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Grandmaster Ah Muzen Cab ADC Guide

37 5 57,066
8.9
by TottiGR updated April 9, 2024

Smite God: Ah Muzen Cab

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Ah Muzen Cab Build

Skills Build Starting Items

Notes Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Notes

Bluestone Pendant is an essential item for skill based damage ADCs, provides you power, mana sustain and hp sustain.

Morningstar will evolve into Transcendence.

Golden Shard it is always the best choice because will provide you of Golden Gooseberries passive so you will have a really good early push!

Build Item Bluestone Pendant Bluestone Pendant
Build Item Morningstar Morningstar
Build Item Healing Potion Healing Potion
3
Build Item Multi Potion Multi Potion
2
Build Item Golden Shard Golden Shard
Build Item Purification Beads Purification Beads

Skills Full Build

Notes Bluestone Brooch gives you a lot of power and stacks damage with your Honey.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Notes

Bluestone Brooch gives you a lot of power and stacks damage with your Honey.

Transcendence always build this item with skill based ADCs, it gives you power, CD and infinite mana sustain.

Soul Eater fits perfectly with skill damage gods because you will lifesteal when using skills.

The Crusher is essential because when you are using any of your skills, the passive will give you an extra 30% damage to enemies/minions.

Fail-Not provides you with CD, crit chance, power and penetration, the perfect item for any ADC.

Heartseeker gives you penetration, good power, mana that will increase your power thanks to the Transcendence passive.

Temporal Beads provides you with immunity to cc and cooldown reduction.

Aegis of Acceleration provides you with immunity to damage that will help you peeling yourself and avoid enemies' ultimate skills or big damages.

Build Item Bluestone Brooch Bluestone Brooch
Build Item Transcendence Transcendence
Build Item Soul Eater Soul Eater
Build Item The Crusher The Crusher
Build Item Fail-Not Fail-Not
Build Item Heartseeker Heartseeker
Build Item Aegis of Acceleration Aegis of Acceleration
Build Item Temporal Beads Temporal Beads

Other items

Notes Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.

Sovereignity a good choice when they have an auto attack jungler or in case you are getting camped, you should build it on third item instead of buying Fail-Not. Provides you with a nice physic defense stat, health and as soon as you start doing teamfight, you should be around your midlaner so it will help you two surviving.

Fortifying Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Fail-Not

Notes

Mantle of Discord is a defensive item with cc immunity, and a really good choice against full engage set ups. You should build it instead of Fail-Not if you go for it.

Titan's Bane If you are losing hardly the game and you don't have enough gold, go for this item instead of Heartseeker. Will give you much penetration for a low cost compared to Heartseeker.

Sovereignity a good choice when they have an auto attack jungler or in case you are getting camped, you should build it on third item instead of buying Fail-Not. Provides you with a nice physic defense stat, health and as soon as you start doing teamfight, you should be around your midlaner so it will help you two surviving.

Fortifying Shell is a strong option when the enemy team has an auto attack jungler like Mercury, Kali or Bakasura... instead of buying Aegis as second active (mitigations will save your life while you can use autos).

Brawler's Beat Stick in case they have bought lifesteal or have much healing gods you should always look to buy this item, ideal for power and antiheal instead of buying Fail-Not

Build Item Mantle of Discord Mantle of Discord
Build Item Titan's Bane Titan's Bane
Build Item Sovereignty Sovereignty
Build Item Brawler's Beat Stick Brawler's Beat Stick
Build Item Fortifying Shell Fortifying Shell

Ah Muzen Cab's Skill Order

Hive

1 X Y
Hive
3 4 6 7 10

Swarm

2 A B
Swarm
1 8 11 12 14

Honey

3 B A
Honey
2 15 16 18 19

Stinger

4 Y X
Stinger
5 9 13 17 20
Hive
3 4 6 7 10

Hive

1 X
Bees swarm at the ground target location, creating a new hive that provides Movement Speed, Attack Speed, and HP5 buffs to Ah Muzen Cab. Hives reveal enemies within 20 units of them. The hives can only be destroyed by basic attacks (Max 7 hives).

