Learning Solo lane - Osiris
Learn to fill a hole in any team composition with the versatile Broken God of the Afterlife, Osiris.
Learn to fill a hole in any team composition with the versatile Broken God of the Afterlife, Osiris.
Welcome to my second instalment in Learning Solo Lane, today we will be focusing on the duelling and late game powerhouse, Osiris, The Broken God of the Afterlife. Osiris is a auto attack based warrior, with inbuilt survivability and one of, if not the best swing chains in the entire game. With a low swing time and the second halves of his attacks cleaving he can apply on hits and destroy with Qins Sais and utilize Death’s Toll like no other.
Why pick Osiris?
Osiris is a top pick or ban in the Smite World championship and with good reason. He’s one of the best late game choices for a solo laner and has a moderately safe laning phase. In Teamfights a good Osiris can completely shut down healing, CC the enemy back line and deal heavy damage too.
Pros:
- Decent early laning phase – Can bully certain targets.
- Amazing late game pressure, one of the best late game teamfighters and duellists
- .5/1/.5/1(last 2 in an AoE) hit chain, an amazing hit chain that enables Osiris’ entire kit.
- In built damage mitigation, (16% physical from passive, up to 30% to 50% from Judgement Tether).
- Free Fatalis for 6 (Successful!) attacks from passive and free escape from Ymir, Odin, Thor walls.
- Has a fair bit of CC, a stun, a root and a potent slow.
Cons:
- His early game is not the best; Chaac, Hercules and mages can bully him out of lane
- Unreliable CC, Judgement tether takes 4 seconds to fully proc and Lord of the Afterlife is a hard to hit jump due to its fairly long cast time and small impact area
- Requires a fair bit of items to get “online”, can fall behind if forced to go further into tankyness.
Very little characters bring the late game potency that Osiris brings; even the latest game mages cannot complete a team composition with so many different characteristics like Osiris. Versatile and powerful, he can fill what your team is missing with ease.
Osiris relies on his skills to deal damage in the early game and stick to targets, it’s imperative you know his skills and what they do.
Passive: Fragmented
“Each time Osiris uses an ability he burns away a fragment of his body, gaining physical damage mitigation for each missing fragment. After losing 8 fragments, he becomes his spirit form. He may walk through enemies and enemy blockers, and his basic attacks do not incur a movement penalty. This effect lasts for 6 successful basic attacks”
Great passive that really completes the god, no auto attack movement penalty means that he does not need to get fatalis and can instead opt for more defensive or more efficient offensive items. The 16% total physical damage mitigation is not to be laughed at, giving you essentially 119% HP against physical gods. A total of around 500/600 free HP in the late game, a major boost to tanking,
1: Sickle Strike
“Osiris throws his Sickle forward. It stops at the first enemy hit, dealing damage and slowing them. The Sickle remains for the duration of the slow.”
Very basic skill that does a small amount of damage, low cooldown (5 seconds) and can be spammed for a 60% slow uptime with no cooldown reduction. There are no real nuances with this skill. As soon as you acquire this skill, be sure to spam it on the way to lane in order to ensure you have your passive up as much as possible. Very low mana cost.
2: Spirit Flail
“Osiris imbues his flail with spiritual energy, striking at the target ground location. Enemies hit take damage, and Osiris gains movement speed. If an enemy is under the effect of Sickle Strike, the target slow is increased in power and duration.”
Osiris’ bread and butter skill, provides lane clear and all your trading needs. Deals a fair amount of damage and gives a speed boost. Will never one shot the archers so use it on the melee creeps if you cannot line up to hit all 6.
3: Judgement Tether
“Osiris flings out mummy wraps, tethering himself to all nearby enemies. Targets hit deal reduced damage over the next 4s. The tether can be broken by targets moving far enough away from Osiris. Targets still in range when the duration expires are stunned.”
Tanking and CC all in one skill, allowing you to tank significantly, an average of 20% damage reduction over the duration at level 1, and a 40% average at level 5. Be sure to use this after the enemy has used their escapes.
If you’re being ganked, attempt to tag everyone that’s ganking you with this skill for the stun, if they back off then you’ve gained distance on them.
4: Lord of the Afterlife
“Osiris sheds any remaining fragments, gaining the benefit of his passive, and leaps forward. Osiris targets all enemy gods in the landing area, and rips a fragment of their spirits out, dealing damage and preventing them from healing. Targets are rooted for 0.4s during the attack. Enemy minions in the target area also take damage.”
Amazing ultimate, with very significant base damage and moderate scaling. A common tactic with Lord of the Afterlife is to wait for Judgement Tether’s stun to proc first and then ult on them as they’re stunned. It’s also moderately easy to hit on a slowed target, especially with the stronger slow from your 1-2 combo. Try to target the god you do not want to get healed. Remember, it reduces incoming healing, not outgoing, so targeting a healer will not stop them from healing their team.
