small price to avoid and really puts you behind if you don't have it.
The Crusher that late into a game is very niche, I wouldn't personally pick it up because the flat pen is fairly lackluster that late so I would get Void Shield. Much nicer prot shred on their team plus being a bit tanky helps you get in and out of fights easily.
What a point of The Crusher and attack speed if you say, that he is burst-style jungler? Only passive?
The pen is great, and the passive is never a negitive.