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Amaterasu Solo

5 0 8,291
8.3
by BrutalBelly updated January 8, 2024

Smite God: Amaterasu

Build Guide Discussion 0 More Guides
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Amaterasu Build

Start Physical

Notes Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Notes

Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Build Item Death's Toll Death's Toll
Build Item Round Shield Round Shield
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
Build Item Golden Gooseberries Golden Gooseberries
Build Item Wing Shard Wing Shard

Start Magical

Notes Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Notes

Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Build Item Death's Toll Death's Toll
Build Item Enchanted Kusari Enchanted Kusari
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
Build Item Golden Gooseberries Golden Gooseberries
Build Item Wing Shard Wing Shard

Physical

Notes Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Notes

Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Build Item Death's Embrace Death's Embrace
Build Item Berserker's Shield Berserker's Shield
Build Item Vital Amplifier Vital Amplifier
Build Item Shogun's Kusari Shogun's Kusari
Build Item Spirit Robe Spirit Robe
Build Item Mantle of Discord Mantle of Discord

Magical

Notes Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Notes

Some people start Vital Amplifier. Allows Amaterasu to do more damage, but also makes her squishier.

Build Item Death's Embrace Death's Embrace
Build Item Shogun's Kusari Shogun's Kusari
Build Item Vital Amplifier Vital Amplifier
Build Item Berserker's Shield Berserker's Shield
Build Item Spirit Robe Spirit Robe
Build Item Mantle of Discord Mantle of Discord

Relics

Notes I like Heroic Teleport from behind. Persistent Teleport is very useful when your team is consistently getting kills.

I always get Beads on Amaterasu as itemization right now has her being a little more on the squishy side.

Notes

I like Heroic Teleport from behind. Persistent Teleport is very useful when your team is consistently getting kills.

I always get Beads on Amaterasu as itemization right now has her being a little more on the squishy side.

Build Item Heroic Teleport Heroic Teleport
Build Item Persistent Teleport Persistent Teleport
Build Item Temporal Beads Temporal Beads

Alternative Items

Notes Spectral Armor can be swapped in for extra defense if the hunters are critting too much.

I like for versing physical's choosing Oni Hunter's Garb. With Amaterasu's full build and stim you still get near max attack speed. It also helps make her tankier since she is pretty squishy.

Shogun's Kusari can be argued as better for your team since it gives everyone 30% attack speed in an aura, and Amaterasu is a team fight god.

Notes

Spectral Armor can be swapped in for extra defense if the hunters are critting too much.

I like for versing physical's choosing Oni Hunter's Garb. With Amaterasu's full build and stim you still get near max attack speed. It also helps make her tankier since she is pretty squishy.

Shogun's Kusari can be argued as better for your team since it gives everyone 30% attack speed in an aura, and Amaterasu is a team fight god.

Build Item Spectral Armor Spectral Armor
Build Item Oni Hunter's Garb Oni Hunter's Garb
Build Item Qin's Sais Qin's Sais

Amaterasu's Skill Order

Divine Presence

1 X Y
Divine Presence
3 8 10 11 12

Heavenly Reflection

2 A B
Heavenly Reflection
1 4 6 7 9

Glorious Charge

3 B A
Glorious Charge
2 15 16 18 19

Dazzling Offensive

4 Y X
Dazzling Offensive
5 13 14 17 20
Divine Presence
3 8 10 11 12

Divine Presence

1 X
Amaterasu harnesses the power of her jewel, gaining Attack Speed and healing herself every second for 4s. She also creates a persistent aura that buffs nearby allied gods. Every time this ability is activated the aura switches between Valor and Benevolence.

Ability Type: Buff
Heal Per Tick: 10 / 18 / 26 / 34 / 42
Attack Speed: 15 / 17.5 / 20 / 22.5 / 25%
Benevolence Aura: 9 / 12 / 15 / 18 / 21% Move Speed
Valor Aura: 14 / 18 / 22 / 26 / 30 Bonus Power
Radius: 30
Cost: 50 / 55 / 60 / 65 / 70
Cooldown: 9s
Heavenly Reflection
1 4 6 7 9

Heavenly Reflection

2 A
Amaterasu charges her mirror for 5s. While the mirror is charging she takes decreased damage. By activating the ability again or at the end of the 5s she will fire her mirror straight ahead, dealing damage. The mirror can be charged by successfully attacking enemies or from taking damage, and will deal up to double the base damage when fully charged.

