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The Way I clear buffs. clear speed, use Hand of the gods on nearby xp camp, clear mana for the solo laner, clear back left xp, then take red for your mid. The potions are more than enough to stay in the jungle until you've finished building boots.
Sell Assassins Blessing for Deathbringer, and buy an elixir of speed when you have around 2500 gold. This is the exact gold needed be enough to sell Boots of Talaria and buy both The Elixir and Serrated Edge
This is the standard Optimal build, however it doesn't always work in every game. If you have trouble, instead of buying serrated edge Refer to the Items to Consider section on what to replace it with. If you need anti-heal, shadowsteel shuriken is your best bet.
Full Build Same as Conquest
+ Shadowsteel Shuriken - Anti-Heal
+ Poisoned Star - 20% Slow + Extra 15% Crit
+ Bloodforge - Shield + Power Replacement for Rangas Mask
+ Hastened Katana - Basic Attack Penalty
+ Winged Blade - Countering Enemy Slows
+ Magis Cloak - Stun/Taunt Counter
+ Cursed Ankh - 2nd Anti Heal
+ Blink Rune - Counters Enemy Escapes/Leaps
+ Horrific Emblem - AoE Non Item Slot Frostbound
+ Pestilence - 3rd Anti Heal (Usually for Hades if team is lacking Anti heal)
Optimal Relics are Blink Rune and Horrific Emblem
Magic Shell is a great alternative as it can save you in the early game allowing you to get your 3 off on a minion wave and survive and late game the upgraded version can also block insane burst crit damage from AA hunters.
The Choice between Blink Rune/Horrific Emblem depends on the early game. If the enemy team have gods with movement speed buffs horrific emblem should be used as a counter or to secure kills on fleeing gods or enemies that try to duke your basic attacks. Blink Rune is favourable though as it counters both gods with Leaps/Dashes and allows you to initate from further away.
Beads should always be purchased over Horrifc Emblem and as the first relic when facing gods that rely on CC or have heavy CC Ultimates such as Da Ji, Anubis, Fenrir, Ares, Athena, ***bakharna, Hades. Aegis can be bought to counter gods like Tsukyomi/Vulcan Ultimates.
His 1 is his main source of damaging Jungle Monsters, yet his 2 will do a lot more damage to gods, after many games playing this build across all modes, I believe this is the most efficient.
Tap each threat level to view Horus’s threats
In Conquest when the game begins, my usual rotation with Horus is to clear
speed camp first, then use Hand of the gods on nearby xp camp, clear mana camp for the solo lane, and then clear the double alpha harpy in mid if it's available, before rotating back round to take red camp for your mid. Before lastly claiming the back triple harpy xp camp. After which you ccan just float about the jungle farming camps like normal. Sometimes it's also worthwhile ganking the carry lane, as it serves as a reminder to the enemy that you could be lurking at any moment. The potions are more than enough to stay in the jungle until you've finished building boots. Otherwise just keep rotating the XP camps and jungle buffs for your team and help where needed.
Horus's early game isn't really optimal until you've bought Hydras Lament, and it becomes great once you buy Rangas mask as his damage really begins to take hold. You can get kills between levels 1-6 but the enemy has to be quite low in order for you to do so. It becomes much easier once you hit levels 7 and 8 as by this point your Fracture(2) should be hitting very hard.
His burst potential is very easy to pull off and late game can easily do over 2000 damage with just the 500 potion of power. With Red Buff and the Elixir of power included his power scales to 405 and his abilities hit monstrously hard, although he is extremely glass cannon like with the Rangas mask.
His abilities should be used in the following order.
Fracture (Dive), Fracture (Cleave), Basic Attack, Updraft, Ranged Basic Attack.
This is because Hydras gains damage from crit and although updraft can hit at 1.5x power the damage scaling from crit means you get higher damage than just proccing hydras with the Updraft buff. This only applies to late game though. Until you have Deathbringer you should be skipping the basic attack and just using Fracture straight into updraft if you knock them up for the 1.5x Damage Bonus.