Ability Type: Circle, Buff
HP5: 20 / 25 / 30 / 35 / 40
Movement Speed: 10 / 15 / 20 / 25 / 30%
Attack Speed: 10 / 20 / 30 / 40 / 50%
Radius: 90
Cost: 40
Cooldown: 12s
Swarm
1 8 11 12 14

Swarm

2 A
Ah Muzen Cab summons a large swarm of bees that fly forward in a path in front of him, dealing damage to all enemies hit and applying Bees! to them.

Ability Type: Line, Damage
Damage: 50 / 90 / 130 / 170 / 210 (+70% of your Physical Power)
Range: 70
Cost: 65 / 70 / 75 / 80 / 85
Cooldown: 15 / 14 / 13 / 12 / 11s
Honey
2 15 16 18 19

Honey

3 B
Ah Muzen Cab sprays honey that lasts for 4s at a moveable ground target location, Slowing all enemies in the area. Bees from Hives within 90 units and Swarm will fly over to protect the honey, dealing damage every 0.5 seconds and applying Bees! to all enemies as they leave the honey.

Ability Type: Area, Slow, Damage
Damage (per Tick): 13 / 25 / 37 / 49 / 61 (+15% of your Physical Power)
Slow: 20%
Cost: 60
Cooldown: 10s
Stinger
5 9 13 17 20

Stinger

4 Y
Ah Muzen Cab fires off an enormous stinger that deals damage to all enemies in a line, sticking into the first god that is hit, applying Bees!, Slowing, Crippling, and decreasing their Physical Protections for 3 seconds. If the target dies or after 3 seconds, the stinger falls onto the ground for 4 seconds. If Ah Muzen Cab picks up his stinger, he gains a significant reduction to Stinger's cooldown.

Ability Type: Line, Cripple, Damage
Damage: 275 / 355 / 435 / 515 / 595 (+100% of your Physical Power)
Slow: 20%
Physical Protection Reduction: 10%
Retrieval Cooldown Reduction: 60%
Range: 70
Cost: 100
Cooldown: 100s

Ah Muzen Cab Threats

Tap each threat level to view Ah Muzen Cab’s threats

Max
3
Major
4
Even
0
Minor
0
Tiny
0

Ah Muzen Cab Synergies

Tap each synergy level to view Ah Muzen Cab’s synergies

Ideal
2
Strong
0
OK
0
Low
0
None
0

Introduction

Hey, this guide is brought to you by TottiGR! I started playing Smite on PC in February 2014. I have been playing competitive since 2016 and I have been a professional Smite player between March 2020 to July 2023. I have played in different teams like JustF6, Gilded Gladiators or Tartarus Titans this last year. I have peaked 3500 MMR GM/Masters in Ranked Conquest on PC every season since 2017. I also made Smite Masters (LAN) 4 times in 2022 so I really think I have the knowledge about guiding about the ADC role. I hope you find this guide as a useful learning resource for playing Ah Muzen Cab as an ADC.


Here are my socials:

Abilities

Ah Muzen Cab's Abilities


Passive - Bees!

This passive is so useful during the game because if you hit an enemy with a skill, bees will provide you with constant vision over the enemy hit and poke that in late game fits perfectly with The Crusher and Heartseeker


Ability 1 - Hive

By far the best skill, you should always upgrade this skill over the others because it provides you with insane movement speed, attack speed and healing stats that will always help you to save yourself over ganks or rotations.

You should always look to position the Hive in difficult places to get hit by auto attacks, if it gets hit, it dissapears so you will lose the stats given.

Within the area if you use any of your skills, you will apply your Bees! to the enemies with every skill hit.


Ability 2 - Swarm

Ah Muzen Cab's main wave clear ability. You should always look to use it while you stay on the Hive area because you will apply your Bees! so you will deal much more damage.


Ability 3 - Honey

You need to choose the direction of the skill from far to near or from near to far. It's always an straight lane so you cannot curve the direction. Remember to always use it instantly after using the Swarm to apply double times your Bees!