Ability Type: Line, Buff, Damage
Damage Mitigation: 7 / 9 / 11 / 13 / 15%
Mirror Damage: 70 / 105 / 140 / 175 / 210 (+60% of your Physical Power)
Full Charge Damage: 140 / 210 / 280 / 350 / 420 (+60% of your Physical Power)
Range: 55
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Glorious Charge
2 15 16 18 19

Glorious Charge

3 B
Amaterasu shines light off of her sacred blade, silencing all enemies in front of her. She then dashes forward while dealing damage, piercing through minions and stopping at the first god hit.

Ability Type: Dash, Silence, Damage
Silence Duration: 1s
Dash Damage: 80 / 135 / 190 / 245 / 300 (+60% of your Physical Power)
Range: 55
Cost: 70 / 75 / 80 / 85 / 90
Cooldown: 15s
Dazzling Offensive
5 13 14 17 20

Dazzling Offensive

4 Y
Amaterasu focuses the power of the heavens into an impressive 3 strike combination attack. The 2nd hit will do 20% more base damage and slow enemies. The 3rd hit will do 40% more base damage and stun enemies. She must hit an enemy with the 1st hit to receive the increased damage and CC on the 2nd hit. The same rule applies to the 2nd and 3rd hits.

Ability Type: Cone, Stun, Damage
Damage (per Strike): 80 / 125 / 170 / 215 / 260 (+50% of your Physical Power)
Slow Duration: 2s
Stun Duration: 2s
Range: 35
Cost: 100
Cooldown: 95 / 90 / 85 / 80 / 75s

Introduction

Hello, I am BrutalBelly! I've been playing Smite for a few years now and am a Warrior enthusiast. I've been Masters in Duel and Conquest over this time as well. Even hitting GM in both, Duel Season 8 and Conquest current season. Over this time we've seen shifts to items and core builds. I saw a lot of the current builds being presented and wanted to show what I've been running in my games.

Amaterasu's Abilities

Amaterasu's Abilities


Passive - Illuminating Strike
Always get 3 successive hits or more to activate. This really helps shred objectives.


Ability 1 - Divine Presence
Use movement for helping your team catch up, power for in combination with objectives.

Be aware of your surroundings when you are low. This is a heal, but sometimes it is better to just stay in Benevolence aura (movement speed) so that you can escape.


Ability 2 - Heavenly Reflection
Your main wave clear, combine with your passive to effectively clear wave.

This is your big confirm. This will help you confirm buffs against the opposition (silver/blue).



Ability 3 - Glorious Charge
This is a silence but be careful of aggressive dashing.

Make sure you are fully clear of the enemy if you are trying to run away with this as you can be corner blocked.




Ultimate - Dazzling Offensive
This is a great way to burn beads/set up your team.

You must hit successive hits for the stun.

You can have your 2 activated while using this to confirm a free burst of damage when using the ult.

How to play: Early Game

How To Play: Early Game
  • The solo lane start: You go to blue buff, dragging to the xp camp where your mid laner will pull speed camp. When you get the best angle on all the camps, use your 2 to aid in clearing. You also want to hit 3 autos on one of the camps first as this puts your passive on it (Increases damage in an aura).

  • Your mid laner will be assisting you in killing all these camps, try not to absorb too much damage that you are instantly killable in lane, but don't let your mid laner take that much damage as well (I usually pop my first health potion here). Don't forget to grab the blue buff, you don't want speed as you will run out of mana.

  • In lane you have 3 main objectives: Clearing wave as safely as possible is always #1 priority. The next two are important, but not as important as getting wave. I put getting totem over cooldown camp (early) because the mp5 given from totem globally has more impact than just getting a cooldown advantage/slight gold and xp lead.

    Yellow circle is you; blue circle is your mid laner.

How to play: Mid Game

How To Play: Mid Game
  • This is realistically where you will be the most successful. Due to the nature of solo, you actually at this point should have a 1 ish level lead over everyone else on the map. If you can make it to the first beacon fight of 12 minutes, I would highly encourage you to do so. The solo laner rotating to this fight while the other stays in lane can lead to not only beacon, but also potentially kills and a gold fury.

  • Around this time, most gods should have 2+ items completed. Your two items and higher base damage should help significantly chunk the opposition. You should be able to severely threaten the backline at this stage.

