Starting the game as Agni your wave clear isn't great and you will often get out pushed. Your focus should be on playing as passive as possible until you hit lvl 5 and can use your ult to poke/clear wave.
Ideally you should farm until you have enough for full boots for your first back. That is the idea behind the 3 health pots and the 2 hybrid ones. If you are playing conquest instead, you should replace the two hybrid ones with mana pots as there won't be a mana buff for you early.
Mage's Blessing
+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana ROLE QUEST: MID Kill or Assist Lane Minions or Enemy gods to gain stacks. Lane Minions are worth 1 Stack and Enemy gods are worth 5 Stacks. At 75 Stacks Mage's Blessing Evolves, gaining 10% Cooldown Reduction.
Lost Artifact
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Healing Potion
This consumable heals 250 Health over 25 seconds.
Multi Potion
This consumable heals 125 Health and 75 Mana over 25 seconds.
Multi Potion
This consumable heals 125 Health and 75 Mana over 25 seconds.
-Can sub 2 hybrid pots for 2 mana pots if preferred or in conquest
In mid-game this is where Agni can shine and deal a ton of poke.
I prefer Shoes of the Magi over Shoes of the Focus because of the extra sustain from the lifesteal. CD works well on Agni but the extra power can really optimize his poking during mid game.
Charon's Coin is a very strong sustain item on Agni and that is why I like to build it early. In addition, there is more opportunity for it to be fully stacked earlier in the game. If the enemy team has a lacking front line going Chronos' Pendant can be a good choice as well for CD.
Divine is essentially a staple to most Agni builds as healing is very rampant in smite right now. If the enemy team lacks heals it is preferred to build Spear of Desolation instead. However, this doesn't happen that often.
Evolved Mage's Blessing
+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana +10% Cooldown Reduction ROLE QUEST: MID: COMPLETED!
Charon's Coin
PASSIVE - On god kill or assist a coin is flipped. If heads, you gain a stack of 7 HP5. If tails, you gain a stack of 2% Movement Speed. Each effect can stack up to 4 times and at 8 stacks this item evolves. You also gain 1 gold every time the coin is flipped.
Shoes of the Magi
S9 Divine Ruin
PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.
Evolved Mage's Blessing
+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana +10% Cooldown Reduction ROLE QUEST: MID: COMPLETED!
Chronos' Pendant
PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.
Shoes of the Magi
S9 Divine Ruin
PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.
Late game is also a strong point for Agni as he can make very good use out of both Soul Gem and Soul Reaver. Agni's passive can both proc a stack of Soul Gem and trigger the Soul Reaver passive. In addition, Soul Reaver triggers for each of Agni's ult giving him up to 7 times to trigger its passive on an enemy god where most other mages are limited to the standard 4 for each of their abilities. Together, these two items are utilized very well by Agni.
Evolved Mage's Blessing
+10 Bonus Ability Damage +10 Physical Power +30 Magical Power +2 MP5 Per 10% Missing Mana +10% Cooldown Reduction ROLE QUEST: MID: COMPLETED!
Evolved Charon's Coin
PASSIVE - On god kill or assist a coin is flipped. If heads, you gain 150 Health over 6 seconds. If tails, you gain 5% Movement Speed for 6 seconds. You also gain 1 gold every time the coin is flipped.
Shoes of the Magi
S9 Divine Ruin
PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.
Y10 Soul Gem
PASSIVE - On successful hit of an Ability you gain 1 stack. At 3 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 20% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 15 (+5 Per Level) and will consume the 3 stacks.
Soul Reaver
PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2250 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.
In end game the two items that should be looked at are Chronos' Pendant and Rod of Tahuti. Which order you build them is dependent on the front line presence of the other team most of the time. If there is an aggressive tanky front line you should build Rod of Tahuti first for that extra burst. If not, Chronos' Pendant should be build first to offset the lost CD from the blessing and to really supplement the final build. Last item after the Elixir of Speed should be the other.
Chronos' Pendant
PASSIVE - Every 10s the Pendant activates, subtracting 1s from all of your abilities currently on Cooldown. The initial countdown will not start until you leave the fountain.
Evolved Charon's Coin
PASSIVE - On god kill or assist a coin is flipped. If heads, you gain 150 Health over 6 seconds. If tails, you gain 5% Movement Speed for 6 seconds. You also gain 1 gold every time the coin is flipped.
Rod of Tahuti
PASSIVE - Basic Attacks and Abilities gain 15% additional Magical Power against targets below 60% Health.
S9 Divine Ruin
PASSIVE - Enemies hit by your abilities have 40% reduced healing for 5 seconds.
Y10 Soul Gem
PASSIVE - On successful hit of an Ability you gain 1 stack. At 3 Stacks your next Ability that damages an enemy God will deal bonus damage equal to 20% of your Magical power to each God hit, and will heal yourself and allies within 20 units for 15 (+5 Per Level) and will consume the 3 stacks.
Soul Reaver
PASSIVE - Your abilities deal an additional 1% of the target's maximum Health as Magical Damage. If the target has over 2250 Health, your ability bonus damage scales up. This effect reaches a maximum of 9% Maximum Health damage at 2750 Health. Subsequent hits on the same target do half the bonus damage for the next 3s.