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Start with Manikin Scepter and the Cudgel for Frost Hammer.
Relic and Shard depend on the map and enemy team comp. I would generally take Golden Shard for jungling on Conquest, but Sturdy Shard for most everything else. The early game is where this build is weakest and the protections help, but boosting jungle mob performance is more important in Conquest.
Relics - usually take blink on Conquest, Aegis on Arena, but Aegis or Beads are always good.
Full build is described in the build description below. Some key points:
Revamped the order by putting equinox first. This gives more of an assassin start and much better jungle clears through level 12ish. That with 3 multi-potions or Baron's brew at the start as well, to adjust for the mana issues with Manakin Mace. You can swap out the mace for diamond arrow, but I find the mace superior in damage and healing. It does gives you some mana on minion/jungle mob death if you tag them with burn at least once.
Note, you can swap shield ahead of frost, but then the mana issues persist, may need some mana potions.
Make sure to basic attack ASAP in fights to trigger both frost and haste procs once you have those items. Many people will be surprised by the frost slow, especially early on - though now it's a bit later in the order.
When the last couple items and your starter comes online, she will feel like a full assassin, but also more tanky and master of movement and debuffing at the same time.
As a melee character that is not a full tank, CC is your bane if there is enemy help nearby.
This is the original build order and may still be good on smaller maps. It's a lot weaker up front, but once the shield is up you are good to go, with the attack damage slowly ramping up from there, until it's very good with all items.
Getting the frost hammer complete around lv 7 or so can really throw people off, but realize you are still quite squishy at this point.
I prefer a movement item for Item 6, but the others all have their pros and cons. You could technically swap this for Equinox in position 2 on the new main build, though I think it's tough to make the swap with what it brings to the table.
Note that Sekmet's is valuable for Arachne due to the heal on her S1 (Venemous Bite). Basically, after applying Venemous Bite for the next 5 seconds every second that you apply damage to the same god will cooldown all but your ult for 1 s. Since Venemous bite by itself will apply damage for 3 seconds, you should get at least 3 s reduction in all S1-3 cooldowns, if they are down.
Some may also want to go with Qins, as it is a good damage boost, but without movement. If you really can't stand this high of a cooldown, Arondight, Sekhmet's, or Malicious will work, but with only one crit item, Malicious probably isn't a great pick.
May want to move webs earlier in the sequence to increase attack damage and get to 3 spiders sooner, as opportunities to melee other gods might not happen often in early game.
Tap each threat level to view Arachne’s threats
Tap each synergy level to view Arachne’s synergies
This is a build I've optimized over time, and is my go-to on Arachne. The idea is that you are a tanky assassin who can both debuff the enemy and buff yourself via auto-attacks, especially movement speed, but also basic attack speed.
I used to go Manakin, Frost, Shield, but that really has a slow start and some issues with mana and damage early on. Putting equinox 2nd gives some movement speed, healing, and extra damage (from behind) that really ups the mob clear and damage, though you stay assassin squishy for longer. This does make Arachne feel much more like an assassin early on though.
This build works well for me in both Arena and Lane modes, and has made Arachne my favorite god to play, and best win ratio and KD god.
In the end, by items 5 and 6, the movement mastery you end up having can be devastating to the other team in both team and solo fights, especially on larger maps like Conquest. Getting Frost Hammer complete early can cause you and/or your team to get some early kills by slowing people out of position. Add your spiders to slow them even further. Unfortunately there are no movement items until Item 4, though, contributing to more danger of dying early on.
This is a build that once you complete the shield, it usually takes at least 2 people to kill you, usually with a bunch of CC and 3+ people dumping abilities, if you start full health. I smile big escaping with a sliver of health a lot of times, knowing the other team did everything they could to take me down.
So what are all the tradeoffs to this build, and how to play it?
First, you need to be very careful prior to getting the shield at least to level 2, as you are a bit weak and somewhat vulnerable. Squishy, in-and-out assassin play is the move. You can get kills, even solo, but as with all early game, it's heavily based on numbers. If it's 1v2 you lose, if 2v1, you win.
With the adjustment of Equinox 2nd, Jungle clear isn't the problem it used to be, but mana still is. You can go with Diamond Arrow line instead of Mace, especially on Arena, for the MP5, it's nice, but less damage overall, and games often don't get far enough to have the full build and an extra 2k+ gold to make the arrow sing.
