Hecate, Goddess of Sorcery
Intro
Hi all, welcome to my smite 2 guide for hecate support. Below will cover ability leveling, reccomended playstyles, and general thought process when playing hecate support. If this guide helps, please drop a like!
Discord: demise14
Twitch: https://www.twitch.tv/demise2014
Items, Items, Items
This build will give you a good bit of health, as well as a lot of cooldown, and mitigations. You will be surprised by how much damage you are able to do while still feeling tanky. As with any MOBA you will want to adjust your build depending on the scenario
Ability Leveling Order
4>2>3>1
Basic Attack - Ranged
Fire a projectile that deals Magical Damage to the first enemy hit.
- Radius: 0.48 meters
- Damage: 42 + 2.32 per level
- Damage Scaling: 100% Strength + 20% Intelligence
Ability - Passive
Interact with allied Structures to channel and create a buff area that provides Health and Mana regeneration to Gods in the area. Interact with allied Gods only if they have recently earned a kill to channel and increase their Strength and Intelligence
- Buff Duration: 300 seconds
- Strength: 5 + 2 Per Level
- Intelligence: 8 + 3.2 Per Level
- Health Regeneration: 2 + 0.25 Per Level
- Mana Regeneration: 2 + 0.25 Per Level
Notes:
- Channel time is 2 seconds.
- Can move while channeling. Channel will not be interrupted if the target or Hecate get out of range.
- Structure buff area has infinite duration. Only 1 Structure can be buffed at a time. If a new one is buffed the previous
one will lose the effect. - Must complete the ritual on a player within 30 seconds of that player getting a kill.
Ability 1 - Triplicate Form
Fire a projectile that alternates between Power Form and Hex Form on each activation. Power Form deals Magical Damage and Marks enemies hit. Marked enemies take bonus Magical Damage damage when they are damaged by gods. Hex Form deals Magical Damage and Mesmerizes enemies hit.
- Cost: 40/50/60/70/80 mana
- Cooldown: 7 seconds
- Range: 11.2 meters
- Radius: 0.75 meters
- Damage: 60/110/150/190/230
- Damage Scaling: 70% Intelligence
- Bonus Damage: 10/15/20/25/30
- Bonus Damage Scaling: 5% Intelligence
- Mark Duration: 6 seconds
- Mesmerize Duration: 1 second
Notes:
- Projectiles both pass through and damage all enemies, and pass through walls.
- Both projectiles linger at max range for 1s and can still hit enemies. Each projectile can only hit an enemy 1 time.
- Only damage dealt by the basic attacks and abilities of gods triggers the bonus damage from the Mark.
Ability 2 - Spell Eater
Create a Sigil that charges up when Gods activate abilities in a large area. Reactivate to deal Magical Damage to enemies in the targeted area. Damage can increase by up to 120% at full Charges.
- Cost: 50/60/70/80/90 mana
- Cooldown: 8 seconds
- Charge Radius: 20 meters
- Attack Range: 9 meters
- Attack Radius: 3.2 meters
- Damage: 70/115/160/205/250
- Damage Scaling: 45% Intelligence
Notes:
- Damage is increased by 10 % per Charge.
- Max Charge of 12.
- Max Damage is 220% base damage and scaling.
Ability 3 - Repel Magic
Lock on to yourself or an allied god to grant them a Magical Shield and deal Magical Damage to enemies around them. Activating this ability increases your Movement Speed and provides Spell Eater with 3 charges instead of 1.
- Cost: 30/35/40/45/50 mana
- Cooldown: 12 seconds
- Range: 8.8 meters
- Radius: 3.2 meters
- Damage: 85/130/175/220/265
- Damage Scaling: 85% Intelligence
- Magical Shield Health: 60/120/180/240/300
- Movement Speed: 5/7.5/10/12.5/15%
- Buff Duration: 6 seconds
Notes:
- Magical Shields are HP shields that only absorb Magical Damage. They stack with HP shields
Ultimate Ability - Open the Gates
Create two portals that deal Magical Damage to enemies after a delay. Gods who are hit are Stunned, and then Displaced to the opposite portal. You and allied gods can interact with the portals to Teleport between them.
- Cost: 90 mana
- Cooldown: 90 seconds
- Range: 14 meters
- Radius: 4.8 meters
- Damage: 220/290/350/410/470
- Damage Scaling: 80% Intelligence
- Stun Duration: 1 second
Notes:
- One Portal is always opened right in front of you, the other is opened at a targeted area.
- Enemies that cleanse or immune the Stun will not be Teleported.
- The initial delay is 1.5s, the Interactable Lifetime is 30s.
- You and allies can interact with the portals any number of times.
Gameplay
In the support role, Hecate plays as a backline facilitator. She benefits most from intelligence and cooldown and as such is not the best god to be playing up front. The main gameplay loop is to put up the 2 in an area where lots of abilities will be cast such as over top of the enemy wave or where they clash. Another good spot is to place it in common choke points in the jungle or over buffs. You want to be firing your blue 1 for wave clear or poke, and try to hold your purple 1 for ability disruption and good ranged cc. Often you are using your 3 to stack your 2 or to provide peel and utility for them.
Often a skirmish plays out as such: deploy 2 > throw 1 > use 3 for wave clear or when safe to be on cd > consider poking with 2.
In general you want to have your purple 1 ready to fire to aid in peeling or initiating.
With your long range on the 1 and good damage on the 2 you can harass from range and poke people low enough to kill them with an all in commit.
Do not be afraid to just throw out your ultimate to try and pull enemies in, or just to reposition. Its an amazing ability, so get creative.
For advanced folks, there is a true combo you can hit with hecate. You have to near max range her purple 1 and ult immediately. If done correctly they will have no way to avoid being pulled back in by your ult.
Conclusion
While Hecate does not boast the strongest tank stats, or the most cc, she can be a really effective harasser and provide some powerful utility for her team. Give her a try, have fun, and I can't wait to see you out on the battleground :)
If you would like to watch some hecate support action, you can tune in to my twitch channel and let me know. GLHF