Verdant Oracle - Smite is one of the classes available in Blue Protocol: Star Resonance. They fulfill the Support role while wielding a Nature Ring as their weapon of choice. Find their best build and how to play them properly in our guide. Difficulty:
Verdant Oracle has also access to a second spec - Lifebind - and if you're looking for a guide to that spec, check here.
Last guide update
04.10.2025
Overview
Best Skills
Talents
Gear
Rotation & How to Play
Spec Overview
Smite’s strength is the ability to output damage, healing, and shielding all at the same time, thanks to a portion of all damage it deals being converted into healing. With that said, Smite’s healing isn’t at a level where it can comfortably serve as the sole healer of the group in more difficult endgame content compared to the other three sustain specs.
While healing output is on the lower side, Smite is the sustain with the strongest team-wide shielding and cleansing abilities - something which is incredibly valuable when other healers are there to make up for your lower output. Smite’s gameplay revolves around maximizing damage by generating and spending its unique seed resource on its main ability, Infusion - a channeled seed machine gun. While Smite is challenging to play in small groups, it definitely has a strong position in larger ones.
Pros
- Powerful in a large group with other healers.
- Can deal damage while healing.
- Good shielding and mitigation.
Cons
- Struggles to keep up with healing output as a solo sustain in ultra late game.
- Long cast/channel times.
- Must be able to hit to heal effectively, making some encounters awkward.
Best Skills
Basic ATK
Skill
Ultimate
Slot 1 - Mandatory
Slot 2 - Mandatory
Slot 3 - Mandatory
Slot 4 - Mandatory

Energy - This resource is consumed to cast Wild Bloom and some of our Expertise skills. It regenerates at a rate of 4 points every second, and thanks to a talent in the base tree, the recovery scales with haste.

Regen Bud - Regen buds are our other resource, which can be consumed by our Ultimate and Expertise skills to create Seeds that either release a strong heal or deal AoE damage, depending on the ability used. Triggering the Seeds with a heal launches the healing Seed, while triggering them with a damaging ability launches the damage one. 8 buds can be stored with our baseline talents unlocked. Buds are generated via abilities thanks to our talents, the most basic of which allows us to gain 1 bud every time we use our Special, Wild Bloom.
Symbiotic Mark - While this is not technically a resource, it's our spec's main mechanic. After activating Smite Spec Wild Bloom, Regen Pulse, and Nature Ward, all apply Symbiotic Mark to nearby allies on use. Symbiotic Mark lasts for 10s and causes the holder to be healed for 45% of the DMG we deal.

Seed Trigger Counter - Tracks how many Seeds we’ve used from Regen Buds. At 10 points, the stacks are removed, and an enhanced version of
Fixed Skills
- - Verdant Oracle’s basic attack provides healing when not attacking enemies, and deals damage in addition to healing when attacking enemies. It is mainly used during rotational downtime or to heal when bosses aren’t targettable. Has a small chance to grant Regen Buds on hit thanks to one of our talents.Vines’ Embrace
- - Consumes 20 Energy and deals damage while healing nearby allies. It is one of the few easy ways to apply Symbiotic Marks to allies and serves as our primary Regen Bud generator. It also has incredible synergy with a number of our endgame talents.Wild Bloom
- - Creates a barrier that inflicts damage to the enemies and heals the allies that are inside the barrier. It also provides the caster and up to 10 allies within a radius 25% damage reduction. It can be used as soon as available or saved as more of a defensive cooldown to mitigate threatening abilities.Divine Circle Bloom
Mandatory Skills
- - Summons a Seed that does damage in a small AoE and reduces the movement speed of enemies hit, while restoring 30 energy. Has 2 charges and a 15s cooldown and has many incredible synergies with our talents. This is our primary source of energy regeneration; we’ll always want at least one charge on cooldown with the remaining one held in reserve for when energy is low.Feral Seed
- Begin channeling a Seed machine gun that launches a multitude of bullets at the enemy. This is our highest damaging ability and therefore one of our best burst heals. Most of our most important talents require the usage of this ability and provide powerful effects based on the number of bullet hitsInfusion
- - Initiates a lengthy cast that, once complete, emits a green pulse that heals allies and cleanses them. Can be upgraded with talents to deal damage, emit multiple pulses, and even have those pulses return to deal their damage, healing, and cleansing again. Becomes enhanced after using Infusion, making it an ability we ideally want to combo with it. An incredibly useful tool when AoE healing is needed. Also applies Symbiotic Mark.Regen Pulse
- - Quickly provides a shield to up to 10 allies, scaling off of our magic attack for 10s. Gains an additional charge (up to 2) with talents and is an outstanding damage prevention tool. Gains plenty of new functionality with our talents and also applies Symbiotic Mark on use.Nature Ward
Skill Priority
>Regen Pulse>Infusion=Wild Bloom=Feral Seed>Nature Ward>Divine Circle BloomVines’ Embrace
Advance
Talents
Important!