You are a lot more survivable, as soon as you get the shield. Much better able to stay in a longer fight or escape a surprise invasion attack. You also are favorably matched up against most other gods in an extended fight on neutral ground - but it WILL be an extended fight until late game. If you need to tank more (only melee on the team, etc.), I would still consider taking shield 2nd or even first, maybe even with swapping out to Diamond Arrow from Manakin Mace. I don't love it, but it does make the early going better in some situations.
Overall, I am generally very KD positive with this build, often with very low death rates, depending how well matched the teams are, of course. That can definitely go up with the shield a slot further back as well.
This may not be your cup of tea, but it works well for me. I find it fits my playstyle, and especially in Arena and slash when team fight is the primary engagement type. If I have to engage to do my melee damage, and since Arachne doesn't have any stealth or straight jump/warp abilities, I feel she does better as a bruiser than an assassin.
Item 1 - Manikin Scepter (into Manikin Mace at lv 20):
The Manikin line is great to damage jungle monsters and even heal off them, but it also includes basic attack damage boost, which works with Arachne's focus on basic attacks. Note that the burn does stack up to 3 times on the same mob, but the more jungle mobs that get the effect, the more you will heal, so make sure to tag all of them with at least one basic attack.
The upgraded Manikin Mace gives a big 50 dmg basic attack boost and 20% additional attack speed, but also debuffs enemies basic attack speed by 10%, stacking up to 4 times. This means if you stun someone with 3 attacks and get in a 4th while stunned, they should be locked into a basic attack reduction of 40% while you keep hitting them. Tack on the frost hammer proc and that will be 65% reduction. On top of all that, the burn bumps from 16 dmg over 2 seconds to 160! This stacks up to 3 times, so you add effectively 240 dmg per second if you can get your attacks going.
Thus, the upgraded Mace is a huge dmg upgrade and I get it as soon as it is available at 20 over completing other items.
You can swap this out for Diamond Arrow line, with better mana regen (a lot better) at start, but less damage and heals, and the final Mace just fits Arachne so well.
Item 2 - Equinox
Any good damage + movement item might work here, but I like equinox for its healing and damage boost procs. Both procs are great with high basic attack speed. Try to hit mobs from behind when spiders distract them, if you are full health.
That plus the extra heals and mana from killing mobs with the mace (make sure to tag each minion or jungle mob at least once for the burn to trigger) adds pretty good sustain, but you will need to back occasionally.
Item 3 - Frost Hammer
Third comes frost hammer. This is crucial to the build for the slow on enemy avatars, but also finally makes mana bearable. Let's us usually let the skills fly as needed, though not every time they are up. Even with the hammer you can run out of mana.
But even though as a pure damage item the hammer isn't great, it's key is that on successful basic attack it slows enemies *in a small radius* by 25% movement and 25% basic attack. This is for 3 seconds, but it can also trigger every 3 seconds, so you can continually apply this effect if you continue to hit them with basic attacks. This is devastating on any solo encounters and gives you the edge against most meleers. They will feel the slow but rarely realize their attack is slowed as well.
Beware at the start though, when you don't have the shield yet, that opponents may still be have the edge through ability refresh - or, obviously, if teammates join the fray.
A big advantage of the hammer is that you can audibly and visually see when the slow effect goes off, and if you need to escape, a single successful auto-attack can slow them down and help you to escape - even if it's 2 or 3 people, as it applies in a small radius.
Item 4 - Shifter's Shield
This shield is a great hybrid item. Above 75% health you get 30 protections of both magic and physical, but also 20 physical power. If it drops below 75% you lose the power, but gain 20 more protections. Getting 50/50 protections most of the time is great, and just about doubles your survivability against most (but definitely not all) builds. It makes it so often it takes 2-3+ enemies dumping everything they have to kill you.
To me, the loss of damage output, is worth it, especially with the new build order where two damage items come first. In smaller maps getting it sooner may be worth it though - where there are more team fights and less jungling.
It's amazing to have another player dump all their abilities and you are still sitting at half or 2/3rd health. Then they turn to run, but they are slowed. The downside being, you will have less damage than full assassin builds. Good poke early though, and sometimes the kill. Just don't be afraid to walk away.
Item 5 - Hastened Fatalis.
