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Chang'e - The Dancing Arena

15 4 100,261
by Jordenito updated June 28, 2014

Smite God: Chang'e

Build Guide Discussion 11 More Guides
Tap Mouse over an item or ability icon for detailed info

Chang'e Build

Standard Build

Build Item Shoes of Focus Shoes of Focus
Build Item Breastplate of Valor Breastplate of Valor
Build Item Spear of the Magus Spear of the Magus
Build Item Gem of Isolation Gem of Isolation
Build Item Rod of Asclepius Rod of Asclepius
Build Item Rod of Tahuti Rod of Tahuti

Core Items

Build Item Shoes of Focus Shoes of Focus
Build Item Spear of the Magus Spear of the Magus
Build Item Rod of Asclepius Rod of Asclepius
Build Item Rod of Tahuti Rod of Tahuti

CDR - Pick One

Build Item Breastplate of Valor Breastplate of Valor
Build Item Chronos' Pendant Chronos' Pendant

Situationals - Pick one

Build Item Gem of Isolation Gem of Isolation
Build Item Magi's Cloak Magi's Cloak
Build Item Divine Ruin Divine Ruin
Build Item Void Stone Void Stone

A Must

Build Item Heavenly Agility Heavenly Agility

Other Actives

Build Item Aegis Amulet (Old) Aegis Amulet (Old)
Build Item Combat Blink Combat Blink
Build Item Greater Purification Greater Purification

Starting Items

Build Item Magic Shoes Magic Shoes
Build Item Purification Beads (Old) Purification Beads (Old)
Build Item Healing Potion Healing Potion
Build Item Mana Potion Mana Potion

Chang'e's Skill Order

Crescent Moon Dance

1 X Y
Crescent Moon Dance
1 2 6 7 10

Moonlit Waltz

2 A B
Moonlit Waltz
4 15 16 18 19

Moonflower Dance

3 B A
Moonflower Dance
3 8 11 12 14

Waxing Moon

4 Y X
Waxing Moon
5 9 13 17 20
Crescent Moon Dance
1 2 6 7 10

Crescent Moon Dance

1 X
Chang'e flings a crescent moon that hits all units in its arc, dealing damage to all enemies in its path.

Ability Type: Cone, Damage
Damage: 80 / 115 / 150 / 185 / 220 (+55% of your Magical Power)
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 6s
Moonlit Waltz
4 15 16 18 19

Moonlit Waltz

2 A
Chang'e performs an evasive spin dance. She is immune to damage and Crowd Control during the action. For each tick of damage from an ability or Basic Attack that was avoided, Chang'e restores mana to herself and her allies.

Ability Type: Circle, Buff
Mana Restored: 20 / 30 / 40 / 50 / 60 per tick avoided
Cost: 60
Cooldown: 20 / 18.5 / 17 / 15.5 / 14s
Moonflower Dance
3 8 11 12 14

Moonflower Dance

3 B
Chang'e twirls, scattering flowers around her, healing herself and all nearby allies and damaging nearby enemies.

Ability Type: Circle, Heal, Damage
Heal: 40 / 80 / 120 / 160 / 200
Damage: 85 / 110 / 135 / 160 / 185 (+60% of your Magical Power)
Lifetime: 5s
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12s
Waxing Moon
5 9 13 17 20

Waxing Moon

4 Y
Chang'e's Waxing Moon dance is captivating, with this dance dealing damage and Stunning enemy gods in front of her. Each subsequent god that is Stunned is Stunned for longer than the previous one.

Ability Type: Line, Stun, Damage
Damage: 150 / 215 / 280 / 345 / 410 (+65% of your Magical Power)
Stun: 1s + 1s for each god already Stunned
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 100s

Introduction

Introduction






Hello There, I'm Jordenito


Hello there smitters, I'm Jordenito.
I've been playing SMITE ever since Chang'e was introduced. I like making guides and I consider myself an average player, though I think I am better at writing guides than playing.

