All Smite 2 relics and when to pick them

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A lot has changed between Smite and Smite 2, but many of the original game’s Relics are back in some form or another in the spruced-up sequel. These active items provide you with extremely useful abilities on long cooldowns — and when used at just the right time, they can turn the tide of an entire match. Here are all of the Relics currently available in Smite 2 alongside some use cases to give you an idea of what types of situations they might be most helpful.

Purification Beads

Purification Beads makes you CC immune for 2 seconds.

Cooldown: 150 seconds

Here are some use cases for Purification Beads:

  • Ares uses his ultimate ability, which grabs everyone nearby and pulls them to him. Since you’ll be stunned for a moment afterward, his teammates are likely to dump their ultimate abilities on you, too, and you’ll probably die. Use Purification Beads right as his chains attach to you to avoid this ability and live to see another day.
  • Fenrir uses his ultimate ability, which lets him grab you in his mouth and drag you out of position. Since he’s almost certainly taking you somewhere he and his team can pummel you, immediately pop your Purification Beads when he grabs you, allowing you to escape back toward safety.
  • Medusa uses her ultimate ability, which deals huge damage and stuns you. This could be devastating — but not for you, as you use your Purification Beads as she’s winding up the attack and let her know you’re not getting turned to stone today.

Blink Rune

Blink Rune teleports you to a targeted location up to 5.6m away. It can be used in or out of combat, and even while using another ability.

Cooldown: 240 seconds

Here are some use cases for Blink Rune:

  • You’ve dealt significant damage to an enemy who is now running too far ahead for you to hit them with a final ability. You see a window of opportunity and blink forward to catch up with them, use an ability, and they’re now dead.
  • You’ve found yourself out of position and enemies are closing in on you. You blink forward to put some distance between you and certain death.
  • Ymir has blocked you with one of his pesky walls and is closing in to breathe his cold breath on you. However, you blink through the wall at just the right moment to save yourself from an unnecessary death.

Aegis of Acceleration

Aegis of Acceleration makes you invulnerable to damage and healing for 1.5 seconds. It also prevents you from taking action (except movement) during that time. Each instance of damage you take during those 1.5 seconds grants you 7% movement speed for 6 seconds up to 3 times.

Cooldown: 140 seconds

Here are some use cases for Aegis of Acceleration

  • You’re almost to safety with basically no health to spare. An enemy is using an ability to finish you off, but you pop Aegis of Acceleration at just the right moment and nullify the damage.
  • You’ve found yourself right in the middle of Vulcan’s massive area-of-effect ultimate ability and have mere moments to react. You use Aegis of Acceleration right before impact to block the huge damage you would otherwise receive.
  • Chaac is about to slam his ultimate ability on top of you, which would deal huge damage and leave you silenced temporarily. You pop Aegis of Acceleration to avoid the damage and silence altogether.

Phantom Shell

Phantom Shell shields yourself and any allies in a 5.6m radius for 100 health + 15 per level for 4 seconds. Those same allies take 20% + 1% per level reduced damage from basic attacks and can pass through other players and player-made barriers for the duration.

Cooldown: 120 seconds

Here are some use cases for Phantom Shell:

  • You’re playing a Support character, meaning one your primary goals is to help your teammates survive. You see one of them being chased by an enemy who seems poised to finish them off. You rush in at the last moment and pop your Phantom Shell, shielding them from fatal damage like the hero you are.
  • You’re about to make a risky play diving a tower to get a kill. Maybe you succeed, but you’re now taking huge damage from the tower’s attacks. You use Phantom Shell to survive those blasts unscathed so you can safely return to base.
  • Odin traps you or your allies inside his ring of spears via his ultimate ability. You pop Phantom Shell to grant you all the ability to walk through the wall and avoid the onslaught of damage that was likely coming your way.

Sundering Arc

Sundering Arc instantly deals 175 + 25 per level true damage to Jungle Monsters and Jungle Bosses. It deals 500 damage at level 13 and above. In addition, it deals 25 + 4 true damage 3 times over 2 seconds to enemy gods.

Cooldown: 120 seconds

Here are some use cases for Sundering Arc:

  • You’re a Support who needs to quickly clear a jungle camp for your partner in the duo lane so they can get their buff and get into the thick of things. You pop Sundering Arc on the camp mobs and see a staggering amount of their health disappear. Finishing the camp off is now a cakewalk.
  • You’re chasing down a god who is nearly dead, but you’re out of mana and need to hit them one last time for the kill. Sundering Arc comes in clutch and deals just enough damage to get the job done.
  • You’re working on slaying the Fire Giant or Gold Fury and see the enemy team approaching. To keep them from stealing your Jungle Boss kill, you use Sundering Arc and finish it off.
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