This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Vote received! Would you like to let the author know their guide helped you and leave them a message?
Beginning the match with the two starters Bumba's Mask and
Death's Toll gives the player the ability to jungle efficiently from level 1. You should start the match at red buff, then purple for support, then lane.
The Healing Potion and
Multi Potions should be bought together because their effects stack. In the early game, this makes for impressive healing.
With the given starter build, you should be able to sustain for quite a while, if you use your manna wisely and jungle for health. You should go back at 1600 or 2000 gold. If you have 2k, get the Devourer's Gauntlet first. Stacking this item early can give you a lead that sustains in to the late game. If you don't want to stack,
Bloodforge is an excellent substitution you can bring in later. Next (or if you returned with >1650 but <2000 gold), you should get either the
Warrior Tabi or
Ninja Tabi. I recommend
Warrior Tabi because with Artemis' attack speed buff ability, she hits the attack speed cap easily.
It should be noted that should the duo lane partners have a lot of mobility (e.g. Jing Wei,
Geb) it is best to get boots first.
You do however want to make sure to get about 40% additional attack speed, so that once the buff ability is maxed she does hit the attack speed cap. You will want to bring in power, penetration and critical chance as well. Wind Demon gives +20% and its passive gives and additional 20%; it is a good choice if you are looking to conserve inventory space. Shogun's Kusari has an aura that gives +20%; If a teammate has it, stick close. An often overlooked item for attack speed is the
The Crusher; the combination of power and penetration, combined with a low price tag, makes for mid game destruction. On top of this, if used against enemies effectively,
The Crusher provides up to 20% cool down reduction via its passive.
Artemis' passive makes up for the like of critical chance.
The Executioner is another great pick-up and can do more than
The Crusher against high defense enemies; it is better when enemies have >45 physical protection.
Your fourth pick-up can be used to counter build. Try to get something with power and protections, like Ancile or
Void Shield. If just want to stack power however, might I suggest
Rage. Its huge bump to critical chance once evolved is probably the best way to raise damage per second and that's what ADC is all about.
Lastly, you will want to sell your starters and buy late game items. If the game is going well, I suggest Deathbringer and
Malice, in that order. You will shred minions, structures and players alike. If the game is not going well, but still winnable, try counter building. I prefer to use
Shifter's Shield for this, as it provides high power with physical and magical defense.
Shifter's Shield is so powerful that in the example build
Malice would lower damage per hit while over 50% health in its place. Magi's Blessing's passive can also be a great assist, if the enemy team has a lot of hard crowd control.
With excess money consider: Potion of Physical Might, Wards/ Chalice of the Oracle and upgrading relics.
As a hunter, Artemis is squishy. Therefore, deterrents may be necessary. If the enemy team has players with hard crowd control (e.g.
Ares,
Anubis,
Ymir)
Purification Beads are a life saver, literally. Burst damage gods (e.g.
He Bo, Scalia,
Loki) are better countered with
Aegis Amulet. Don't forget
Calydonian Boar gives crowd control immunity.
Artemis also lacks dives and escapes. The
Blink Rune helps with this. Try blinking in to get
Calydonian Boar close. It's fun. The Teleport Glyph can help with map presence, or at least serve as a free back every 3 minutes. Once upgraded, you can teleport to wards as well. The usefulness of this cannot be overstated.
Heavenly Wings, when upgraded, allows for attacking without movement penalty. An excellent dive to accompany
Artemis' buff or a retreat full of pokes.
Another thing Artemis can't do is heal. Buying potions help, but so does Meditate. Consider it. It can revive a manna starved team.
Start with Suppress The Insolent for jungling. Then
Vengeful Assault and then
Transgressor's Fate to open
Artemis' kit. Level
Calydonian Boar as often as possible. Alternate leveling
Suppress The Insolent and
Vengeful Assault, level
Transgressor's Fate up last. You still need
Suppress The Insolent to clear waves, so don't ignore it. The
Transgressor's Fate does bring as much to the kit as the other abilities and leveling it does not upgrade it much, thus it can be ignored until late game. This allows you to get
Vengeful Assault and
Suppress The Insolent leveled up more quickly.
The Transgressor's Fate is, probably for good reason, the least utilized portion of Artemis' kit. Other than the obvious "trying to place it where the enemy is about to walk" let's list some other ways it can be used.
Place at your feat while retreating.
Place between you and melee boxing opponent.
Place in entrances and exits to the jungle/lane.
Place on an ally being attacked by melee enemy.
Place on top of enemies affected by an ally's crowd control to hold them longer.
Follow up on Tusky's stun with a trap.
If the other team is under their tower, try placing it right in front of the tower. People tend to back peddle in to it and you can still hit them from out of the tower.
Transgressor's Fate is an important part of
Artemis' kit and has low manna cost. Use it often.
SMITEFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new god, or fine tune your favorite SMITE gods’s build and strategy.
Copyright © 2019 SMITEFire | All Rights Reserved
The base choices for your build seem solid. That said, I have some comments:
I understand your concern about building Devourer's first leaving you without movement. It would not be a good idea against a Jingwei and Geb, for example, and I would not suggest it. Outside of extreme matchups, the early sustain and power it provides creates such an effective power gap. Give it a try.
As for attack speed. I must revise the guide because of it. I spent time researching base stats and toying with jungle practice. I have concluded that Artemis should never be built with more than one speed item. If you would like to know, according to Odin in JP, Crusher adds the most DPS, just slightly more than Executioner.
An alternate item section will be added.
You have forced me to restructure how I build, and I thank you. Rage is great.
One other thing I definitely need to point out, regarding your attack speed comment. There are a couple of things to consider:
In real world situations, you're going to deal with a variety of enemies with varying amounts of protection. Consider also that Exe provides 5% higher attack speed and 5 higher physical power. One last thing to consider is that Exe provides protection reduction, which at 1:1 values is superior to penetration with regard to god damage. Protection reduction allows physical teammates to also deal increased damage, while penetration only applies to your own damage.
As such, Exe is 100% the better penetration item, and Crusher should NOT be considered an alternative to it.
I think it is worth mentioning that one of
This not only allows you to easily land several auto attacks, but it can also potential combo well with other teammates.