Skill order:
4>2>3>1 would be my recommended skill order, maxing out Spirit Flail for damage and clear and then Judgement Tether for the additional tankyness, as by level 10 your primary damage will be auto attacks anyway, and maxing sickle would only slightly increase your damage.
Combos: There are 2 primary combos for Osiris
1. Sickle Strike –> Spirit Flail Combo: A great combo to utilize, the sickle strike slows them and allows for a very easy hit of spirit flail while also slowing them further.
2. Judgement Tether finish –> Lord of the Afterlife: Wait for Judgement Tether’s stun to proc and then instantly hit them with Lord of the Afterlife for a free hit of your ult. Great combo to use while laning, less for teamfights unless they group up.
Items:
Itemisation on Osiris is complex. He’s got a very odd structure to his item builds and his items are incredibly situational.
Death’s Toll: A must have on Osiris, due to his AoE autoattacks he heals a large amount, as death’s toll procs on all of them. Hitting 3 enemies with a full 4 auto attack chain will heal Osiris for 40HP (5+5+15+15). Which is double the amount a standard 4 auto attack chain will heal any god without a cleave. It also only takes the time of 3 auto attacks due to his .5 attacks. The same effect applies to the mana regeneration.
HOG2: Osiris requires Hand of the Gods 2 in order to operate, he needs to have a safe clear, and reducing the time from 90s to 60s is a major buff to his lane clear.
2 Healing potions: Further sustain in lane as you’ll be securing mana buff anyway.
Always get a Warrior Tabi.
Warrior Tabi gives you much needed stats that Osiris benefits from greatly. Physical power and penetration will allow you to hit harder with your autos and all your damaging skills, while the movement speed will allow you to chase the enemy with your auto attacks
General rule of thumb here is to get a hybrid item; an item that deals damage but also allows you to tank the enemy solo laner sufficiently to output your sustained DPS.
Vs a physical solo laner, go with Witchblade. This item is perfect for Osiris vs a physical damage dealer, the physical protection heavily bolsters your duelling power, and as its flat phys P with no health it also bolsters your HP gained from Death’s toll and healing potions much better than a composite defensive item would. The attackspeed slow helps greatly too, especially against the Assassins like Bakasura (Whose true damage would cause a problem otherwise) and Loki.
Vs a mage or Guardian go Stone of Gaia. Stone of Gaia gives you insane sustenance in lane, especially with Death’s Toll. Regenerating a total of 24% of your health per minute is massive and can make you an immovable object in lane. Laning against a mage is hard, and acquiring this item will make it a lot easier.
A riskier option here is Ancile. I wouldn’t recommend it, but if you are ahead and confident in staying ahead then feel free to.
After your first defensive item, get the baby, the one and only Qin’s Sais. It’s such a good item on Osiris, providing him with physical power and damage. Not a lot for a 3050 cost item, but the passive is what makes the item whole, every auto attack Osiris successfully hits on an enemy god will deal an additional 5% of the targets maximum health as physical damage. Against a god with 2000HP this will allow each auto attack to deal 100 extra damage regardless of your position in the swing time. This equates to the equivalent of 133 extra physical power for auto attacks if you get a full 4 hit swing off.
With your core items now up you should be dealing decent damage but also being able to tank a moderate amount. Your next item choice depends on whether you are ahead and if your team needs a tank.
If you’re ahead and confident in snowballing/ duelling then go Asi. Asi is a quintessential item for Osiris, giving a large amount of attack speed and lifesteal, with a fair amount of penetration on top. The lifesteal of course procs on his cleave attacks, and the passive (increased lifesteal for a short period when dropping under a certain amount of health) is a great passive to have. Especially if you manage to hit a fair few cleave attacks in that time.
If you’re not ahead and/or your team desperately needs a tank then get Hide of The Urchin. Yes, you’re getting a stacking item later into the game, but the pure amount of defences and health it gives makes it one of the best items in the game. Going up to 65 of each defensive stat, with health to boot makes it hard to reject this item at any stage of the game. A must have for all warriors.
After picking one of these 2, acquire the other one. The only thing that deviates is your order.
You now have 5 items. If the enemy team has a large amount of physical damage, and you were against a Mage/Guardian at the beginning then go Witchblade. If the enemy team has a large amount of magical damage, and you were against a Warrior/Assassin at the beginning then go Stone of Gaia.
In any other scenario I would suggest you finish off your build with a Magi’s blessing, a Runeforged Hammer or a Bulwark of Hope, depending on whether you need CC immunity, Physical defence or Magical defence.
Actives:
Only a small note on actives as actives for Osiris are generally very simple, pick up purification beads after your HoG2, as sprint is not needed due to his in built fatalis. Taking Fist of the Gods (FoG) will benefit you greatly with more CC, giving you a 2.4 second stun if combo'd with Judgement Tether. Try and delay buying Fist of the Gods untill teamfights begin or if you need the stun in lane as its cooldown is higher than HoG2