Embedded is our recommended core max-level Smite talent tree containing all the specs' top talents.
Gameplay Altering Talents:
Below is an outline of all the gameplay-altering effects you need to be aware of in the Smite spec.
Verdant Oracle Tree
- Inspiration, Defensive Blessing - Grants yourself and allies the Inspiration buff, which increases all main stats by 50 and 200 Armor. A powerful party/raid buff.
Smite Tree
- Smite Spec - Grants us the ability to apply Symbiotic Mark with ,Wild BloomandRegen Pulse. Also increases our Lucky Strike final DMG by 50% and allows our basic attack to still deliver minor healing when enemies are not around.Nature Ward
- Luck Damage - Lucky Strike DMG Multiplier +5% and every 1% Luck grants 1% Lucky Strike Multiplier. This node, in combination with our increase to Lucky Strike final damage from the Smite Spec, is what makes Luck our best scaling stat.
- Thorns and Wide Area Thorns - Afflicts enemies hit by our Wild Seed with thorns, causing them to take damage over time and receive additional Forest Damage. Thorns synergizes with our later talent options, deals some solid damage, and also contributes a little to healing.
- Shelter - Within 5s after casting , this talent causes our next Nature Shield created viaInfusionorNature Wardto be doubled. Ensure you use at least one of these abilities following infusion.Wild Bloom
- Final Bloomwheel - When triggers a Lucky Strike, it reduces the cooldown ofWild Bloomby 3s. This provides higher uptime onInfusion, which is our highest damaging ability and therefore also our biggest burst heal.Infusion
- Stag Charge - After triggering 10 total Nourishing Seeds or Wild Seeds (spending 20 Regen Buds), evolves into Stag Charge, which generates 3 Buds instead of 1 and heals allies it crosses paths with. A great boost to our resource generation.Wild Bloom
- Double Infusion - After casting Stag Charge, the number of channels for +100%. This gives us Enhanced Infusion, which keeps the channel time ofInfusionthe same, but doubles the hit count.Infusion
- Pulse Duality, Pulse Retrospect and Pulse Breath - These talents enhance to pulse twice when hard cast, have the pulse return to you, and cause a pulse to occur whenRegen Pulseor Ultimate comes back off of cooldown.Nature Ward
Recommended Smite Build
If you want to create your own Talent tree, check our tool:
Gear
Important!
All gear & talent related info is based on extensive in-game testing, parsing, theory crafting and simulations. If you want to learn more about how damage works to understand our decisions, check out our Damage Formula Guide.
Main Stats
- Luck - Is our core stat and one we want to maximize before anything else, as our Lucky Strike Dmg Multiplier gains a 1.5 times increase in scaling from our talents. We recommend aiming for 1910 - 2400 points to achieve roughly 40% Luck Chance. Any points above this can be invested in other stats to avoid diminishing returns.
- Crit Rate - Doesn’t have any direct synergy with any of our talents or abilities, but as both our damage and direct healing can Crit, it makes this a strong stat for us to have. When not investing in Luck, Crit Rate is a solid option alongside versatility, but it usually wins out over it.
- Mastery - Mastery increases our Forest Damage by 0.7% and Shield Strength by 0.3%. This contributes to our conversion of damage dealt to healing and provides additional potency for our shields. Also, thanks to the Breath of Symbiosis talent, we’ll also gain an additional 1% damage to healing conversion every 5% mastery we have.