I have several other guides, but they are all for Conquest. This is my first Arena guide. And it's for Chang'e. If you don' know the basics of Arena, please check out this General Arena Guide by TormentedTurnip


And This is Chang'e


Chang'e is an interesting god. Her kit is all about support and sustain. She is the master of sustained damage and healing, and I think we can all agree that she is the trolliest god in the game.

Although not popular in Conquest, due to her lack of impact on the game, in Arena, she shines. Her entire kit just fits perfectly to this game mode, and she is considered one of the best two Mages in Arena, and one of the best gods in Arena overall.

Note: I am not a native English speaker, so if you see some spelling/grammar mistakes, please try to understand, and I'll be more than happy if you correct me in the comment-section, although I would rather not see a comment all about my language. Also, if you didn't like the guide/parts of it, please leave a comment saying what and why.

Advantages / Drawbacks

Advantages


High Damage Output

High Sustain

High Mobility

Ridiculous Ultimate


_____________



_________
Drawbacks


Useless Passive

Low Burst

Team Reliant

Mana Hungry

IN SHORT
The Team Fight Chang'er

expansion

Skills

Skills



First, you need to know your dancing moves, their usage and how to combine them to perform the most amazing dance to conquer the Arena!



Overview

Jade Rabbit: This passive is semi useless. The rabbit looses his niche in Arena because of the frequent recalls to base. But, the second part of the movement speed increase is really helpful to escape from enemies, kite them and bait them - it allows you to dance in front of the enemies faces while being ridiculously fast.


Crescent Moon Dance: This is your main damage ability. You should never be afraid to use it because of its low cooldown. Use it to damage, clear minions, poke enemies, zone them out, apply on hit effects and trigger the speed from your passive.


Moonlit Waltz: Your "Oh ****!" ability. It is basically Aegis Pendant but with CC immunity. You can use it to completely deny the enemies' efforts to collapse on you and to waste their abilities so they won't use it on your allies.


Moonflower Dance: Great utility in one ability. You can heal with it yourself and your team mates, speed yourself up, damage enemies and apply on-hit effects and significantly reduce their healing. While it doesn't pack the insane heal of Hel has, its short cooldown and overall utility make up for that.


Waxing Moon: Jesus F Christ, this is one of the best ultimates for Arena. Because of the constant team fights that occur in Arena and the clustery nature of these fights, you can easily get 3 enemies within one ultimate. And those without beads, die.




Skill Sequence


1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20


Maxing Crescent Moon Dance first allows you to deal the sustained damage and clear minions. Next, focus on leveling your heal. The damage and sustain on it, while somewhat underwhelming alone, together form a very strong ability. Lastly, max your Moonlit Waltz. Because the duration of this skill doesn't scale, the only perk it gives you for leveling it up is the cooldown which scales. Of course, whenever possible, put a point in your ultimate.



Skill Combos



Regular Combo


explanation




Ultimate Combo


explanation





Tips & Tricks


  • I strongly recommend putting Moonlit Waltz on instant cast. You can do it in the skill section (pres 'k' to open it). Moonlit Waltz is your "Oh ****!" ability, and it's the one you need on the quickest alert. It will help you in getting out of sticky situations.

  • Make your passive for good use. No, I don't mean the rabbit, he is useless in Arena. I'm talking about the movement sped bonus. Since you don't get any backpedal penalty when casting your abilities, if someone is chasing you and you are running away, you can cast the ability and then immediately turn to hit them with it. I'm obviously talking about Crescent Moon Dance exclusively because Moonflower Dance is an AoE around you and Moonlit Waltz doesn't do damage or anything. So basically, you cast Crescent Moon Dance and then immediately turn to your enemy, hit them and turn back. It is especially useful if you have something like Gem of Isolation.

Stats

Stats



This will help you understand how to build the dancer in order to achieve maximum effectiveness. Here are the stats that are a must, that are profitable, and that are useless.




Core Stats


Cooldown Reduction: You want to have as many heals, evasions and ultimates as possible.


Power: Never underestimate the damage output of Chang'e, as its one of her strongest aspects.


