SMITEFire is the place to find the perfect build guide to take your game to the next level. ROLE QUEST: JUNGLE Kill or Assist Jungle Monsters or Enemy Gods to gain stacks. As the cloud of war blackens the world, and fear grips the people, Tyr is stooped by the weight of expectation. {{selectedBuilds[buildIndex].god.pantheon}}, ${{cost.cost(selectedBuilds[buildIndex])}}, {{power.maximumPower(selectedBuilds[buildIndex])}}, {{lifesteal.maximumLifesteal(selectedBuilds[buildIndex])}}, {{penetration.maximumPenetration(selectedBuilds[buildIndex])}}, {{criticalStrike.maximumCriticalStrikeChance}}, {{protections.maximumPhysicalProtection}}, {{selectedBuilds[buildIndex].god.passive.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.passive)}}, {{selectedBuilds[buildIndex].god.passive.ticks}}, {{selectedBuilds[buildIndex].god.abilityOne.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityOne.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityOne)}}, {{selectedBuilds[buildIndex].god.abilityTwo.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityTwo.ticks}}, {{selectedBuilds[buildIndex].god.abilityTwo.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityTwo)}}, {{selectedBuilds[buildIndex].god.abilityThree.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityThree.ticks}}, {{selectedBuilds[buildIndex].god.abilityThree.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityThree)}}, {{selectedBuilds[buildIndex].god.abilityFour.name}}, {{abilityService.abilityDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, then {{abilityService.abilitySecondaryDamage(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilityDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{abilityService.abilitySecondaryDamagePerTick(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.ticks}}, {{selectedBuilds[buildIndex].god.abilityFour.secondaryDamage.ticks}}, {{abilityService.abilityCooldown(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}s, {{abilityService.abilityCost(selectedBuilds[buildIndex], selectedBuilds[buildIndex].god.abilityFour)}}, {{selectedBuilds[buildIndex].god.abilityFour.toggleStats.label}}, {{stats.calculateBasicAttackDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKill(build, enemyBuild)}}s), {{stats.calculateCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillCriticalStrike(build, enemyBuild)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(build, enemyBuild)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(build, enemyBuild)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(build, enemyBuild)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(build, enemyBuild)}}s), {{abilityService.abilityDamage(build, build.god.passive, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.passive, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.passive, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityOne, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityOne, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityOne, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityTwo, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityTwo, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityTwo, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityThree, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityThree, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityThree, enemyBuild)}}, {{abilityService.abilityDamage(build, build.god.abilityFour, enemyBuild)}}, , {{abilityService.abilityDamagePerTick(build, build.god.abilityFour, enemyBuild)}} per tick, then {{abilityService.abilitySecondaryDamage(build, build.god.abilityFour, enemyBuild)}}, {{stats.calculateBasicAttackDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKill(enemyBuild, build)}}s), {{stats.calculateCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillCriticalStrike(enemyBuild, build)}}s), {{stats.calculateBasicAttackAndCriticalStrikeDamage(enemyBuild, build)}}, ({{stats.calculateBasicAttackAndCriticalStrikeDamagePerSecond(enemyBuild, build)}} DPS), ({{stats.calculateBasicAttackAndCriticalStrikeShotsToKill(enemyBuild, build)}} SK in {{stats.calculateTimeToKillBasicAttackAndCriticalStrike(enemyBuild, build)}}s), {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.passive, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.passive, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.passive, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityOne, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityOne, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityTwo, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityTwo, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityThree, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityThree, build)}}, {{abilityService.abilityDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, , {{abilityService.abilityDamagePerTick(enemyBuild, enemyBuild.god.abilityFour, build)}} per tick, then {{abilityService.abilitySecondaryDamage(enemyBuild, enemyBuild.god.abilityFour, build)}}, {{basicAttack.basicAttack(selectedBuilds[buildIndex])}}, {{power.physicalPower(selectedBuilds[buildIndex])}}, {{power.magicalPower(selectedBuilds[buildIndex])}}, {{protections.physicalProtection(selectedBuilds[buildIndex])}}, {{protections.magicalProtection(selectedBuilds[buildIndex])}}, {{movement.movementSpeed(selectedBuilds[buildIndex])}}, {{attackSpeed.attackSpeed(selectedBuilds[buildIndex])}}.

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