- Versatility - Due to our ability to do damage, shielding, and healing, Versatility has good value for Smite. It provides a multiplicative gain of 0.35% per 1% Versatility for the aspects mentioned. Investing ~ 600 points towards this stat will yield the best result, albeit a slight one.
- Haste - Haste can help in reducing the cast times for Regen Pulse and Infusion. Having a small amount is recommended just to accommodate these skills, but stacking it is not preferable when we can get Cast Speed from other sources.
Bonus Stats
In gear slots you’re not using Set Gear in and which aren’t taken up by your class's signature Class weapon (if you have it), prioritize the following Purple Stats:
Helmet, Armour, Gloves, Boots
Intelligence%
Weapons & Accessories
MATK% = Cast SPD% > Ranged DMG% = DMG% vs. Bosses
Set Gear
Smite’s 2P and 4P set bonuses are both definitely worth equipping as soon as you’re able to complete Raids and are better than Purple Bonuses. Here is what they do:
2-piece SET
Increase healing from Symbiotic Mark conversion by 4%.
4-Piece SET
Casting
Class weapon
Our Class weapon is also definitely worth using over a Legendary weapon with a purple line. Instead of a purple line, it grants:
- 8% Ranged DMG%.
- Increased recommended main and sub stats.
Here are the best modules for Verdant Oracle - Smite - listed in priority order:
- - A good module for additional Magic Attack, INT, and bonus damage, things we can always use. Despite being a DPS module node, this is one of our best options until extreme modules come out.Intellect Boost
- - Grants us some much-needed Crit Dmg% and Crit Healing% as well as some extra Forest DMG%. Since we can Crit, the abilities that get converted into our healing are a great option.Crit Focus
- - A great module for damage, since we are often fighting at least one Elite or higher-level enemy.Elite Strike
- - Provides us with 12% Cast Speed, allowing us to shave some time off of our Infusion channeling and Regen Pulse cast time.Cast Focus
- - It provides Luck DMG Multiplier, which is most of our damage; its value will diminish relative to the amount of Luck that we have, but it is still a good option.Luck Focus
Attention!
The best Smite Imagines are incredibly flexible with what’s best, depending on the content you’re running and the Imagines your other support party members are using. Below is a guideline of what we recommend for different goals. Also, Sustain and Support-based Imagines have some of the most unique effects in the game, often meaning they don’t have direct equivalents. Due to this, there is no exact F2P substitution; please refer to our purple Imagine listing for more information.
Note
The damage from Imagines and their passives works with Symbiotic Mark, allowing them to boost our healing and damage at the same time.
Premium Offensive
Premium Defensive
Top Gold Imagines - Universal
- - Tina is the best supportive Imagine in the game and is usually expected to be run by sustains. Tina grants the party a 50% cooldown reduction for 20 seconds. This allows us and our party to regain their cooldowns more quickly, improving survivability, healing, and most importantly, group damage significantly.Tina
- Once a party member is affected by this effect, they can’t be affected again for 60 seconds.
Top Gold Imagines - Offensive
- - Brigand Leader increases your and your team’s Attack %, allowing for more damage. It also scales very well with Luck, which we stack a lot of. Every Lucky hit will now apply a DoT, with the catch being that DoT will immediately tick every Luck application, allowing it to serve as an on-hit effect as well. Time using the active of this Imagine to maximize your party's damage.Brigand Leader
- The ATK buff is unique and cannot be stacked, meaning in high party count content, you may want to use a variety of support Imagines.