Penetration: Without penetration your damage drops significantly and you just become a walking healer/debuffer.




Profitable Stats

Protections: If you can't keep yourself away from damage, a few protections will do the job. Protections are especially useful on a healer since you can heal health that is more "beefy".


Health: Although less effective than protections, because you heal "empty health" that is squishier, it still increases survivability.




Useless Stats

Lifesteal: You have enough sustain from your heal, and you get more survivability from health or protections.

Items

Items



And now, for items! Here are the armor and weapons that will help you to captivate your enemies and slay them while looking absolutely fabulous!



Starting Items


Magic Shoes: You want to get Shoes of Focus ASAP to get the CDR rolling.[/color]

Ative Item: This really depends. Usually, Purification Beads will do the job, but in some other situations, Aegis Amulet or Combat Blink will be better.

Potions: A few potions for the beginning of the match in case you get damage too much by the buff camps or get to much poke early on.




Purchase Order

1

2

3

4

5

6





magi's blessing



Core Items


Shoes of Focus: Has everything you need, really, except from penetration, but the CDR shoes best it.



Spear of the Magus: Because of Chang'e's short cooldowns, she can constantly apply the debuff, which also helps your team mates.


Rod of Asclepius: More health, mobility and power, on top of more healing. With this you are even more evasive and hard to kill.



Rod of Tahtui: Power, and some more power, and even more power, because power.


Cooldown Reduction

Breastplate of Valor: For when the enemy team has too much physical threats, this is your go-to item.


Chronos' Pendant: For when you don't fear the physical gods on the enemy team.




Situational Items

Gem of Isolation: My favorite item on Chang'e's, as her short cooldowns allow her to constantly slow the enemies.


Divine Ruin: When coupled with the healing debuff on Moonflower Dance, you can reduce someone's healing by 90%.


Void Stone: Good magical protection and the aura syncs with her Chang'e's playstyle.


magi's blessing

Magi's Blessing: For when you feel trolly enough to become "unlockdownable".

The Dancer's Play Style

Starting the Match




Start by going to the left buff camps. Get yourself the Blue Buff. Then head straight to the minion waves and start clearing it. Usually there'll be an enemy god at about the same time that you have arrived.

Be careful in the beginning of the match. If you are caught off guard, you can easily find yourself begin collapsed by the entire enemy team. If you are on your own, do not go further away.



The Dancer's Duties


eat minions

Minions: While Chang'e isn't exactly the Ao Kuang of clearing waves, she can still do it fairly effectively. You can clear all of the wave apart from the big minion within 5 seconds or less, depending on the phase of the game. And since there isn't much of a loss for clearing a little bit late in Arena than there is in Conquest, you should always try to help clearing the wave. Remember, minions are the key to winning Arena games. If your team doesn't have much push, than just take care of killing the minions. If your team is more of a kill team, just make sure that the minions don't reach your base.



Healer: True, you might not be Hel, but your heals still count. With the short cooldown and enough magical power, you can heal ~15% of your team mates' health every 6 seconds. That's meaningful. You might not thing that it's so significant, as in Arena the base is very close, but it is. You can keep your team in the action for longer, making them gain more gold and XP and help you farm the creeps, on top of having an important influence in actual fights.


Debuffer: Your are the master of on-hit effects and denying the enemy of their attempts to chase/heal someone. With items such as Gem of Isolation, Spear of the Magus and Divine Ruin, on top of having a built-in healing debuff - combined with your extremely short cooldowns, you can constantly keep your enemies slowed, unable to heal and more vulnerable to damage. ABC - Always Be Casting, always apply those annoying-*** on hit effects.


Initiator: Your mobility, safety, and overall style of kit allow you be a great initiator. And holy ****, the stun. Waxing Moon is so, so powerful in team fights it cannot even be explained in words. It's glorious. And with your other traits, such as debuffing - slowing and reducing the enemies' protections, you are more than a gifted initiator. And you also have the speed to avoid incoming attacks and the Oh! **** skill to deny, well, everything.