Ultimate - Stinger

Ah Muzen Cab's most powerful skill in his kit. You should always look to use it on CD and take the stinger because you will decrease the enemy protections and will make them an easy target. If you take the stinger you will have the ultimate again soon so indirectly you will create mental pressure in the enemies that should be aware to dodge it if they don't want to be defeated.


Example Combos:

Main Ranged Combo:

Hive > Swarm > Honey > Stinger
Stinger > Swarm > Honey

Other combo:

In the case you miss the Stinger, you should try to use your Honey for slowing the enemies and try to escape as quick as possible running through the Hive's area where you will have a movement speed buff that will facilitate your escape.

How to Play

Gameplay Start / Early Game:
  • Start at the Gold Fury side Green buff. When it spawns, hit it with an auto attack to leash/aggro the camp and pull it towards the exp camp, meanwhile the support do damage to the camp, after doing both things, you two will go to the purple buff, do it and then come to lane to push the minions.

  • After these camps are cleared you will be level 1 so will need to take 1 minion of the first wave to get level 2 and level up your Honey and you will notice about the potential of easily push waves and jungle camps.

  • After pushing 3 wave, shield buff will spawn so your support and you will go for it depending of the pressure wave; if you have no wave pressure you will need to ask your jungler for coming to fight it or just leave it, but if you have hardly won the push of the wave you will use Swarm, Honey and remember to pop your attack speed shard to do it as quick as possible. If someone comes to contest, you should always try to poke them instead of securing the buff.After picking it up make your way back to the centre of the lane. If you think it's going to be hardly difficult to secure the buff, just run back into the lane and pressure the enemies by pushing the wave quickly.

  • From here you will usually fight the enemy ADC and support during wave pushes in lane with your own support. Most of the fights you should take are around shield buff and depending on yours and their early pressure/clear around your own purple buff or theirs (remember you can pull the Purple buff wherever you want so if you have no pressure / you are low hp ask your support to be in the pit before it spawns and tell him to leash it as far as needed to not get invaded by the other duo lane)

  • This type of hunter build is use to focus on farming and scaling power buying items for the late game. You should always try to poke the other ADC and farm. 1vs1 without any early poke will always be negative for you because the DPS build will burst you before you are able to kill him. Make sure to not use your ultimate just for finishing a kill, you can always use it for starting a duel against the other hunter, he will have decreased defense stats and you will have dealt a lot of damage before starting using autos. In case you miss it, just try to run and keep poking the enemy from the distance.

  • Try to tell all the information you can to your team like your own purple, shield and their purple timer (if possible) to make junglers an easy path to gank your lane and make you bigger and warding correctly with aggressive Sentry Wards will determine half of the game around the Gold Fury objective.

Mid Game:

  • As the match goes towards the mid game, other than the usual farm opportunities you'll be looking to rotate over the Stygian Beacon for your team and try attempt, contest and steal (if the enemy is attempting to kill them) the Gold Fury.

  • Remember to rotate when there is no duo jungle remain like purple or shield buff and to have the wave pushed before rotating because you will fall much behind in farm compared to your enemy ADC. (DO NOT ROTATE IF YOU ARE 2 OR MORE LEVELS BEHIND THE OTHER HUNTER!)

  • When the Beacon spawns often both teams will try rotate over to control it, especially the mid, support and jungle. You will need to think about who is more likely to have their teammates to rotate over first to impact your decision if contesting the beacon will be worth it and if there is any kill potential around the objective.

  • As for Gold Fury opportunity they will vary on factors such as: your team's overall objective shred, your ADC's current objective shred / build, your team's map pressure, how strong each team's teamfight is, where on the map everyone is (i.e. if one team is doing Gold, the other may decide to do Pyro as a smaller trade), if any members of the enemy team are on a respawn timer, etc...

  • It is so important to have warded (with Sentry Wards if possible) the Gold Fury during the Mid Game because it is the principal objective between minute 10 to 20 with the Pyromancer.

  • Stay aware of rotations (jungle and support) during this minutes because your death as ADC will be a really good factor over pulling Gold Fury or even burst it. So your team won't have any chance of contest.