- - Storm Goblin King provides Luck and Luck Damage, temporarily enhancing our damage potential during a burst window. His active skill deals a large amount of AoE damage, allowing us another burst heal option. While very strong in AoE, Storm Goblin King's damage output suffers tremendously against a single target. A good boost to our damage and therefore healing, but lacks the buffing capabilities of other options.Storm Goblin King
- - This Imagine pulses damage in a large area, applying up to an 8% generic damage taken debuff on enemies hit for the whole party. This debuff isn’t that strong as it only lasts 8 seconds, and stacks additively with all other sources of non-elemental DMG%, resulting in it usually being heavily diluted. Mostly useful in 20-man content; otherwise, Brigand Leader will perform better.Venobzzar Incubator
Top Gold Imagines - Defensive
- - When cast, summons Airona who performs a short prayer before reviving up to 4 downed teammates. Airona is powerful in standard play to resurrect teammates and can be used as a part of resurrection cheese strategies as well. While very useful, this Imagine is frequently run on tanks, meaning you won't always need to run it unless you’re running strategies that require 2 or more Airona.Airona
- Allies resurrected by Airona can’t be resurrected again for 60 seconds.
- - Provides us with a boost to our Shield Strength and an HP scaling shield for the whole party. An effective additional defensive cooldown for ourselves and the group, while also adding in a bit of extra damage as well.Golden Juggernaut
- The additional hit granted to allies can Crit and Lucky Hit, has a 0.5 second cooldown, and is unique, meaning only one of these buffs can be held at a time
Top Purple Imagines
- - This skill grants a passive 15% Magic ATK as long as you are consistently landing attacks. Upon activation, the stacks double, providing a tremendous 30% MATK buff that greatly amplifies all of our damage and healing. The only downside is that the buff will fall off when there is no target. Great for raw output, but no special effects put it behind high-utility options.Muku Scout [A5]
- - A far more accessible alternative to Storm Goblin King that brings similar benefits thanks to his AoE-based Lucky Hit activation and boost to Lucky Hit Dmg Multiplier% and increased Luck Rate.Lizardman Hunter [A5]
- - Providing passive 10% Intellect and 20% upon activation. It is an overall very solid and powerful option for boosting our raw damage and healing output. A suitable alternative to Muku Scout without the need to consistently keep the buff active by attacking.Inferno Goblin Mage [A5]
Culinary
- Seabreeze Special - Provides Magic ATK and Elite/Boss DMG%, making us do more damage, which will contribute towards our healing conversion for more healing.
- Bearcut Patty / Hearty Stewmix - The most Magic ATK we can get, empowering both the damage and the healing we can do.
Alchemy
- Forest Serum - The best and only choice for our Alchemy consumable when aiming for maximum damage and healing.
- Diamond - Intellect (Luck) - Use to balance Luck % if you are missing the amount needed or for reaching higher values.
- Ruby - Intelligence (Crit) - A solid option after Luck begins hitting diminishing returns.
Rotation & How to Play
This skill order maximizes damage and healing, while keeping Nature’s Ward and our ultimate on reserve to provide shields and damage reduction as needed.
We begin by putting our bigger skills on cooldown first.
- to begin with a shieldNature Ward
- to proc Symbiotic markWild Bloom
- for a big burst healInfusion
- because it is enhanced after usingRegen PulseInfusion
- if energy is less than 50Feral Seed
- until Stag Proc and then use StagWild Bloom
- Enhanced Infusion
- because it is enhanced againRegen Pulse
This will loop back around when
As we are using our skills, there are various interactions that will reduce the cooldowns of other skills.
- When lucky strikes, it reduces the cooldown ofWild Bloomby 3sInfusion
- ,Infusion, andFeral Seedhave a 30% chance to reduce the cooldown of our ultimateWild Bloom
- reduces the CD ofRegen Pulseby 2sNature Ward
- Gaining Regen Buds reduces the CD of Feral Seed
- Stag occurs when we have triggered 10 total Regen Buds into Seeds
Can Smite be played on auto?
This class will keep you alive on content that you overgear, or in situations where you don’t need to pay too much attention to other players’ HP. The autoplay AI tends to use all of your skills off cooldown, so it will often burn both Nature Ward charges. Another flaw in the logic is that it will never cast Regen Pulse, which would make us lose out on a good portion of our damage.
If you are aiming to utilize this class on semi-auto, then just having Basic Attack, Wild Bloom, Feral Seed, and Infusion active will suffice. This allows you to still cast Regen Pulse when you have the energy to do so, and to shield your team manually to ensure it is at a more opportune time.