Damage: Foolish, imbecile, idiotic, narrow-sighted morons are those to underestimate the dancer's damage capabilities. You might not notice your damage, because it is so spread out. But you matter so much. I'll say this; you do not encourage short, burst match-ups fights. You'd want to have drawn-out engagements. That's when you matter the most and that's when you are the most effective. You can constantly deal damage to the enemy in small portions. And your damage also applies in quite a large area.




Team Fights


Generally speaking, the Bruisers and Guardians should be in the first line of defense. Not a single Mage. But you are different. Regardless of your team mates, if you are enough into the mid/late game, you can be the initiator. Sure, you are not as good as a blink Ymir, but you are basically invulnerable when you have all of your abilities on cooldown. And your cooldown are very short. You can easily go to the middle of the Arena, hit someone with your Regular Combo, and get out with no harm done. Further more, you can also preform the Super Combo and get out with almost no harm done.




Tips & Tricks


  • Before you use your ultimate, it is best that you ask your team mates if their ultimates are ready (just say VVVR and most of them will answer with either VVVR back or VVVD).

  • It is best that you don't use your ultimate to kill enemies if you know your team mates can kill them. Save it. But if you know they can't kill them, go ahead. You shouldn't be cheap on your ultimate. In a matter of fact, on none of your skills. You have low cooldowns, lots of CDR. You are meant to spam everything.

Healing Debuffs

Healing Debuffs




Brawler's Beat Stick: This is bought by physical gods. It reduces your healing by 40% for 8 seconds. That's a lot. It means that with full CDR, you don't even need to think twice before healing, even with this debuff on you, as your Moonflower Dance will be up in no time.


Divine Ruin: This is the Brawler's Beat Stick of Magical Gods. I find it more dangerous for you/effective than Brawler's Beat Stick is, just because Mages can constantly hit you from very far away, for example tornadoes which constantly apply this item. So, you must keep an eye out for enemies who have this item equipped, and know if your allies are affected by it or not.


Belch of the Gods: This is Bacchus' third ability. If you are hit by it when he's tipsy, which would most likely be if you happen to fight a smart Bacchus, than your healing will be reduced by 25% for the next 3 seconds. It isn't much of a problem, but it still makes a difference. If you can, try to heal when this effect has wore off. The debuff itself applies only when the belch ends, when he stuns you. So, what you can do is wait for him to belch and before it ends, use Moonlit Waltz to avoid both the stun and the debuff.


Weakening Curse: This is the most dangerous healing reduction in the game. It straight up reduces your healing by 100%, and also slows you. But, remember, that Rod of Asclepius and Heavenly Agility override this, meaning that if you happen to have Rod of Asclepius and Heavenly Agility, your healing will still matter and it'll be wise to activate Heavenly Agility if you need to quickly heal someone to save their lives.


Sickening Strike: This is Sobek's third ability. Much like your Moonflower Dance, it reduces all healing by 50% for 4 seconds. It is best to avoid healing when this effect is applied and wait 'till it's over.


Moonflower Dance: You know this one. Then you know that a Chang'e that's about to use this ability is going to get close to you. This is a war of who's gonna do it first. If you get it first, you heal yourself for 100% of the heal and damage her. If she gets it, your heal will be reduced by 50% and it won't affect her heal. Another thing you can do is just Moonlit Waltz it and then use moonflower dnace.


Pestilence: Not much you can do about, aside from knowing who has this item and just keeping your distance from them. It's an aura that reduces all healing by 20%.


Aegis: All of the kinds of Aegis don't only prevent all incoming damage, but they also deny all healing received. You must pay attention if an ally has popped his Aegis, so that you should know not to heal them. If they are in trouble, stay near them and as soon as their immunity has worn off, heal them.


Lord of the Afterlife: This is Osiris' ultimate. Luckily for you, it's quite easy to dodge. Because you can hear his shout and see the animation before it hits you, you can just use Moonlit Waltz to avoid it. But, if it hits you, your healing will be reduced by a 100%.

Summary

This has been what I know about our dear Chang'e.

