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So, for my experience Arachne is one of those champ wich does good in all stages of the game, early, mid, and end game, but she gives her best at end game with this build.
She has an escape wich is her ulti, she has CC wich is her second ability+the web wich slow, and she has high sustain while in combat becouse of her lifesteal.
The way you should play this champ at least in early and mid game is to search for the right moment to strike, like a classic assasin, to ensure the kill. In early and mid game with this champ you are not going to do tons of kills becouse you are not going to have the necessary damage. But, with the right web and good teamates you can still bring home some kills without dying.
In end game it's just a train wich can't be stop, you can even go 1v5 and maybe survive. With this champ i got 4 penta kills, becouse at end game there are no other champs that can stop you. With the web you can close distance with a ranged enemy too fast for them to make you enough damage, and thanks to cacoon while they are stunned you are going to heal yourself of all the life lost in half a second (no joke), and then, after you killed him, you can just keep going, use your ulti to close the distance with the other enemy while the other skills recharge, after you killed the second dude just backup for 2 second and wait for the skills, then go towards the third enemy, melt him, get away, use the blink to close distance with the 4th enemy, kill him to, and then if you are lucky you can go for the penta. I'm not speaking about fantasy things, you can actually do this in arena with arachne thanks to the close distance.
Now lets talk about the actual build.
1)Combat boots+light blade
Starting with 1500 gold you will be able to buy the second level of the boots and the light blade, wich is the first step to get Asi. So now you almost have 2 full items, from the boots you go to the ninja tabi, from the blade you go to Asi. The start of the build is really important. Usally players buy only the boots and keep the rest of the money for later, buying the light blade will make you have 15% attack speed more then your enemies wich is huge. If you manage to get the starting attack speed camp you can become a really strong champ in early.
2)Asi+Ninja tabi
After the first encounter with the enemy team and after having spent all your mane, if you played your cards correctly, you should have enough money to finish Asi, wich is an item freaking OP. Some times, if you get 1/2 kills, you can even have enough money to finish Asi AND buy the Ninja Tabi.
-Asi: Asi its just a fantastic items, it gives tons of lifesteal, tons of attack speed, and even penetration, and it costs 1700 wich is nothing for all those buffs. But the strongest thing of Asi is the passive; +25% lifesteal when you drop under 35% hp. With arachne this become op.
-Ninja tabi: you take those for the attack speed.
3)Bloodforge
one of the best items in the game, the only one wich gives a flat +75 physical power, and the passive is awesome too, it's what make arachne just keep going, the shield of the passive just make you basically immortal for a short amount of time. And it even gives +10% lifesteal wich is always good.
4)Deathbringer
even nerfed this item is a must have if you use the crit engine. You are going to end up critting for 800 with a 2.1 attack speed and tons of lifesteal. You pick this before the other crit items becouse you can just get lucky and crit, and if you do you are going to hit for a lot of damage. Instead if you buy the other crit items first, even i you get lucky (becouse its a 25% crit) with the crit you are still not going to get enough rewards for that lucky crit.
5) Poisoned star
and now we start the shurikens. It seems like they were made just for arachne, 2 items wich gives attack speed and crit, and even more they have really good passives.
You get the poisoned star first becouse of the attack speed most of all, but even for the passive.
6)Wind demon
as for the poisoned star, attack speed, crit, physical power and the really good passive. The movement speed given by the passive will help you keep going like a train.
Relics)
its most of the time situational, but if you see that you dont need the beads you can buy the Blink for extra fun. Blink behind the enemy lines and just melt a light target that doesn't have an escape. Or, as i sayd in the first section of the guide, use it to keep going at end game.
There is really not a lot to talk about arachne's skills. Even if everyone complain about the web, it doesn't really do so much, its just good for the slow and the speed up, the little spiders themself are not so useful (even if you can get lots of lucky last hit in early game (first 2/3 minutes)).
Cacoon is just op, you stun the enemy for 1.4 seconds.
The first make you almost immortal thanks to the health recovery and most of all to the attack speed buff.
The ulti is just perfect for arachne. In early/mid game you can use it to finish an enemy (you dont use it for this purpose at end game becouse no one will escape kek). In late game you will use it to escape most of the time or to close distance with an enemy, not do deal real damage. Keep in mind that this ulti gives CC immunity, this mean you can use it to escape ulti like ares's ulti, or Da Ji's ulti, or even a CC like the nox CC.
To attack an enemy just trow the web into his face, pop the other 2 skills togather and just melt him, there is not really a "tactic" or something like that for arachne.