  • With most hybrid items either being completely stripped of power or removed, warriors are left to rely on higher base dmg, and team play to get them through.

  • Amaterasu is a solo laner who should stay on objective as she helps shred it with her passive and power aura.

How to play: Early Late Game

How To Play: Early Late Game
  • This is realistically where the damage classes take over. 4-5 item hunters, assassins and mages will start hitting you very hard, very quickly. This is where it becomes imperative to play with your team.

  • Depending on how the game has been going at this point you have two options of playstyle, you can try to dive with your jungle to disrupt the back line. If you can take out their backline with your jungle or even just get one it makes the game harder for them.

  • Your damage at this point is much smaller than what the enemy can output, you are mostly hoping your jungle takes care of his target/burns your target with you. 1v1s at this point typically go towards the carry if that is who is burning you, you still have decent fight into mages at this point.

  • Without an ADC, taking objectives and structures becomes more troublesome. Without a Mage, securing objectives is much more difficult.

  • The other playstyle is more of a support role towards your damage dealers, trying to set up stuns so they can get their combos off, using your 1's aura to increase their damage/movement speed for chasing, forcing relics on carries, attempting to peel for them if they get in trouble and the support can't get to them, etc.

  • Amaterasu is very good at aiding her team in burning objectives. Her passive on it plus power aura really allows for great shred.

  • Objectives are the priority at this point. At least one Pyromancer should have been completed by now (save the bombs for birds if possible), another Gold Fury as well and right around 23ish minutes the Titans will be preparing to meet in lane. Titan surge is typically what forces the first fire giant fight, especially if it is on the other side of the map (duo lane).

  • This Fire Giant is usually what helps wipe away most structures and helps expand a gold lead. If done right this can be game over, so be wary of that.

How to play: Late Game

How To Play: Late Game
  • Your goal right now is to play as a team, there is no more solo play. Getting picked can and will cost your team the game at this time.

  • By now, most structures are gone around the map. The only thing left really is finding the game ending window. I have seen games end because players get caught at Gold Fury, so try to not let that be your team.

  • Most games typically end by getting a pick around Fire Giant, getting Enhanced Fire Giant (Fire Giant evolves after 30 minutes). Taking as many birds as possible, then killing Titan as fast as possible. Sometimes games can be ended with as little as 1 bird down, most of the time the safest option is to take 2/3 birds and pinch in with enhanced minions pushing.

  • If you are losing at this point, your whole game plan is keeping them away from your Titan and trying to stall. Sometimes killing 1 when they have Enhanced Fire Giant is enough to stall a push for at least a minute plus (as long as you are all healthy).

  • When they siege you have your fountain to run back and forth to if you need healing, they are typically only being healed from EFG passive and whatever HP5/life steal they have. Waiting out a siege and letting them come to you does give you a chance to come up with a plan. Another thing I like to do is if their mage is consistently clearing wave with their main damage you can communicate it to your team to exploit and try a fight off that.

  • Remember though, if they do have EFG they are in a much better position to kill you, so be careful of any engagements you and your team takes.

  • The game is usually won before 2nd titan surge, but there is that as well to look out for in back and forth games/games where the siege defense is really strong. Pushing with the titan, EFG, and some enhanced minion waves should be game over in 99% of scenarios.

Ward Positions: Through The Game

Ward Positions Through the Game

As a solo laner you actually get the freedom to pick up the best mobility relic in the game. Teleport whether you upgrade it to Heroic Teleport or Persistent Teleport is up to you. This relic allows you to TP to any structure on your side or any ward placed by your team (When upgraded).

The first two wards you should prioritize are these. This mostly takes care of any jungles possible gank path to you. Be wary of gods that can jump over thick walls/globals like Thanatos or Thor. Be wary of gods who have invisibility that can activate it and get past your ward before it expires like Loki, Ao Kuang, The Morrigan.



As the game goes, where you ward may change depending on what your team already has vision on. The deeper wards help with zoning and collapsing on overstepping opponents while also allowing your team to prepare to secure the objective/get off it and fight (or run).



At the end game stage, just about every pathway should be warded, vision is what controls a lot of the game. Getting wards in the blind spots behind the gates can also help mages get a chunky opening shot that your jungle can collapse on.



Keep in mind, as a solo laner you can take a good chunk of damage and if you have Heroic Teleport / Persistent Teleport up + your team has wards out you can be right back within 10 seconds.

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