I'm sorry for this guide not being as good and in depth as my other guides, and that's just because I'm not that good in Arena as I am in Conquest. If there are things that I've missed, or things that you disagree with, be sure to leave a comment below saying what and why.

If you happen to have a video if you dancing to victory in Arena, I'll be happy if you linked it to me, and I'll post it on this guide.

Any feedback/criticism is more than welcome.

Thank you for reading my guide. Hope I helped and that you've enjoyed.
Jordenito out.

Credits

TormentedTurnip - Lots of my designs are inspired by him, specifically the 'Stats' section and the 'Healing Debuffs' section. Also, he is the best Arena guide out there and he surely helped me with the general info of playing Arena and some tips & tricks.

Subzero008 - The general format of this guide was inspired by him. He also gave a very helpful criticism.

Piederman - The general format and style of this guide was inspired by him as well.

Sanguis - Many thanks to him for the skill sequence.

jhoijohi - Without her guide to making guides, my guides wouldn't have existed.

Change Logs

March 25th, 2014

  • Moved Spear of the Magus to the 'Core Items' and Void Stone to the 'Situational Items'. The 'Penetration' sub-section in the item section therefore has been deleted.
  • Added 'Lifesteal' and 'Health' under the 'Useless Stats' sub-section under the 'Stats' section.
  • Deleted the 'Support' paragraph under the 'The Dancer's Duties' sub-section under the 'The Dancer's Play Style' section. Further paragraphs have been added: 'Damage', 'Debuffer', 'Initiator' & 'Healer'.
  • Added 'Aegis' paragraph under the 'Healing Debuffs' section.
  • Some minor visual corrections and improvements.

June 11th, 2014
  • Removed 'Trolliest God Ever' and 'Low Skill Floor' from the 'Advantages'. Removed 'Weak Early Game' and 'Low Scaling' from the 'Drawbacks'.
  • Redone the 'Expansion' spoiler in the 'Advantages / Drawbacks' section.
  • Rephrased some of the skills explanations, the skill order reasoning and the items explanations.
  • Changed the arrows in the skill combos.
  • Removed sprint from the starting items as its cost was increased to 300 which made it impossible to buy it from the start along with Purification Beads.
  • Some visual changes to the icons in the 'Items', 'Skills' and 'Healing Reduction' sections.

June 28th, 2014
  • Rephrased most of the items and stats explanations.
  • Made some visual improvements to the 'Stats', 'Skills', 'Items', 'The Dancer's Duties' and the 'Healing Debuffs' sections.
  • Added lord of the afterlive to the 'Healing Debuff Section'.
  • Removed Polynomicon from the build.
  • Moved Rod of Tahuti to the 'Core Items' category.
  • Moved magi's blessing to the 'Situational Items' category.
  • Moved the 'Health' stat to the 'Profitable Stats'.
  • Removed 'CCR' from the 'Stats' section.

Leave a Comment

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Collapse All Comments

1
ThornArrow | August 16, 2014 6:55am
I can not tell you how much i love this guide. From the very first time i downloaded smite and looked at the list of gods and their models i knew i was gonna buy chang'e. I had the worst time figuring out a build until i came across this guide. I didn't copy it exactly but it did inspire me and got me my first legendary god. Your guide is excelent, the BBC coding is beautiful and creative, the art at the beginning is awesome, and the guide is just really high quality and explains every thing so well. <333
1
Jordenito (66) | June 14, 2014 1:06am
Well, generally speaking, no, I wouldn't. Void Stone is really all the magical protection you need, but because Hide of the Urchin is like the best protection item in the game, it's never a bad choice. Though, I wouldn't recommend getting both Hide of the Urchin and Breastplate of Valor, as you lose to much power. I just might add this tanks to you. Going for chronos pendant instead of Breastplate of Valor and then getting Hide of the Urchin as your situational item could be viable.

