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Mana pots early is in case you run into jungler whilst crossing or going for mid xp camps. Arachne's venomous bite defeats the purpose of having a mana pot.
Only go for Ninja tabi if you are going to be building into crits.
The crusher would be if you are going for extra ability damage, in which it also grants you attack speed for your combo. Wind demon is if you are building into crits
Hey again! My last build didn't go too well, as it was my first. But hopefully I can redeem myself with this one. I am a diamond Arachne, and I play her often when i do jungle on conquest. This build works perfectly for me, getting me 43-1 in a 40 minute match. I have not experimented with other items, but once I shall, I'll make sure to come back and update this build.
Please do leave any criticism or information that could be helpful in the discussion.
(Wasn't encouraged to go further in detail)
[*] Jotun's wrath
Well, I don't really need to explain this one. Mana, which Arachne needs a lot of early game. Cooldown reduction, early penetration with the great ability damage.
[*] Hydra's lament
Aside from more cooldown reduction. You also get 2.5 MP5 per 10% of your missing mana, which is great because Arachne is mana hungry early game. This item is great because it works well with Arachne's kit. After using Cocoon, you gain 50% increased damage once hitting the target. This is just bonus damage for when you are going in for your web-cocoon-venom combo. (It also works with Arachne's passive)
[*] Shifter's void
This is for the protections over jungler to get the upper hand of the competition. The increased physical power when above 50% health, granting you 70 attack power combined with the already given power. Whilst under 50% , you get 50 physical protection (Combined with the already protection) along with 35 magical protection. This just adds to Arachne's already tanky-ness. Somehow.
The rest of the items do not need explaining, in my opinion. If you wish to build into crits, then you can take that route. Or take the ability damage route. I havent seen a difference in power for either side, both execute very well.
(Crits side sacrifices damage)
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Curious why you potentially go crits instead of Qin's. With her attack string, she gets good use out of Qin's and less from crits.
Other items that are good for her include stone cutting sword and the Executioner. She might also want an early golden blade.
She might also prefer a protection item here and there. Magi's cloak is a popular option but she might like mantle of discord too.
Finally, one other start you might consider is The crusher rush. Good early pressure from that item.
FYI, Qin's is going to blow away
But if you have good results with your build, cool.
As reference, I'll link a specific discussion.
An In-Depth Discussion On Item Choices - Chapter 12 (Qin's Sais & Critical Strikes)
Understanding of when to build Qin's or crits requires a good understanding of the mechanics of the game.
Qin's is most specifically used against tanks...gods with high health (usually goes with high protections). The passive adds bonus damage on every basic attack, but the passive damage bonus is physical, meaning it's subject to mitigations from protections. This is why it's typically paired with good pen items.
To get more hits of the passive off, you also want high attack speed.
And although it's got higher damage potential against tanks (in terms of actual damage done), it's still very effective against squishy gods, as long as you've got the right items paired with it.
You say you add crit to make the build more flexible, but anytime you add crits, you make the build less flexible. Proper crit builds want at least 50% crit, along with good power and pen. The 50% minimum crit means you need at least 2 crit items. You're now having to dedicate 2 items specifically to crit function...so you've only got 4, maybe 3 slots left for other items. That's the definition of less flexible.
In addition, crits multiply damage based on your basic attack damage. In a progression like Arachne's, her first hit is 0.5. This means it takes only 1/2 the time of a normal attack, but it also only does 1/2 the damage. If/when you get a crit on the 1st hit, then, you'll only be doing damage based on 1/2 the "regular" damage. Of course, the 2nd and 3rd hits will deal normal damage.
Qin's makes good sense when a god's basic attack progression contains progression of 1 or less. Even when the basic attack is only 1/2 damage, the full proc of Qin's passive applies per hit and without being affected by that progression.
I'm not sure this is clear enough, but that's the main reason Qin's is a better option for Arachne compared to crit. I still think
And stone cutting sword could possibly be a replacement for?? I'm not really sure. I feel if the other items would be removed, a lot of damage would be cut out. But after this, Qin's I feel would be much better. I just never considered to switch items because I was just.. destroying people already lol. But I'll be sure to try out Qin's.
Arachne wants to get multiple hits in anyway, right?
Squishy gods that forego armor, at level 20 have perhaps 70 protection reduction. Reducing by 30 is the equivalent of around 42% pen. That's higher than any other item in the game. SCS is incredibly strong. If you get
That, of course, is a pretty strong commitment to basic attacks. You can go the route you're going, which is more ability-based, via
If/when you do commit to Qin's, you do need to get enough attack speed overall, though.