Horus's 3, Protector's Surge is a great tool to aid in movement and allow him to hit and run enemy teams especially late game and in conjunction with his Ultimate can prove quite deadly. The idea is to find a safe spot behind your team / in the jungle, ult behind the enemy line. Use your Fracture/Updraft burst combo listed above and then use his Protectors Surge to leap to a nearby friendly target to get out of danger, healing both you and anyone nearby your target with a modest heal.
His 3 can also be great in the early game when lanes are still being farmed,if you spot an enemy killing lane minions you can use his 3 to dive to the lane minions and then you're in range to iniate with his burst and secure the kill or at the very least force the enemy player to back off / return to base granting your allies some lane pressure/relief.
His Ultimate when jungling can be used in 3 ways, I would not recommend using it to cross the map quickly as you can do this almost just as quickly on foot. Unless you are teleporting a teammate/teammates to iniate a gank.
His Ultimate is best used when you are in the jungle near a lane. You use the ultimate, fly behind the enemy carry/mid/solo and boom. Right behind them, and 9/10 they have no idea you're even there. Which gives you the perfect opportunity to kill them. You can also position your ult on top of an enemy trying to return to base. If they don't cancel their teleport and they are low, they will get annihilated by the landing. But it is best used as a ganking tool. Horus's ultimate is highly effective and probably the best flanking tool in the game when used properly. With the proper awareness you can easily destroy teams by flanking the solo weakened enemies retreating, and because Horus isn't a standard jungler most players completely forget they're bait
Even if you don't manage to get a kill, the enemy team usually ends up burning a few ultimates and their relics to survive, help their teammates peel, or kill you instead. Sometimes you can even escape to an ally with your 3 and complete bait out their ultimates but more often than not I find it's usually the mage or support that usess their ultimate on you in an attempt to escape.
Lastly if you're dying far too quickly at the end game, it is acceptable to replace Rangas mask with an item like Bloodforge[/color] or a crit item. But note, you are already quite squishy with no defensive item; remvoving the mask will take away 20% of your damage.
The same above applies to joust and arena although Horus's ultimate is less useful in modes like joust and arena. The advantage in these modes though is that passive gold gain is a lot faster, which allows you to almost completely skip the early game and start doing insane burst damage right away. The Faster XP gain in joust is also great as it allows you to proc into your abilities faster which in this case you should always focus on maxxing out his Fracture (2) and then his Updraft (1) first. Because at levels 9/10 this ability combo is already hitting insanely hard without the ranged basic attack.
++ Pros ++
+ Insane Burst damage Mid/Late Game
+ One of the only junglers with a ranged basic attack (to proc Hydras)
+ Can hit multiple Enemies in close proximity
+ High mobility with his ult and escape
+ Psuedo Heals
+ Easily set up ganks with Ultimate
+ Easy to flank enemy lines with ultimate even in team fights
+ Can clear fire waves with relative easy even around the 50 minute mark
-- Cons --
- His early game gank potential (Levels 1-6)is horrible
- Long Cooldowns, especially early game
- His 1 is his main clear as his 2 does little damage
- Without his abilities up his potential is completely lost
- Extremely Glass Cannon-like due to the Rangas Mask
- Vunerable when he Ults
- Ultimate is easily avoidable if trying to land on top of an enemy
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Runeforged Hammer very situative and need very very good skill and playing experience to manage to hit with auto after using Fracture. There is very very small time gap when enemy still under CC, its duration same to Updraft cast time, so that way you let the enemy chance to use an escape. And this is only about enemies without CCR. For his 1 it not working. But for increasing damage from auto attack+crit inside combo, it may be fun
As for Serrated Edge; honestly the item is too broken not to pick up on any assasin that utilises auto attacks. Again for the same reasoning as above. I don't particularly use it for the lifesteal but the 20% Pen, 7% movement speed alone is great not to mention the other stats. This is often the item I forego though in favour of something like Brawlers Beatstick.
I feel Runeforged is great as his follow up combo is way too easy to hit, especially since they are knocked up right in front of you 9/10. you should rarely be missing the Auto right after updraft.