Thanks for the compliments.
1
AJFAHRES | June 13, 2014 11:56am
This is a really good guide and a great build. I had a quick questions about the importance of getting that protection items. You mention that you usually want to get 1 physical and 1 magical protection item. Breastplate of Valor is an easy choice for physical but are there any other good alternatives besides Void Stone for magical? Bulwark and Pestilence seem like a waste. Would you recommend Hide of the Urchin for this build?

Like I started off, great build and a great guide! Thanks!
1
Jordenito (66) | April 16, 2014 3:32am
Thanks!
1
DJSyche | April 16, 2014 2:18am
Amazing Build!
1
festive1 (14) | March 31, 2014 3:52am
As per usual, your guides have great coding, I really like it, as well, your guide, gameplay and build sections are great as well. Up vote from me. :)
1
Jordenito (66) | March 8, 2014 4:33am
Aaaand the reviews are back!
Thank you Sub. Appreciate it. I missed you.

Void Stone is just the safer play as opposed to Spear of the Magus. Sure, if you are capable enough of dodging and avoiding magical, Spear of the Magus is 100% the better choice, but if you are a beginner, than you could be vaporized in seconds. Though, actually that I think about it, since the nerf, I am going to make it core.

Yeah, just noticed that the skill explanation of the super combo has two times Crescent Moon Dance in a row.

When I made this guide, I did feel that my team fight section is a bit... lacking. But I'll expand it.

On top of expanding the healing debuffs, I'm gonna add a note about Aegis.


Thank you for all the kind words, and I'm thrilled that you are back to reviewing guides.
1
Subzero008 (112) | March 6, 2014 6:48pm
I'm going to do reviews again, starting with this.

Build


Good. Not much else to say.

Item Explanation


I like the stats and their breakdown, but I do think you should explain that lifesteal and health and whatnot are useless on her. When you buy Rod of Asclepius, you're buying it for the passive and power and movement speed, but not the health, and that is an important difference to make*.

For example, Fenrir and Rage. You shouldn't buy it for the attack speed, but the crit chance and power. Yeah, the attack speed doesn't exactly hurt, but Attack Speed Fenrir isn't a good idea.

Holy ****, the items section is glorious. Logically organized, and you present multiple options.

*In fact, you should explain that more protections are better than health, since more protections makes your healing worth more.

Skill Explanations


What can I say other than this is excellent? Chang'e is a straightforward god and you gave simple, concise explanations.

There is one caveat: Due to your emphasis on repeating combos, I really think Spear of the Magus should be a core item. It just works so well with the presented playstyle, as well as the supporting-teamfight-changer role. (Not to mention, Void Stone is a bit useless.

Guiding/Gameplay


Very good. You explain what she does and how. The teamfight section is a bit vague, but there's nothing really wrong with this section.

If I could change something here, it'd be adding one more role in a teamfight: Healer, Debuffer, Initiator, and Damage. Don't underestimate the area damage of Chang'e.

Details


Great coding. This guide, aesthetically speaking, is excellent.

There's a few grammar hiccups, and I think you meant to put Moonflower Dance's icon second int he super combo section, but for the most part, this guide is very shiny.

The section on debuffs is also excellent, but I think you should emphasis the more dangerous-ness of Divine Ruin, since it doesn't just hit you, but often most of your team, especially someone you want to heal.

Summary


This guide is short, simple, and pretty much perfect. It's great. Simple as that.

Upvoted.
1
Chiulin (31) | March 6, 2014 1:59pm
Jordenito wrote:

I said that the rabbit part was useless, not the speed part. The speed part is one of the most fun things about her. Thanks for the compliments :)


I misread it. Sorry :c. Anyways, no problem. I enjoyed the guide.
1
Jordenito (66) | March 6, 2014 9:41am
I said that the rabbit part was useless, not the speed part. The speed part is one of the most fun things about her. Thanks for the compliments :)
1
Chiulin (31) | March 6, 2014 8:44am
How dare you say useless passive! D:< I love being able to spam abilities to run away and dodge things like a boss while clearing waves. The bunny thing isn't really helpful on arena though.

Anyways. Great guide. An upvote from me. c:
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