Pros-
End game train
No fear of any other gods (literally, how do you stop her in 1v1?)
massive lifesteal
massive damage
Cons-
Rekt by anti-healing items
1 escape every 70s
Mhe in early and mid game
Really fun god to play, you can easly end up with 20+ kills and low deaths, its not a 1 to 1 god like Ratatoskr for exemple.
Godlike for new players, no need for aim (expect for the web), no need for real strategies, and most of all new players wont buy anti-healing items.
the second build is the most belanced one. What it lacks is the lifesteal from the other build, but now you won't have problems if someone build anti-healing or if there are multiple tanks. It is a fresh spown build, i used it like 3/4 times and i ended up with some good scores, le me know how you do.
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Regarding your 2nd build:
From my experience in Arena, there aren't a lot of tanky enemy gods. In that case, it is a waste to build The Executioner and Titan's Bane together in the same build. The penetration you get from executioner significantly reduces the efficiency of Titan's Bane. A better option would be The Crusher for Titan's Bane. But yea, let me know what you think.
However, I recommended The Crusher because of the +20% attack speed. Remember, Qin's Sais loves attack speed. Even without Titan's Bane, your Qin's Sais will still shred a tank because of the passive.
Also, I like your explanation on the double lifesteal-Kill an enemy, and force a 4v5. However, if the enemy is coordinated and building double anti heal (brawler's beatstick/ Divine Ruin + Pestilence, your double lifesteal is going to take a hit. How do you feel about replacing Bloodforge with a defensive item like Hide of the Urchin or Mantle of Discord? This way, if you're ever in a hairy mess, your defense may come in handy. The reason I'm suggesting to keep Asi is because Qin's Sais loves attack speed. And since Arachne is a basic attack god, she'll benefit more from the passive on Asi as well.
But i'll try out both of them ;)
Instead, from my experience i can tell that no one build Anti-healing only for Arachne, but i found myself in matches where there was some healers in my team like Aprhodite and it's at this point the enemy team build anti-healing.
This sayd, the main point of the lifesteal engine is to keep you in combat improving your sustain, i need to try out if some defensive items (at least 2, only 120 defense is not enough IMO, need at least 180) can do that too.
1) I don't use smitefire really often and i don't comment other builds. I'm not an active member of this site. This is why i don't know how to do things like colored writing, tagging items in comments, and even replay to the right comment, so forgive me for my low effort guides and comments. And this is the reason of my delay in responding to comments too.
2)all my guides and builds are tested builds wich evolved after lot's of matches in Arena (over 800 in total), and the one i post are my final builds (after lot's of testing and re working).
I play only arena becouse i'm not a competitive player and i don't like classic MOBAs, my guides are made ONLY for arena, i don't know if they can work in other mods but i really doubt it. So keep this is mind when commenting, becouse maybe you are thinking from a conquest prospective, where some items do better then other becouse of things like costs and utility in 1v1 (arena is 99% of the time 5v5).
3)i make this guides and builds for fun, not to make peaple become the best players in the world. This mean they can lack things that more experienced and competitive players have studied. For exemple:" Crits are directly subject to attack progression, because they are based on the basic attack's damage. In Arachne's case, if you build crit and crit on the first strike, the basic attack will deal only 1/2 damage, and the crit bonus damage will only be a multiplier based on that 1/2 damage".
I don't know things like this, i'm not so much expert in the game, so take the build for what they are, build made by "a casual" (even if i have 500h and 800 arena matches) FOR casuals. Don't take them seriously. Try them, find out if you have fun with them and if they are good for you and if they are not feel free to change items, to test other things, like maybe defensive items to be more tanky in combat and then come back to this post and comment with your changes so i can personally try them and see if i enjoy them more then the original build.
4) most of the time i use smitefire when i get a new god (i dont even have all of them) to see on wich line that god should be build, like for exemple, if i have to build it crit, lifesteal, attack speed, penetration, ore a mix of those things. I then make a build my own following those lines and changing it match after match, ending up with the build i like the most.
My guides are meant for players like me. My builds are first time builds, they are made so the visitor of my guide can try it as his first build for his new god, and change it to find out what final builds he most enjoys.
5)after all of this, i hope you didn't take me wrong, all comments and ideas are more then welcome. Even just the fact that someone spent his time to give me tips on how to improve my build it's fantastic for me.
Last words, i would really appreciate if you try my builds before commenting, not for any reason in particular, just to find out what they lack and what they have more then enough (for exemple AS, damage, penetration, lifesteal, and things like that), becouse remember that the builds i post are my final builds after lots of testing with other items (like Odysseus' bow for exemple, wich someone suggested me to use).