No power added, but good flat penetration and haste, plus our first movement item. And not only % movement, but the proc is haste, where with a successful auto-attack you avoid the normal movement penalty to attacking. This works on minions and jungle mobs as well and makes the fluidity of the game much better as a melee god.
The result is you can follow someone trying to escape very easily if you have good enough speed and just keep hitting your auto attacks. If they juke well or initially get out of range though, you have to time everything right as it drops after 1 second. Pared with the frost hammer anyone trying to escape is in a bad spot, as even if they use a jump or dash there is a good chance you can catch up to them, maybe with spiders (that give you speed and slow them down), and reapply the frost slow again - and now they have no dash.
In addition, in face-to-face fights, you will maintain full movement speed so strafing and backpedaling are both a lot faster, as long as you are hitting an enemy. I find strafing in a circle around people with this effect is great because it's not normal to do it so fast while attacking, so most people's aim will be off.
Item 6 - Serrated Edge
Basic assassin item for penetration, movement, and power, plus some straight lifesteal now. Many are unaware of it's secondary abilities - more power and lifesteal while abilities are down.
Final item, and we might complete the starter before this. We are getting into very good assassin fighting form now, even with the extra survivability of the shield, and lower damage of the frost hammer.
Between our high movement speed, healing, CC abilities, extra spider damage, massive slows and attack speed reductions, it gets real spicy.
Full up, we do 40% movement speed slow (25% frost, 15% spiders), increase our speed by 21% (items) and 30% (spider web), we have around cap attack speed, over with our abilities, and can slow the enemy's basic attack speed by a whopping 65% (4 stacks of mace + frost hammer).
But our bane is still having to attack in melee range, getting CC'd - slowed/stunned, and having 2-3 damage dealers dumping abilities and ults.
S1 - Venemous Bite
Great for all the effects. Note this adds ability damage from the DOT on top of a normal basic attack. i.e. you can proc all the normal basic attack stuff like hastened and frost with it active. With heals in addition, apply this in any god fight and generally to jungle mob camps as well, whenever it's up.
S2 - Cocoon
The obvious effect here is the stun for some survivability, but don't discount the basic attack speed boost. For example, at times I will trigger this when attacking a meteor to make it deplete faster as it can only be hit by basic attacks, or to take a jungle camp down faster. When using it on a jungle camp, try to target the head mob, so the stun will save you a little extra dmg.
S3 - Web
Ah, the spiders. They can be used various ways, including to keep people out of areas, and don't forget that you can have up to 3 webs sitting up at a time. Thus, you should almost always get 2-3 down before any round begins - either at a camp that is going to pop or at a place minions will eventually tread.
For conquest especially, this means dropping 3 webs near the point you will fight with the midlaner on the first 2 camps, then recall to base to restore your mana, and walk back. You'll have another web you can drop as soon as the other traps trigger, and full mana.
One alternate skill tree setup is to build spiders first, to increase damage and get to 3 instead of 2 at skill level 5 (which can happen as early as character level 9). At that point they are hitting for 180 per hit as a group, and they can definitely track down and finish off people, plus this is your only distance ability, other than the ult. Something to consider. Just keep in mind while they can take forever to kill with auto-attack, a lot of abilities can easily wipe them out.
Using these to escape, while it can have issues, is a great way to go. The reason is, you get a 40% speed boost walking on the web, but then you can walk through the spiders, but any enemy chasing you will then trigger the trap, get attacked, and get a 15% speed reduction from the spiders. If it's a solo engagement, this may be enough for you to turn back on them in many cases. However, if you are in a group, or there are minions around, keep in mind that the spiders will immediately trigger when they hit something, so you may not get the path away that you want.
S4 - Night Crawler [Ultimate]
This is a great ultimate that can be used both as an attack and as an escape. I mostly find myself using it as an escape, especially early game, because other than our spiders, we have to get in close to attack.
Keep in mind that there is a delay to getting up into the web, so learn to manage that. Then you can still get hit on the way up as well. I've died many times due to these two facts.
I would generally avoid using this to engage - even to follow for a kill, at least early game, with this build. Situations vary, but in general.
With this build CD is not a focus at all, but at least this ult at lv 1 only has a 90 s timer, and at lv 5 it is only a base 70 s cooldown. That does get crazy with a 40% CD build, but this is not that build!
Learn how to lead people and anticipate a little delay in dropping to make sure you hit folks. Takes some practice.
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