  • Not dying over rotations, map awareness and warding are highly important over the games. You will always need to position yourself beside de midlaner for peeling each other over team fights (call who is doing engage on you, relics and this type of stuff that is going to make an easier way to make your team win the team fight)


Late Game:
  • As for late game teamfights, most often you will be positioned in the "backline" (behind your team's solo and support - who generally are the "frontline") and will play around your midlaner to deal with the enemy frontline and jungler, while making sure to put out as much damage as possible to the highest threats on the enemy team.

  • Make sure you have upgraded Temporal Beads and Aegis of Judgement before going into the Fire Giant. I really good advice is to use actives as soon as the solo laner, support or jungler engages on you to try to avoid as much damage and crowd control as possible, if you stay safe as an ADC on a late game teamfight, your team will have enough DPS to do Fire Gigant or if you kill all your enemies, you can even finish the game.

  • When it comes to Fire Giant opportunities, often there can be stalemates where both teams will try to force a teamfight or look for lone picks in order to gain an advantage, sometimes involving one team going for a non fully committing attempt at doing the objective to bait the other team to step up.

  • BE CONSTANTLY CALLING ALL THE INFORMATION: WHEN THEY ARE ENGAGING ON YOU, BE ALWAYS SURE ABOUT YOUR DECISION MAKING, IF YOU DOUBT YOURSELF OR EVEN YOUR TEAMMATES YOU WILL NEVER SUCCED!

Warding

Low Pressure Warding:

Here are warding spots for ADCs if you are behind with gold or experience compared to the other hunter. If the enemy team has your purple timer you should always try to Sentry Wards your purple buff and make sure to call your teammates at least 1 minute before spawning.


In case you have low pressure god but none is invading purple you can also ward like in the photo below. You will always know when someone is coming and you won't have to outposition yourself to ward so you will be safe.


Normal Pressure Warding:

Over here is shown the ideal normal pressure warding spots around duo lane, you should always look to Sentry Wards defensively and use a normal ward on the offensive position. Enemies could Sentry Wards your normal ward so you should call your support for warding there.


High Pressure Warding:

In case you have a high pressure duo set up (hunter with good clear and fighting capability and a support with crowd control, push and mobility) you should look to invade purple buffs. This type of wards will make an easier way for you and your teammates to come over purple pit before spawning and being ready for stealing it [you will always know who is coming to gank you so you must be prepared for getting ganked over duo] .


Late Game Warding:

When you start fighting around Fire Giant, you should always look to ward in the same places as a midlaner because you two (ADC and Mid) form what we call as "backliners" (the roles who are supposed to deal DPS and damage to enemies), you will be sharing the responsibility for this rather than handling it alone, especially when it's not safe for you to step up to place deeper wards. Any wards placed closer to the objective within the Fire Giant pit tend to get destroyed by Sentries more often than not, so they tend to not be reliable.

Remember, minions act as moving wards in the lanes, and are able to spot nearby gods. If your towers are down, keep your minions pushed up as much as possible to provide an extra set of eyes and pressure.


  • White Circles: These are all offensive locations that allow you to spot enemies near to or approaching objectives, and are helpful in covering multiple approaches. The closer you get to the Fire Giant, the more contested those spots will be and the more likely enemies will try to counter-ward. The ones closest to the enemy base can give you very early notice.

  • Red Circles: Fairly obvious, but it's always good to have vision on the main jungle objectives, especially the Fire Giant. Sentry Wards are key here, as they allow you to spot and remove enemy wards. You can place wards directly on top of the objectives, or put them slightly to one side to try to spot enemy wards or protect yours from being detected.
Counter-Warding: Enemies may drop wards on your defensive side in similar (opposite) spots to where you would place yours. If the Fire Giant is already covered and you have a spare Sentry Ward, place them in these spots to limit the enemy's vision on your team.

Defensive Warding: If you're pushed back to your phoenixes or inside your base, locate your wards in the nearby jungle and general approaches.

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1
cheker | November 20, 2023 7:25am
good and simpel guide
1
TottiGR | November 21, 2023 9:13am
cheker wrote:
good and simpel guide

Thanks you so much cheker. I really appreciate your support <3
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League of Legends Build Guide Author TottiGR
Grandmaster Ah Muzen Cab ADC Guide
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