Your comments are noted and understood. You make some good points. Perhaps this is a learning experience for some of us as well. We can be quick to judge, and sometimes our delivery can be a bit harsh. Regarding myself, I don't mean to be negative, and my purpose on this site has been to try to be helpful. Sorry if some of what I've said has been offensive.
Understand that for some of us, we love the details of the game, and do a lot to try to understand the mechanics and variables and calculations within the game. To this end, some of the previous points I described are absolutely valid, and are very important in different aspects.
That said, you ask a very reasonable thing, about trying your build before commenting. I do feel that my comments are valid without even trying builds of various types, but I understand the purpose of your build and that it works for you.
I do ask that you take some specific points into consideration.
As a quick example, I did play an Arachne arena game last night. I understand that each game is different, and sometimes I'll do awful, and some I'll do great. Here's an example match. Key things to note are player account levels (not always indicative of skill, but more play time usually helps people improve), my very mediocre game (5 kills/5 deaths), and my build. Even though I built a full protection item ( Hide of the Urchin) rather than go full damage, I still dealt 20k damage.
I've checked out some of your matches, and it looks like, with the exception of some of your games where you get ~15+ kills, you're averaging around 20k too, and that's with a full damage build. The games where it seems you get crazy #s of kills is where you're playing against others with account levels below 50. As you keep playing, you may see a need to shift your item preferences, and it's always good to be flexible with the build.
Also, personally, I don't like getting Odysseus' Bow on Arachne.
Finally, here's how you do the fancy database linking.
Anyway, thank you for taking the time to explain your points, and for being very reasonable and a good sport. Hope you stay on the site with us.
I really appreciate the comments from more experienced players then me, they make me get better at the game, understanding the mechanics of the game. So all comments are always welcome.
Now let's talk about Asi (hoping the name tag worked).
Asi indeed GIVES power, even if not in a direct way. More AS means more damage, more penetration means more damage, and at end game beign able to stay in combat thanks to that item means you are going to do more damage. But let's take it from another prospective.
In the first 5 minutes of the game you are going to lack some power, but after that really early game you are going to have your third item Bloodforge wich gives 75 power, wich is more then any other items. Bloodforge+the attack speed and penetration of Asi let you do good damage in early.
About The Executioner, i would really like to use it in the first build but i don't know what to leave out for it. I was thinking about the Bloodforge but i would sacrifice my survivability making me less efficient in teamfight becouse of a thing i wrote on a previous comment:" Let's do some easy math:
you kill an enemy, a usual assasin will then fall back, the teamfight now became a 4v4 (1 member killed in the enemy team and 1 member (you) falling back in your team);
with arachne, using this build, you can just keep going, this means, after you killed the enemy god, you don't need to fall back making the teamfight a 5v4, and i assure you one more god (expecially arachne with her damage) in a teamfight is game chaning".
Talking about the results of the matches, i don't usally ends up with lots of damage, but Arachne is not an Hunter, she is not meant to deal massive damage but to get the more kills she can, like all assassins. Ending up most of my games around 15 kills with something like 7 death it's pretty good, for me, but i can be wrong.
Now let's talk about the player level. As i sayd before, this build is meant "for casuals" not for competitive players, like lots of builds that found place on smitefire, and casuals usally stay around level 50/60 in game, making them match up against same levels.
Let me quote myself with a sentence took from the build itself:" Godlike for new players, no need for aim (expect for the web), no need for real strategies, and most of all new players wont buy anti-healing items. ". This is a santance took from my summary paragraph.
Arachne is a really good god for newplayers and casual players, like Artemis for exemple, it doesn't require much skills and with the right build it can just become a train.
In competitive games there are planty better gods that can rekt arachne, but you need to know the right combos of those gods and the right meta builds, something new players and casuals are not really interested in.
My guides and build are easy builds, with this build of Arachne you have high lifesteal thanks to asi, high sustain thanks to bloodforge, high damage thanks to the crit engine.
My other guide, my Hel guide, it's just an high damage build without any real strategy behind.
This sayd, even if my builds are low effert builds made for casuals, all comments made to improve them are more then welcome. Even becouse after 800 arena matches and 500h of game, i can't really call myself still a casual, so the better my builds are the better i get at the game.
To that end, I really urge you to read my writeup on power and attack speed: https://www.smitefire.com/smite/forum/theory-crafting/adc-theory-crafting-balancing-power-amp-attack-speed-58650. It should really clear up what I'm saying about early power vs attack speed, and how that attack speed is really not doing that much for you early in the game.
Keep in mind another aspect of the power function...it increases your ability damage. Now, you've only got 2 abilities that scale with power... Venomous Bite and Night Crawler. But it's still going to increase the damage on those, which is something to consider.
Understand that the end target you've been talking about is DPS (damage per second). It's basically a measure or reference of how much damage you can output over a set period of time.
You're right about Bloodforge helping a lot with power, but that's a bit later in your build. Asi is better as a mid-game item, not as a beginning item. Keep in mind a few aspects of Asi. Until you deal more damage, the lifesteal, which is dependent on your damage output, is going to be low. Why get that item that early if it's not going to help you all that much at that point of the game? I understand you liking the passive, but I honestly don't think in the first 3-5 minutes of the game you're bursting an enemy from 100-0 in a boxing match while left alone. Asi is a boxing item. Early game, you're relying on your abilities more than basics. Get it later.
As for replacing an item with The Executioner? The answer is either one of your 2 lifesteal items (seriously, consider only getting one, getting 2 and facing enemy anti-heal shuts that down pretty hard), or one of your 3 crit items. You probably think the 3rd crit item is doing more for you, but against the enemy team as a whole, I can guarantee that's not the case. Don't underestimate pen/protection reduction.
With regard to my reference to comparing matches, the one point I really wanted to make is that I can output similar damage to you even when I build a protection item with no offensive function, and don't build 3x crit. This to me is an indication that can show that your build doesn't necessarily need all of those specific items to do the job you want, but rather there's definite room for improvement. The points we're trying to make here are direct technical suggestions based on more in-depth knowledge of the game.
I'm fine with high lifesteal, and there have been times when I've played her that I could have used it. Just think there are KEY parts of your build that are lacking in KEY stats (namely The Executioner). Build order can be improved but a player can make your build order work.
1)my standard build, the one we are discussiong about, i still think its decent for new players and until the enemy team don't build anti-healing and don't have tons of defensive items.
2)i made an hybrid:
Ninja Tabi + Rage + Deathbringer + The Executioner + Qin's Sais + Bloodforge.
I think this is one of my favorite build so far, high damage thanks to the crits, no problems with tanky dudes thank to The Executioner and Qin's Sais, and even sustain in combat thanks to Bloodforge.
I'm really curious on what do you think about this one.
Final stats:
Basic attack damage: 307
power physical items: 225
Attack speed: 2.0
Lifesteal: 15
Penetration: 0
Crit chance: 55 (65 with max rage)
as my third build is more of a funny build, it's basically all penetration and defense reduction + attack speed.
3) Ninja Tabi The Executioner Qin's Sais The Crusher
Stone Cutting Sword Atalanta's Bow
stats:
basic attack power: 282
power physical items: 200
attack speed: 2.5
LS: 0
penetration: 15
Crit: 0
i would only use it if i have 5 tanks in the enemy team, but maybe it can be good even in normal matches, don't know i still haven't tested it yet.
For the first build I would get Stone Cutting Sword instead of Asi.
With enough AS, you can refull your life bar thanks to Asi, in 2/3 hits.
If you replace it with a Odysseus' bow (wich i'm not really interested in becouse you don't need over 2.1 AS with this build) ore Stone Cutting Sword (wich is good but you don't really need it, the combo Qin+The executioner+Titan's bane already gives enough penetration IMO and don't forget even Asi gives penetration (+10)), you are not going to have enough life steal to keep yourself in combat.
The main point of this build is not melt enemies in 1.0s and then get out like all assassins should do, the main point is to melt enemies in 1.5s AND keep going thanks to your lifesteal, becouse after you engage a fight even if you lose tons of HP you are going to full yourself in few hits.
In arena, where you are always in teamfight, beign able to stay in combat withoud the need of retreating is just game winning. Let's do some easy math:
you kill an enemy, a usual assasin will then fall back, the teamfight now became a 4v4 (1 member killed in the enemy team and 1 member (you) falling back in your team);
with arachne, using this build, you can just keep going, this means, after you killed the enemy god, you don't need to fall back making the teamfight a 5v4, and i assure you one more god (expecially arachne with her damage) in a teamfight is game chaning.
I can see it not being functional in a crit build, but he does have wind demon in there, so the bonus attck speed has some merit?
Also, no power on Asi is why it doesen't work well with crit.
In an AA Fenrir build, Asi is fantastic.
AA fenrir is not viable in serious matches because he functions best as a bruiser with max cdr.
If you wanna discuss this more, ill send you an IM.
Or I would the other items in the order I listed but swap the Devourer's Gauntlet for a lategame Bloodforge.
Devourers gauntlet takes too long to stack and affects his early game. Ive play tested a few times in clash.
IMO i would prefer Draisaitl's build:
Warrior tabi
Jotunns wrath -> sold for qins sais late game
Shifters shield or another defense item
Stone cutting sword
Executioner
Asi
The asi pairs well with qins sais and seething howl.
But going back ro the topic: it makes sense asi would work better with qins sais than crits, but im still not 100% sure.
Bran what r yiur thoughts on asi in crits vs asi in qins?
Quick answer though regarding Asi with Qin's vs crits, I think it's potentially okay in both cases, but definitely better paired with Qin's. Depends on the rest of the build, and how much AS you want/need. If you've got a nice steroid and a couple AS items, that should be enough to not need Asi's additional AS. If anything, you could switch Warrior Tabi for Ninja Tabi to get that extra AS, and choose something better than Asi, which although a good item, isn't truly a T3 item.
arachne's attack speed make it really good. Dealing 3 to 5% of the enemy health as physical damage with 2.25 attack speed its just really good.
Rather then, how does Arachne take advantage of Qin's Sais to a higher degree than many other basic attacking gods, and why can it be superior to a crit build?
Answer: Attack progression (covered in the spoiler in this chapter of my items guide)
As a base of understanding about how basic attacks deal damage, you not only look at the normal things like base damage, power, pen, and enemy protections, but also what their attack progression is.
Static Attack Speed Progression
A static attack progression (or basically, no specific progression like all hunters) means that full damage is dealt for each basic attack. It also means it goes along directly with attack speed. A god that has static attack progression and an attack speed of 2.0 will be able to attack twice in 1 second.
Variable Attack Progression
Now that we've got that out of the way, now we can consider gods that have unique attack progression. For a specific god, sometimes some hits come faster than others, and some take a while to wind up. Some hits have different effects. Let's look at some examples.
The final hit is important to know for Ratatoskr, especially playing in the Jungle in Conquest, as it's important for camp clear. So even though it takes longer to wind up and hit, it not only deals MORE damage than the first 3 hits, but it also attacks in an AOE, which is great for hitting multiple jungle camp minions.
How attack progression affects crits and Qin's
Crits are directly subject to attack progression, because they are based on the basic attack's damage. In Arachne's case, if you build crit and crit on the first strike, the basic attack will deal only 1/2 damage, and the crit bonus damage will only be a multiplier based on that 1/2 damage.
Qin's Sais' passive is its own beast. It does not scale from attack progression. The bonus damage it applies is the SAME, no matter if you're hitting your 0.5 multiplier or your 1 multiplier. For those, then, that have some attacks below the 1.0 threshold, Qin's Sais sees enhanced effects compared to other gods.
In this case, if you want to get the most out of Arachne's kit, you'll utilize specific attack canceling. In particular, I believe, once you get Qin's online, you'd deal 2 quick hits, then use an ability.
A fuller combo would be something like:
Ninja Tabi is fine in Arena, especially as a setup for stronger basic attack function later. Warrior Tabi is likely the better choice in Conquest, but we're not talking about that mode.
Bloodforge 3rd? WHY?!? WHYYYY??? You realize that it's 1) expensive, and 2) more lifesteal. You're really going double-lifesteal on a god that has great healing in her kit? Against any decent enemy, they'll counter-build the hell out of that with anti-heal. As a late game item, fine. But don't get it 3rd after you've already gotten Asi (which you shouldn't get at that point anyway).
Then your first foray into crit is Deathbringer? If you do really prefer crit over Qin's, then this probably shouldn't be your first crit item. You'd be better served with Rage or Wind Demon. It really hurts that you've built 2 expensive items in a row.
Then you proceed to build 2 more crit items...and can you guess what you're lacking? PENETRATION. (And no, 10 flat pen from Asi doesn't count) The Executioner, Stone Cutting Sword, The Crusher, etc., any of these are decent choices. For any damage build, PEN IS KEY. And seriously, from my comment above, you combine Qin's Sais with The Executioner and you're a tank killing machine.
Build 2 is better in some ways. Again don't start Asi. Don't get Bloodforge 3rd. And with the nerf to Titan's Bane, that's very situational at best if you're facing 3 guardians and 2 warriors all building tanky for example). And honestly, you can always consider a protection item. You don't have to go full glass cannon.
Long story short: its a very viable damage/dps option on her.
They kind of are, the spiders themselves can block enemy movement and the web creates a barrier you don't want to cross early game.